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Assaulting Thy Enemy

Tactics Assaults

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#1 Leone

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Posted 19 October 2015 - 10:57 PM

A brief look at bringing the hurt in style.


Herein I hope to offer insights into my favourite assault tactics, offer examples of other styles of play, examine flaws in certain tactics, and hopefully give new players a glimpse of why some gameplay decisions work better than others.

While not trying to be a completely comprehensive guide, I will, as these things must, discuss build decisions before moving onto gameplay styles and video walkthroughs, complete with a pilot breakdown of certain decisions, their reasonings and an analysis thereof.


To Begin, the Mechs;

When building a mech, one must decide whether to sacrifice range for damage and which to aim for, high alphas or a better sustained damage per second. I offer three builds for your perusal, following varying degrees of one or the other. The weapons systems used, whether ballistics, missile or energy are not the thing to think about when deciding on the gameplay you want out of your mech. They are various flavours of weaponry to be sure, but ranged or close, sustained or frontloaded, these questions transcend the hardpoints.

All the builds herein are mid range, sacrificing the extreme long range for a higher damage output, and should be played accordingly. They are of course designed for a specific pilot using a specific playstyle. By all means find the build that works best for you.

Disclaimer: Mention has been made in this thread that there may be better builds out there for new folk, feel free to peruse the responses and look at things from a different perspective. Remember mechwarriors, not all pilots play alike. Find out why someone suggests something, and it should let you know where they're coming from, and let you decide if, perhaps, their suggestion may have more weight with your playstyle.

High Alpha Knife Fighter.
Technically equipped with some sustained damage in the form of dual Uac-10s, this Daishi is, in fact, a king of the poking game. At a whopping 92 damage alpha, (and remember, uacs, so reasonably 112 damage,) it wins trades. It's just, you know, close range. And hella hot.

Mid Range, with Missiles.
A hybrid of sustained damage and front loaded damage, this HGN-733 suffers greatly in melee combat, and is built to travel with the party. That said, with a 50 damage alpha it looks somewhat anemic in the weaponry department, but, carefully controlled, it doesn't spread the damage too much, and as long as you keep the enemy at bay can maintain a decent fire rate.

Sustained Fire.
Truely a case study in DPS over front-loaded damage, this BNC-3E brings only a 35pt alpha to the table. However, for the majority of it's usage, the lasers are silent, held as back up until one needs the extra oomph to drop a component. To that end, this build brings 255 AC5 rounds with the sole goal of pumping as many of them as possible into the opposition.

Next up, let's take a look at some gameplay decisions and ridicule the pilot together.

~Leone.

Edited by Leone, 29 November 2015 - 11:25 PM.


#2 Leone

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Posted 19 October 2015 - 10:59 PM

So now I've got an awesome Battlemech. What do I do with it?

Now the question begins, what's the best tactics to use with my mech? Now before we can answer that, the question is, how did you build it? Now, we're assuming here everyone already knows that teamwork is the key to victory, but certain builds find themselves in a different niche in the team than others.

Poking builds tend to be better playing defensively, and sustained fire builds do better playing aggressive. The poking build can fire, get it's damage in, and then retreat behind cover to cool off or cooldown. The sustained fire build wants to chase it's target to maintain engagement. If you brought a sustained build, expect to be the one leading the charge as it benefits you most. This is not to say that poking builds cannot charge, just that it's not what their designed for.


Leading the Charge.

Sustained fire mid range brawling in Tourmaline
Map provided by smurfy: http://mwo.smurfy-ne...inedesert&m=tdm
The action takes place around G4 as the enemy assualt lance looses three of it's members.

Follow along with this pilot if you will:
https://vimeo.com/142972458

Between 0:20 and 0:38 we see the pilot check the map, and unit composition. Since the mech has continued it's onward tromp all the while, we can safely assume the pilot placed their mech in full gear before doing so. In this brief 18 second interlude whilest heading towards the battle, our pilot has garnered force composition of their side, and direction of travel of their allies. We now know that the far lance is the light lance, and that all mechs are travelling towards the assault lance. Things are looking good for our team.

Whilest on the look out for enemies a target is spotted at roughly timestamp 0:50. At 1:02 our pilot calls the contact in over Voip, and at 1:10 gets force clarification via text. A quick glance at the minimap shows the Assault lance is in agreement, and the pilot continues onwards. At 1:25 the battle begins in earnest.

Twenty seconds later the sustained barrage of AC 5 fire from the Banshee tears apart the enemy Daishi, combined with some assistance from the team. At this point, and in fact even sooner, our pilot has the option of pulling back to group up a proper murderball and wait for the team. Instead, this pilot chooses to commit, getting stuck in to ensure the second kill. Perhaps they got caught up in the heat of the moment, or maybe they wanted to take the lance before reinforcements arrived. Either way, once committed, it's difficult to back out without disrupting the murder ball, and even then would take time to retreat to cover.

At 1:55 battered and badly damaged, the Banshee drops the second target, which was softened up as the focus of friendly fire earlier. At this point, one can see the enemy has been specifically targeting the Ac5 torso on our Banshee. This does not bode well, and may influence future decisions.

At 2:02 the opposing BlackKnight decides to disengage the Banshee to attack the friendly Loki. Our pilot chooses to continue to engage so as to offer the relatively undamaged right side to the remaining crab and any other mechs who choose to join in. The team helps out, and the blackknight does not survive.

At 2:15, after merely 50 seconds of fast paced constant engagement, our BNC-3E pilot chooses to spread their laser fire so as to secure two kill assists as the mechs collapses underneath them from its travails. The friendly team is mostly undamaged, and is up Eleven to Nine.

At just over two minutes, the BNC-3E has secured top damage in the match, and the pilot may launch in another mech, or wait around to score the two assists, perhaps alt tabbing out to the forums. The match lasts all of four and a half minutes, and only one other friendly mech is lost.

Just know, that when you choose to commit fully to leading a charge, you should not expect to survive. Sure, you could pull back, take your share of the damage and let someone else step in to continue on, but now we're getting into full on teamwork and CW tactics, which I'll leave for another time. When you commit to a charge like this you are sacrificing one mech in hopes for greater returns.


Holding the Line.

Sustained fire mid range brawling in Alpine
Map provided by smurfy: http://mwo.smurfy-ne...eaks&m=conquest
The action takes place at Kappa, J8. Pilot commits to help a doomed teammate and is in a tough spot.

Follow along with this pilot if you will:
https://vimeo.com/142975913

The first minute of the match is spent reviewing the map, no doubt due to the pilot being rusty at conquest herein, while the team discusses tactics. It is decided the Highanders will camp the ridge line, though where exactly on the line is not specified. Despite some useless lrm fire, the next minute and a half is relatively uneventful. At 2:30 however, the pilot has the oppourtunity to hop down and join the battle, or try to take the I9 hill.

Whilest missiles from the mountain on Crimson Straight can be downright hilarious, our pilot chooses poorly, and is out of range when they finally crest the top. After waiting around unable to shoot, our pilot sees a friendly in dire straights and begins to descend the mountaintop at ~3:40. The friendly dies almost immediately. With allies retreating and five enemies in sight, our Highlander high tails it for kappa, the only cover available.

Now faced with superior numbers, our pilot takes a page from the Book of Five Rings, and chooses to deal with them one at a time, taking on the most injured first. Understanding the limitations of Lrms, we see the Masakari charge within minimum range, but oddly, still within ppc range. They must not have had time to peruse the targetting info helpfully provided by pressing 'r'. By closing however however, the Blackhawk's fire is effectively blocked. At this point the enemy is mostly staying within lrm range, turning a sustained fire/poking hybrid into simply a poking mech. Classic poking gameplay commences.

At 4:40 we see another gameplay style in use, the torso twist. The Masakari, while waiting for it's weapons to cool, chooses to look sideways in hopes of catching stray shots on the arms or side torso. Our pilot however, using sch pinpoint weapons as an Ac10 and ppcs is afforded the oppourtunity to maintain facing and aim CT anyways. Lasers this mech does not carry.

Two down, and with the Blackhawk content to maintain distance, the Highlander makes a brief attempt at assisting an ally, but it's proved unnecessary. Reminded of it's own troubles by enemy fire the Highlander locks target and continues it's lrm harassment. The madcat, having no doubt realizing the loadout carried, tries charging within minimum ppc range, and is undone by three quick ac10 shots while the Blackhawk flanks.

Sadly, here, in the heat of battle, we see a series of deadly mistakes. Despite holding it's own lock for lrm fire, the pilot missed the exposed legs of the opponent and focuses torso. Normally, taking the side torso of a clan mech is a solid move, as it's easier prey than the center, and is half a kill along with removing half the weaponry while going through nearly half the armour. However, had the pilot gone for the exposed legs, they may have very well secured an entire lance. Or, had they backed up to lrm range while their opponent overheated then too might they have prevailed. As it is, the pilot flubs it and even waits to hit override until after powering down from the last ppc shot, and is destroyed for their failures.

A friendly Cicada showcases the 'hill hump' tactic to finish this portion of the fight, and the Assault pilot may now leave the match, having gotten full pay for the last assist.

Too slow to retreat safely, our pilot choose to make a last stand trying to hold the attention from as many enemies as possible whilest doing their best to reduce the amount of incoming fire.In this way they gave their team much needed breathing room, allowing what had started as a two kill lead by the opposing forces to be turned around into a narrow victory. The valiant Cicada is one of three mechs left standing after this debacle.


Flanking, and Holding the Flank.

Mid ranged poking in Canyon Network
Map provided by smurfy: http://mwo.smurfy-net.de/map#n=canyonnetwork&m=tdm
The action takes place at central outcropping. C3-D4 corner. Pilot met while flanking.

Follow along with this pilot if you will:
https://vimeo.com/143081791

Again we see the pilot take stock of the team whilest moving towards the enemy. The biggest thing of note is the lack of jumpjets available, leaving the Daishi as one of few able to flank effectively this map.

We see the Daishi holding fire on it's pulse lasers, hoping no doubt for a better shot. It is an oppourtunity wasted however, as no one wishes to poke over canyon edge. A sniping raven makes an appearance and, ill equipped to deal with it, the Daishi chooses to move on and try and flank.

Coming up on the central outcroppings, the usual spot for poking and oft targeted, we see via the minimap that allied mechs have moved left both in canyon, and above. The enemy marks show the mechs facing to the side of our pilot, and whilest they might be twisting towards our assault, folk do tend to look where the fire is coming from. Our pilot thus chooses to crest the ridge and fire.

Of course, an inquisitive raven interrupts, and we get to see the flamer in action, it's weapon effects spoiling an otherwise great shot on the Center Torso of the light mech. Still, the withering onslaught of six medium pulse lasers convinces the scout that discretion is the better part of valour, and our pilots gets a few shots in whilest cooling off. Having been spotted by a Blackhawk, our Daishi returns fire and pulls back, utilizing the previously showcased Torso Twist to spread the damage from incoming Lrm fire.

Now having earned the enemy ire, our Assault moves on to a better firing position. With the enemy trying to camp and rush this side, the pilot cannot go on without being cut off, and in fact, needs to hold the enemy back for the team. Here we see the pilot trading shots while just outside of effective range, allowing the Blackhawk to survive that much longer. Persistance, and the larger alpha and armour wins out however.

Finally the team is ready to push. Our pilot then moves left to flank from what is the middle of the team's scattered positions, the enemy distracted by the valiant press from the right flank. Being relatively ignored our assault wrecks the enemy, even utilizing some coolshots to help ensure their comrade's well being. Finally the enemy Hellslinger decides enough is enough and is joined by a hiding missile platform. Having conserved it's armour throughout the match our Dashi is able to weather the storm, and the team prevails.

Whilst not the most teammate friendly tactic, flanking can be a vital part of the battle, and allows easy shots on the enemy, or, conversely, prevents the same from happening to your team. Usually relegated to faster mechs, the concept of flanking can be used in any part of the match. The best way to win trades is to be the only one doing the shooting.

~Leone.

P.S. Apologies on the video quality. It appears Shadowplay does not support windows 8 and I'm still getting hang of OBS. Also, apologies for not providing a sound track, still looking into some .flv editing software for musical inclusions and cutting of longer vids. Suggestions welcomed.

Edited by Leone, 22 December 2015 - 09:56 AM.


#3 Leone

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Posted 19 October 2015 - 11:00 PM

Tactics and Battlefield Control.


Every mech has a presence on the battlefield. Even a light can get an undisciplined enemy to chase it into an ambush. As an assault your presence is that much greater because of the awesome firepower you can bring to bear. With some planning and forethought, a mechwarrior can use that presence to shape the very field of battle. Decisions you make, where you hold and defend, where you attack, can force the enemy into choosing between taking the position you want them to, or suffering under your withering glare.


Planning the Battlefield.

Take for instance our first combat in tourmaline. Go back over the map and take a good look at the G5-F5 area. Cover abounds from the direction our stragglers approach. Now take a good look at the F6 approach to that area. Fairly open.

By engaging the assaults there, in G4-G5 our pilot ensured that reinforcements would either hafta cross an exposed position, or, take the long way around G6 and arrive too late. In the end the vicious initial assault just got things started. It was the limited tactical options provided the enemy that proved their undoing.


Sculpting the Ongoing Combat.

Sometimes the battlefield is chosen for you, but that does not mean you cannot still make a difference. In our second match, we see the enemy aswarm J6 and J7 with allies doing their best to hold Theta at I7-J7. By holding at Kappa in J8 our Highlander allows their allies to focus on the combat infront of them rather than getting flanked and overwhelmed. By placing yourself well an holding a specific area you can deny it to your enemy and, by weight of firepower make them either deal with you or go elsewhere.

Whilest not as glamorous as flanking or charging the enemy, never the less, sometimes someone needs to keep the team from being overrun, and as an assault, you'll be one of the best qualified to punish anyone trying to breakthrough your position.


Winning Fights via Positioning.

Most games end by killing everyone. And as we've discussed, the best shots are ones where the enemy doesn't shoot back. Since our mechs can only shoot in one direction, this is oft managed by encircling the enemy and getting them to split their fire. As an assault this is often hardest for our big slow mechs, but good map awareness will help. Know where your allies are, and know that if their shooting, the enemy is probably paying some attention to them. Just consider that positioning takes time, and as we saw in our first video, alot can happen in fifty seconds.

Many matches devolve into an ongoing thrust and counter thrust of two teams each trying to outflank the other.

Consider then, our third video. Our Daishi keeps on the move, getting into a position at the end of the team's line of battle and firing upon the unsuspecting. This of course, does not last, as the enemy refocuses their attention. Then we see our pilot decide to switch tactics, rather than trudge back and forth, our assault camps down keeping the enemy from flanking their position until the team is ready to charge. Then sadly not utilizing the oppourtunity to showcase all three tactics, our pilot goes back around their cover so as to get cheap shots into the enemy rear armour.

Being rather slow, the Daishi is, in fact, a worse tank that most other assaults, as any decent pilot can easily tear off components at their leisure. Speed is life for lights, but it definitely helps everyone else as well, as the best armour is not getting shot. So, our pilot lets the faster mechs distract.

There are some great firing positions and defensive spots on these maps. Once you know where they are, you can figure out how best to use them, or deny them to the enemy, allowing you to better shape the battlefield. Sometimes some of the most vicious fights are over a specific location that both teams want.


Learning Tactics.

The best pilots know how their specific mech works in each of these roles and aims to play accordingly, but leaves room to improvise. Any mech can lead a charge or try holding a line. As an assault however, when you make a decision your often too slow to back out. As we saw in our second match, once committed to holding back the enemy, our Highlander had nowhere to go. A faster mech could've gotten out of there. In the third match however, our pilot positioned themself around some pretty useful cover, allowing them to change roles as needed.

Learn your mech, learn to read the battlefield. Use your minimap to understand your teammates movements, and from there learn to extrapolate the general area of enemies you cannot see. Once you know yourself and the layout of the battle, all that's left is knowing your enemy, and you'll be able to decide on the course of action best suited to bring you victory.

Good luck out there Mechwarriors.

~Leone.

Edited by Leone, 21 October 2015 - 11:43 AM.


#4 Stealth Fox

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Posted 19 October 2015 - 11:42 PM

oooh *waits patiently*

#5 Spitfire 03

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Posted 20 October 2015 - 12:02 AM

Very nice break down. Can't wait to see more.

#6 DR4GONFLYE

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Posted 22 October 2015 - 03:17 PM

I started a new job and havent been on as much as I would like but I have to say this is great advice and AWESOME work!

In the few drops we took together I saw you put these tips in action. If there are any other new pilots reading this besides me, PAY ATTENTION TO LEONE. He practices what he preaches. Thanks Leone.

#7 Night Thastus

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Posted 22 October 2015 - 04:30 PM

Oh my god some of these builds are just terrible.

Why do you have AMS and BAP on the banshee? You aren't a streakboat, you don't need the BAP. You don't need nearly that much ammo, and the AMS only takes out 2-4 missles per volly. It's useless on there. You'll never use up that ammo unless you're firing even when you clearly don't have a shot, and it's just begging to be critted and explode your 'Mech.
Here's the same build, but faster, more heavily armored, and cooler running.

http://mwo.smurfy-ne...2b8a5074312f515

The Highland has the same issue. Far, far too much ammo that's just beginning to get a critical hit. Why do you need 1000 rounds for 4 LRM-5s with no quirks? Why? You aren't going to run through all those rounds unless you're using it as a main weapon, and if you're using LRM's on a highlander as your main, you're doing something seriously wrong. 4 tons of AC/10 ammo is a little much. If you manage to survive a long time, then perhaps 3 tons, but with 20 shots each ton, that's quite a bit of ammo. It's also way too slow. A highander isn't a tanky 'Mech. If it's going Atlas speed (48.6), you're screwed. You lack the firepower needed to trade and the armor to survive at that kind of speed. Those PPC's generate large amounts of heat for little damage, and you can't poptart with only 1 JJ on an assault.

Here's a revised build. It isn't great, but neither is the highlander. I traded the LRMs for SRMs because an AC/10 and 2 LL's certainly aren't going to protect you up close. LRM builds are possible, but not really recommended.

http://mwo.smurfy-ne...c77fbbe7302b9ed

That dire might seem good on paper. It's got missiles, lasers, and ballistics. However, it's just too short range. You go 48 and are a giant-ass target that everyone focuses. With most of your firepower only good within 330m, you're just not going to live. Also, the JJ's are 6 tons total and do absolutely nothing. 1 is nice sometimes to get over rocks and other small obstructions, but 3 is just overkill.

Gauss will allow you significant stopping power and range to keep pesky **** at a distance. With this one, you've even got a decent shield arm, though torso-twisting isn't exactly easy or beneficial in a dire.

http://mwo.smurfy-ne...c345ded69404d40

If you'd like Dakka, I'd recommend something like this:

http://mwo.smurfy-ne...f0401f797cf5799

There's no ghost heat, the firepower is brutal, the UAC/5's have decent range.

Sorry for all the stuff, but I can't stand to see a guide for new players in which the builds are this...bad. Pains me to say it, but as a long-time player, there's simply no other way to put it.

#8 Leone

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Posted 22 October 2015 - 11:15 PM

View PostNight Thastus, on 22 October 2015 - 04:30 PM, said:

Why do you have AMS and BAP on the banshee?
First off, I guess you've never seen a team with full ams. I believe we had over a hundred missile count coming in per volley and not a one getting through. Granted, they were clan missiles, but still, overlapping ams coverage works. But it only works if everyone brings some. As for BAP, did you know it brings:
25% increased Sensor Range?
25% decreased targeting info acquisition time?
Counters one ECM within 360m?
For a sustained fire brawling build, I felt it worth the weight.

As for Ammo, I still run dry on my best runs. Your build is.. decent, but it does not suit my needs. By all means, I do not suggest anyone stick slavishly to the builds I showcased. They are, in fact, specifically designed for me, and I whole heartedly agree that new folk should build them to their own tastes.

View PostNight Thastus, on 22 October 2015 - 04:30 PM, said:

Why do you need 1000 rounds for 4 LRM-5s with no quirks? Why?
Well, when I tweaked the old build and took out the command console I had the spare tonnage. Whilest three tonnes of Ac10 ammo is too few, I rarely use more'n four tonnes. So, when switching to four lrm 5's, I stacked the remaining tonnage as ammo. Besides, due to the arcing nature of the lrms, they are designed to be the primary weapon system. I was still testing the build out when I did that run. As for lasers, that was showcasing a sustained front loaded damage hybrid. The entire point of the mech was to not bring spreading weaponry like large tube lrms or lasers. I was also hoping to work on my pin point aiming. Besides, I prefer a good ppc to a large laser.

Again, This guide is to show placement and tactics, not suggest one build above any others, I'm just including the builds for completion's sake.

View PostNight Thastus, on 22 October 2015 - 04:30 PM, said:

That dire might seem good on paper. It's got missiles, lasers, and ballistics. However, it's just too short range. You go 48 and are a giant-ass target that everyone focuses. With most of your firepower only good within 330m, you're just not going to live. Also, the JJ's are 6 tons total and do absolutely nothing. 1 is nice sometimes to get over rocks and other small obstructions, but 3 is just overkill.

Yeah, I don't use the jumpjets all that often, but that build is pure S variant. It's also designed for my playstyle, which is an upclose an personal style. I take that mech into CW on Boreal vault, and I get stuck in with it. The entire point of bringing a knife fighting Daishi, arguably the slowest assault out there, is to show that you can, indeed, flank the enemy with the fattest, slowest mech on the field.

And whilest yes, if you cannot place it effectively, the short range is a downfall, if you use it right it will rule the battlefield. And that's the point of playing an assault for me. Not to outrange things, that's a design choice. No I play an assault to be the scariest mech out there, and oft times that means sacrificing range for sheer mech melting power. It's a trade I'm willing to make.

I'll admit my design choices have forced a draw a time or two when the opponent chose not to engage, and due to my build there was nothing I could do. But, I know that had I not been in one of my builds, I wouldn't have made it as the last mech standing on my team. Choices need be made, and I've made mine.

~Leone.

Edited by Leone, 22 October 2015 - 11:19 PM.


#9 Night Thastus

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Posted 23 October 2015 - 06:47 AM

View PostLeone, on 22 October 2015 - 11:15 PM, said:

First off, I guess you've never seen a team with full ams.


That requires that you either 1: Are in a large, coordinated group over TS and all of you agreed to put AMS on. If that's the case, more power to you. That kind of coordination is tough. Or 2: You're just hoping that the PUGs you're playing with do.

If it's number 2, forget it. You might get a couple, you might get none. It's just not worth the risk.

View PostLeone, on 22 October 2015 - 11:15 PM, said:

As for BAP, did you know it brings:
25% increased Sensor Range?
25% decreased targeting info acquisition time?
Counters one ECM within 360m?
For a sustained fire brawling build, I felt it worth the weight.


I'm perfectly aware of what BAP brings...and your build doesn't take advantage of it. Your build is either a brawler or a mid-range support. You're either going to be 1: In close range, where it's useless or 2: Far enough away where you won't get solid locks anyways (not that you need them for Dakka, it's not like AC/s are lock-on)

You might have a chance at detecting a farther-than-normal away 'Mech faster than you would have already...but that's really irrelevant. With 12 other sets of eyes on the team, and if you're staying with them (and you should, that 'Mech isn't for solo-killing anything) then by the time you see the enemy, so should your team. The BAP is just a waste of tonnage on that build.

View PostLeone, on 22 October 2015 - 11:15 PM, said:

Whilest three tonnes of Ac10 ammo is too few, I rarely use more'n four tonnes.So, when switching to four lrm 5's, I stacked the remaining tonnage as ammo. Besides, due to the arcing nature of the lrms, they are designed to be the primary weapon system. I was still testing the build out when I did that run. As for lasers, that was showcasing a sustained front loaded damage hybrid. The entire point of the mech was to not bring spreading weaponry like large tube lrms or lasers. I was also hoping to work on my pin point aiming. Besides, I prefer a good ppc to a large laser.


2 tons of AC/10 ammo should do you fine (40 shots) and more is really overkill. Why? Even if your aim and positioning are superior, that isn't the matter. At some point in the match as an assault you should be taking some damage for the team. If you're sitting in the back and poking with an AC/10 and a couple PPC's (assuming you don't overheat, which you most certainly will with PPCs), you're doing a disservice to the team. They need you to be in the front taking some damage for them ocassionally. In those cases, your PPCs will be worthless (too much heat, and do no damage within 90m) and your AC/10 will be your only direct-fire weapon. That's not enough to take on anything significant.

As for the LRMs being the main weapon...just what? What in the literal **** man? No! 4 LRM-5s with no quirks are NOT the main weapon system on a ******* 90-ton assault 'Mech! You are not supposed to sit in the goddamn back and try to do a puny amount of damage! NO!

I'm not saying all PPC's are bad, but they can't be on that build. They're too hot, they don't work within 90m, and it makes you useless at close range. No.

Yes, your weapons are mostly pin-point, and that's fine. But they're also extremely weak. Your AC/10 isn't bad, but is your ONLY close-range weapon in a ******* assault 'Mech. You NEED close range weapons for pushes, lights, and other situations where your indirect weapons aren't going to work.

View PostLeone, on 22 October 2015 - 11:15 PM, said:

And whilest yes, if you cannot place it effectively, the short range is a downfall, if you use it right it will rule the battlefield. And that's the point of playing an assault for me. Not to outrange things, that's a design choice. No I play an assault to be the scariest mech out there, and oft times that means sacrificing range for sheer mech melting power. It's a trade I'm willing to make.


The problem is that as I said, you're slow. A DW with up-close firepower is great...until you get some light poking you from 1k+ meters. Or LRM fire from a 'Mech you can clearly see but can't touch. Or anything, really. The moment your enemy has half a brain, they'll just kill you from a range.

I'm sorry, I have difficulty imagining you've been playing this game for more than a couple weeks, bud. Your builds are hot, slow, useless in a huge chunk of situations, easily crittable and overall a mess. (Excepting your banshee builld, which is only a little misguided, not bad)

Edited by Night Thastus, 23 October 2015 - 07:01 AM.


#10 Stealth Fox

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Posted 23 October 2015 - 07:41 AM

One simple question,

Why the hell are you using dirty freebirth nicknames in place of the proper nomenclature? Warhawks Novas, DireWolves

Yeah yeah yeah.. The IS called them this and that, but they are not the proper names.

#11 Chados

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Posted 23 October 2015 - 08:32 AM

LOL @ Night Thastus :) Love that passion, my colleague, but Leone is old in war too and has reached out to many a noob. I like BAP on brawlers too when I can spare tonnage or slots to get it for unmasking ECM for LRMers behind me and detecting enemies far out for long range snipers in my party.

He builds his mechs for *him* and to suit what he likes. Who are we to judge? I like to get up close and personal too. Preferred ride: Top Dog or Thud 9SEC with classic pulselazorvomit. But...I also like the Thor Prime...or as the trashborn call it, the "Summoner," probably because its appearance in the battle space summons hordes of Arctic Cheetahs to swarm it...and I'm DETERMINED to make it viable! I even notched a 638 damage match in a stock one that all I did was switch the atrocious LB-X 10 for a uAC10 and 2 tons ammo and drop the LRM 15 for a LRM 10....and my most loved chassis? Catapults! Yeah, I run them even though they are *terribad* right now.

I also have Urbanmechs. And Victors. Yeah, I like a challenge. I get the Thuds out when I'm feeling beat down :)

Edited by Chados, 23 October 2015 - 08:40 AM.


#12 Night Thastus

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Posted 23 October 2015 - 08:59 AM

View PostChados, on 23 October 2015 - 08:32 AM, said:

LOL @ Night Thastus :) Love that passion, my colleague, but Leone is old in war too and has reached out to many a noob. I like BAP on brawlers too when I can spare tonnage or slots to get it for unmasking ECM for LRMers behind me and detecting enemies far out for long range snipers in my party.

He builds his mechs for *him* and to suit what he likes. Who are we to judge? I like to get up close and personal too. Preferred ride: Top Dog or Thud 9SEC with classic pulselazorvomit. But...I also like the Thor Prime...or as the trashborn call it, the "Summoner," probably because its appearance in the battle space summons hordes of Arctic Cheetahs to swarm it...and I'm DETERMINED to make it viable! I even notched a 638 damage match in a stock one that all I did was switch the atrocious LB-X 10 for a uAC10 and 2 tons ammo and drop the LRM 15 for a LRM 10....and my most loved chassis? Catapults! Yeah, I run them even though they are *terribad* right now.

I also have Urbanmechs. And Victors. Yeah, I like a challenge. I get the Thuds out when I'm feeling beat down :)



I have nothing against running "non-meta" mechs. I love my Spider-5V. I love my Urbies. I love my Victor-9K. I loved running a Mad Dog with 6 SRM-2s and 2 LB-2X's.

I think every 'Mech has it's place and time. And the creativity is a huge part, and one of the better parts of this game.

However, I do have a problem with talking to new players, and telling them those...things...are an example of good builds to use. They aren't. They'll figure it out on their own, but it'll take some time. The learning curve of MWO is high, and it's better to get them off on the right foot. Otherwise they'll just get frustrated that their "good" build isn't working for them, for some strange reason.

Edited by Night Thastus, 23 October 2015 - 09:00 AM.


#13 Tim East

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Posted 23 October 2015 - 06:24 PM

View PostNight Thastus, on 23 October 2015 - 08:59 AM, said:

I loved running a Mad Dog with 6 SRM-2s and 2 LB-2X's.

Sweet mech-Jesus, that sounds utterly terrifying.

#14 Leone

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Posted 23 October 2015 - 06:26 PM

I can understand your argument. I may not agree with all of it, but I do agree some sort of Disclaimer should be added in. MAyhaps something like...

View PostLeone, on 19 October 2015 - 10:57 PM, said:

Disclaimer: Mention has been made in this thread that there may be better builds out there for new folk, feel free to peruse the responses and look at things from a different perspective. Remember mechwarriors, not all pilots play alike. Find out why someone suggests something, and it should let you know where they're coming from, and let you decide if, perhaps, their suggestion may have more weight with your playstyle.


View PostSeph MacLeod, on 23 October 2015 - 07:41 AM, said:

Why the hell are you using dirty freebirth nicknames in place of the proper nomenclature? Warhawks Novas, DireWolves

Sorry, force of habit. I grew up in the Outworlds Alliance, and whilest the Clan's tried to change my speech patterns and habits, well... old habits an all that.

~Leone.

Edited by Leone, 23 October 2015 - 06:29 PM.


#15 Night Thastus

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Posted 23 October 2015 - 09:56 PM

View PostLeone, on 23 October 2015 - 06:26 PM, said:

I can understand your argument. I may not agree with all of it, but I do agree some sort of Disclaimer should be added in. MAyhaps something like...



Sorry, force of habit. I grew up in the Outworlds Alliance, and whilest the Clan's tried to change my speech patterns and habits, well... old habits an all that.

~Leone.


Well, thanks for taking my comments so reasonably. A good chunk of people on the forums would've cussed me out and said I had no right talking about their builds like that, especially with the heavy-handed no-holds-barred criticism I gave.I'm impressed by your ability to handle it. Thanks for that.

If you want to toss a disclaimer in there, that's your call. I suppose people will find that out on their own as they work toward 'Mechs that work for them.

Nice seeing someone on the forums who's nice like that.

Best wishes.

#16 Koniving

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Posted 25 March 2016 - 10:55 AM

View PostTim East, on 23 October 2015 - 06:24 PM, said:

Sweet mech-Jesus, that sounds utterly terrifying.

Not sure if serious; but will try it out to see if it is or not.

#17 Tim East

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Posted 25 March 2016 - 06:55 PM

View PostKoniving, on 25 March 2016 - 10:55 AM, said:

Not sure if serious; but will try it out to see if it is or not.

I drive Lights. SRM clouds are way scarier than most other forms of Dakka/laservomit.

#18 ImperialKnight

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Posted 27 March 2016 - 06:15 AM

Pre-requisite Guide to this thread:

SHOOT BACK

No, seriously. There is a distinct lack of shooting back in this game that is disturbing. Learn to shoot back, then come back and read this

#19 L1f3H4ck

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Posted 29 March 2016 - 02:10 PM

You don't need the BAP...

Everyone needs a BAP. 1,5 tons an 2 slots left? Take the probe, leave the AMS. It's the swiss army knife of equipment, for every mech, regardless of it's role.

Your Banshee likes to hang back and provides dakka from afar? A BAP can save your life, because there are light mechs that are searching for you. You will not win vs. a Cheeta with your torso-mounted guns, and you wont get support fire because he cut you off of the network. You will die unless you shut off his ECM.

Mechs shut down on occasion, either from heat, or on purpose to break your lock or avoid detection. Nice try dude, but i got a BAP, so that lock is going nowhere.

Oh, you got ECM? Add a BAP and you can counter AND disrupt at the same time.

Don't leave home without it, and ignore the nay-sayers.

#20 Tim East

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Posted 29 March 2016 - 05:20 PM

View PostTwilight Sentry, on 29 March 2016 - 02:10 PM, said:

Oh, you got ECM? Add a BAP and you can counter AND disrupt at the same time.

All very good points except for this. ECM on your own 'Mech negates BAP's counter function.

Otoh, not mentioned were the sensor distance increase or the target analysis time decrease, both of which are super-useful for snipers and scouts. I love the faster info report for brawling too. It's just good all around if you're competent enough a gunner to call your shots.





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