#1
Posted 13 January 2016 - 09:28 PM
#2
Posted 13 January 2016 - 10:01 PM
~Leone
Edited by Leone, 13 January 2016 - 10:02 PM.
#3
Posted 13 January 2016 - 10:19 PM
Edited by DamnRedcoat, 13 January 2016 - 10:22 PM.
#4
Posted 13 January 2016 - 10:19 PM
(*edit, the timber-C is what people like to refer as laser vomit, It has 2 large pulse lasers, and 3 Clan ER-medium lasers. It has nice range, and will let you try both styles of lasers. Right now it is called a meta-mech. Meta or no meta, i will say it is tons of fun. It runs 81KPH with out the XP unlocks, and has Jump jets which really help maneuver as you learn maps. It also has a "sheild arm" which basically means one arm just has heat sinks in it, so as you fight you twist, and use that arm to soak up early damage. twisting to spreading damage is a key part of the mech warrior play. This mech will teach ya everything ya need to know about how pulse lasers and normal lasers work.. heat management, twisting, with jumpjets! what more could a pilot ask for.. ohh right is is super fun too!)
Trials used to be bad, Now they are good builds. Not all are great for beginners persay, But all are solid. Not to mention you are gonna need around 40M to try assaults,, so why not bank it before you start..
That said.. after you get done playing around with mechs.. Stalkers are really hard to beat as a first assault IS side. They have many versions/play styles.. And the Hero is a pretty solid bad arse brawler or can pack a gauss, save some C-bill grind and grab an MC hero. who knows it might go on sale too. You get many play styles from long to short range.. snipe, brawl, spread damage, good speed, laser builds, missile.. you get the picture. (the only down side is no ballistic outside of the misery, which like i said is one bad arse Hero/mech one of the few heroes you will see in the CW so that means something for the most part.
to me the 100 tonners are just to hard too learn on, they are just unforgiving and new players don't need to worry about making one mistake and being dead. Many of the others, are kinda nitch, with JJ's or certain types of builds.
Lastly Battle Masters are pretty popular and in a good spot, just from watching them in action. I would no be surprised if someone didn't mention them as a place to start. But i'll just stick with stalkers. It's up there in top mechs.. put it that way.
Edited by JC Daxion, 14 January 2016 - 12:36 AM.
#5
Posted 13 January 2016 - 10:20 PM
DamnRedcoat, on 13 January 2016 - 09:28 PM, said:
First, a hearty welcome to Mechwarrior: Online is in order. We're glad to have you! Second, I also feel at home in Assault chassis. I started in a medium and went straight to the Highlanders after my Hunchbacks. It felt right. Third, please, please, please don't jump into an assault mech just yet.
Don't misunderstand, I think you should pilot whatever you want to. There are few more satisfying feelings than wrecking someone better and faster than they can with the biggest, meanest guns. Assault mechs and light mechs suffer from a similar problem. Both are relentlessly unforgiving to mistakes. In a light chassis you turn a corner and run the risk of being insta-gibbed. In an assault mech you turn the corner and there's no turning back, you literally will not have the mobility to disengage if you made a mistake, and you likely brought several friends with you.
Before you buy something, take a simple recommendation: play with all the other trial mechs a few times first. If for no other reason than you'll get an idea of how best to kill it when you see one on the battlefield. If you're anything like me, you'll make it to an assault cockpit one way or another, but there are some valuable lessons that are much more easily learned in medium and heavy mechs.
As for the Dire Wolf, nothing boats more guns and can lay down the hurt like it can, but everything moves faster.
#6
Posted 14 January 2016 - 02:22 AM
DamnRedcoat, on 13 January 2016 - 10:19 PM, said:
No problem, it's why we respond. Someone who wants to make an informed decision? Yes, more'n happy to help. So, I don't use gauss on assualts do to the long cooldown. I used to, in fact, two thirds of my Highlanders still have the gauss equipped. It's just with the slow rate of fire, I do not feel gauss is appropriate for such a slow mech as an assault. Now, that doesn't mean I don't use it. I still drop with a few dual gauss heavies in CW now an then, but that's because instead of a slow fifteen point shot, it's a slow thirty point shot that I can pop out, fire and pop back with. The faster speed of the mech mitigates the slow cooldown by allowing me to reposition and hide in cover whilest I wait for my next shot.
As for the 3E, it had the hardpoints for multiple ballistics. The 3S works with a gauss, or an AC20, but cannot carry enough of the smaller guns to be worth what I was trying. (I love me my ballistics. Took a while, but I think I'm finally getting the hand of the Clan ballistics too.) The idea behind the 3E is the sustained damage per second, not the high alpha. It can out damage any high alpha poking build by sheer volume of fire. Now against another good brawler, generally no matter who wins neither mech is leaving the match alive, but them's the breaks.
If you are interested in getting into sustained fire builds, just be warned, they do play differently, and make take some time getting used to. They're great one on one, but you hafta learn when not to over-commit. Or you could just accept that you will and just try to see how much damage you can do before you get overwhelmed.
~Leone
Edited by Leone, 14 January 2016 - 02:27 AM.
#7
Posted 14 January 2016 - 04:11 AM
Atlas
durable, can take a lot of punishment before going down, low mounted balistic and energy hardpoints make it better suited for close in fighting
Dire Wolf,
able to mount the most firepower of any Mech, countered by being really slow and sluggish with its fixed 300 engine, the other 100 tonners can be faster and more agile, best used for long range fire support but is in trouble if anything manages to get in close, to excel the team needs to support it, much more so than the other assualts
King Crab
in terms of firepower and durability somewhere between the Atlas and Dire, able to take 2 large or up-to 6 small balistics, with lasers and missiles
Banshee
big durable, completely different load outs depending on variant, can be reasonably fast and can take a lot of punishment
Executioner
thanks to MASC can be fast and very agile for a Mech its size, but only in short bursts, a bit light on tonage for weapons, but its agility and Jumpjets can make it a dangerous opponent
Highlander
a jumping assualt, unfortunately it cannot mount enough jumpjets to jump high, and cannot be especially fast
Highlander IIC
an upgrade to the Highlander, with Clan equipment, thanks to the Clan XL engine it can pack in more firepower without much of a durability trade off
Battlemaster
one of the fastest assualts with all varients able to take a 400 engine, most of its weapon hardpoints are energy although most varients also offer missile and balistic, one of the varients makes a pretty good LRM boat.
Stalker
not fast but probably the most durable Mech in the game provided it takes a standard engine thanks to its huge side torsos, making it able to soak up a lot of damage, and its energy and missile loadout make it able to deal out a lot of damage.
Warhawk,
probably the best Clan Assault Mech, with a good mix of firepower and speed, designed for energy and missiles it can use ether effectively but it has 1 whole side torso in fixed heatsinks, unfortunately from certain angles it looks like a Dire Wolf, so may be focused down early because people mistake it for what they consider to be a higher priority target.
Awesome
does not live up to its name for most people, energy and missiles, a few variants can take big engine making it really fast for an assault, it has a wide frontal profile but a narrow side profile
Gargoyle
moves the same speed as the Clan heavies, does not have much tonage for weapons, is one of the biggest Mechs in the game
Victor,
again can be fast for its size, it can mount Jumpjets, and has a varied weapon loadout,
Zeus
a good all rounder, usualy with 1 balistic arm, 1 missile arm and torso lasers
#8
Posted 14 January 2016 - 02:19 PM
DamnRedcoat, on 13 January 2016 - 10:19 PM, said:
Gauss Rifles are good for burst damage, not good for DPS. Its DPS is 2.4, the AC/2's DPS is 2.78. The AC/5 delivers 3.01 DPS.
This is in addition to the fact that the Gauss Rifle is 15 tons (IS) or 12 tons (Clan). IS quirks make the IS Gauss Rifle significantly faster than anything the Clan Gauss Rifle can do, but that means the mech has to have the quirks in the first place to use it. This really limits things.
.
Firepower is transient. It can change with a few clicks of the mouse in the mechbay.
After all, the rated "firepower" of this mech is a joke.
...and yet... it did something good.
#9
Posted 14 January 2016 - 02:56 PM
Again thank you for the awesome advice!
#10
Posted 14 January 2016 - 03:09 PM
#11
Posted 14 January 2016 - 03:18 PM
Richter Kerensky, on 14 January 2016 - 03:09 PM, said:
The only issue with that i have is the lack of ballistic hard points otherwise its exactly what i want and the regular 9S doesnt have the jump. how is the TBR-S? or will i not have enough left over to mod for what i want?
Edited by DamnRedcoat, 14 January 2016 - 03:21 PM.
#12
Posted 14 January 2016 - 03:42 PM
You can afford a full 9SE with what you have right now. Build something similar (or identical) to this:
http://mwo.smurfy-ne...7e40b5f5addbb6a
#13
Posted 14 January 2016 - 03:51 PM
Richter Kerensky, on 14 January 2016 - 03:42 PM, said:
http://mwo.smurfy-ne...7e40b5f5addbb6a
Isnt that pretty much identical to the trial tbr? i wasnt very fond of it i like LRMS and ballistics but ill give it a couple more games i like ballistics lol and i dont mind dropping cash to buy the mech and mod with the c-bills i have
i dont want to end up with what feels like a second rate mech (in my hands lol) and have to wait EVEN longer to get the mech i want
Edited by DamnRedcoat, 14 January 2016 - 03:53 PM.
#14
Posted 14 January 2016 - 04:08 PM
Battlemaster. o.O; Support/combat. Defeating the ever deadly AC/40 Jagermech. (Note: Twin IS AC/20s can instantly kill any mech when fired at the cockpit, regardless of armor. An ability that ONLY the Inner Sphere has).
Highlander. Leading the pack in many ways. Construction, poking fun.(Skip to 5 minutes for actual combat). Slaughter in Canyon. Competition 12 vs 12.
If you're uncertain, or want to go more with a budget...
Orion. Orion Pugging. Orion with LRM-100 support. Orions are like 75 ton Atlases. In fact you can imitate their builds. Not to mention they LOVE cheap standard engines!
If you can spend 20 bucks, then Marauder. Don't have vids for it yet, but basically it's a chickenwalker version of an Orion. Can work either way but loves standard engines too!
The Orion at 75 tons is a heavy mech at the highest classification, just shy of an assault mech. At this weight, engines give it a formidable amount of speed without having to get too heavy. It can also tolerate enough weight to host a varied or hefty load of weapons, ammunition/heatsinks and armor to go with that engine power without having to worry about the inertia issues that assault mechs endure. Sure you may not carry as much ammo or tank as much as a 100 ton assault mech, but you can still hit 80+ kph without sacrificing your weapon potential, who cares?! Run some circles around the Dire Wolf. Scratch the paint on that King Crab's claws. Stare down an Atlas, shoot in his face and run! They'll never catch up! Though their mediums might.
Also, because it can sport large standard engines with little sacrifice you'll be rolling in those speeds without having to shell out the price of another mech for a half-decent engine! Who has that kind of cash? Certainly not me and definitely not you. You want to make money, not throw it out. That's why you're looking at the "Poor man's Atlas." C'mon down to Diplass Battlemechs and try out the Kali-Yama Weapon Industries' Orion today!
Edited by Koniving, 14 January 2016 - 04:23 PM.
#15
Posted 14 January 2016 - 04:38 PM
Try the Timberwolf and Thunderbolt trials too
#16
Posted 14 January 2016 - 04:42 PM
You won't be able to bring it to faction play until your current contract expires though, no idea how long you signed up for.
#18
Posted 14 January 2016 - 04:47 PM
#19
Posted 14 January 2016 - 04:49 PM
John1352, on 14 January 2016 - 04:47 PM, said:
Thank you for the info saved me from a mild heart attack Lol
#20
Posted 14 January 2016 - 04:49 PM
If you're dead set on using ballistics, you can put some AC/5s and ERMLs on a Timberwolf and run a hybrid AC/laser build, or try a Gauss rifle and ERMLs (they're not as impressive after they got nerfed recently), but that'll run you an additional 8-9 million cbills. I would warn you against LRMs because there are generally other things you can do with that tonnage that are more effective.
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