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How Do You Play Your Dragon?


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#1 SKFirebird

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Posted 11 September 2013 - 05:32 AM

Been playing MWO for about a month now and greatly enjoying it. I've been waiting for a good mechwarrior game to come out since I stopped playing MW4:Mercs years and years ago.

Anyway I kinda jumped in and after playing around with a few trail mechs settled on the dragon. I like the speed, and I prefer heavy's. I played a Thanatos back in the day, if anyone remembers that one.

Anyway I'm curious how you other dragon pilots run yours.

I have Elited a 1C and a 5N and have basics on a 1N. Currently running a 5n with a 250 standard, 340ish points of FF, Endo, and 2 Llas and 2 AC5s.

Tried to load LRMs and SRMs but they don't seem to work for me. Can't load enough LRMs to get past AMS and I've not found that the dragon does well enough as a brawler to get close enough to use SRMs.

I pretty much snipe with the load out, follow the "Big Guy", spot for LRMs when I can and focus on legging, and blowing off arms to help out other people. Seems to work for me as I average about 275-400 damage a fight and 1-3kills/3-6 assists in a good match.

How do you guys play your dragon?

Edited by SKFirebird, 11 September 2013 - 05:33 AM.


#2 Modo44

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Posted 11 September 2013 - 05:47 AM

With an XL engine, since virtually everyone shoots the nose (CT). Just that should give you ideas.

I run around showing up in unexpected places, putting major pain down range. Gauss+ERPPC+whatever used to be really good on this mech, and may still work if you train with the charge mechanic. This could pass 900 damage in good games. After the recent changes, I rebuilt my 1C with 2xERLL+2xML+UAC5. You can shoot 3-4 autocannon rounds while the lasers track. You have MLs for backup purposes, and as a close-range alphastrike increase. High damage numbers so far are above 700, average around 400.

#3 Rando Slim

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Posted 11 September 2013 - 07:02 AM

I only have a 1c variant with basics because Im out of mech bays and premium time so I'm done grinding for a while. I switch between 2 builds;

1; XL 330, endo, 4 mlas, 1 srm 6, and an LB-10 x AC. Three tons of ammo for the LB, 1 ton for the srm. 14 double heat sinks.

2: XL 300, endo, 14 DHS, 4 mlas, 1 srm 6, and a gauss Rifle with 3 tons of ammo. Armor for both builds is 368. No room for AMS sadly.

Style is typically a hard hitting flanker I dont spot much but thats cause Im bad at it. The gauss rifle build now requires more dedicated sniping at the beginning of the match with the charge up time. Then as the real fight starts 75 percent of my ammo is gone so I rely on the other stuff and only use gauss on targets i know Im gonna hit in the spot I want to hit.

#4 Hop per

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Posted 11 September 2013 - 01:40 PM

I love the dragon, and run all variants except the Fang. I agree with Modo44 that XLs work on a Dragon, as you nearly always get cored.
So for all variants:
XL300 (sometimes I run XL280)
Endo-Steel
Double Heat Sinks
5-6 tons of ammo (Ballistic, LRM, AMS)
2 Medium lasers (At Least
AMS (exception: 5N)
Max armor except on legs

In general, I count on ballistics on all variants to get the majority of my damage. I fill every ballistic spot. One ballistic slot variants get UAC5, two or more get AC2s. Both the AC2 and UAC5 have incredible ranges, and with the amount of Ammo I bring to the battle, I am not afraid to through it out there +1000m. This can really pin down the other team and allow your assaults and heavies to get better positions. The advance zoom module is now an essential part of my builds as it works much better than before.

I find LRMS are useful only when I can get 10 in the air. Two LRM 5s when I can (two 5s are lighter than on 1 ten, can fire faster, but do add more heat), LRM 10 if I have to. Early in match, I also try to launch my LRM volleys with an LRM boat, to help maximize LRM effect. LRMs also are a great support for my far reaching ballistics.

Here is the real reason I like LRMs, and it was game changing for me; I NEVER fully engage until I am out LRM ammo (Ok I do, but I try my best to be really low on LRM ammo). I have always liked the dragons, but when I first started playing them, I would die in the beginning of every match with only 100-300 points of damage. Running at 81k (or nearly 90 after speed tweek) puts you just behind the lights and in front of every heavy and assault, the perfect 'first' target for LRMs and Snipers. By making sure I use all my LRM ammo (from cover), before I fully engaging, not only am I helping to soften up the enemy and keeping them pinned down, I am slowing my own pace down and staying alive to make use of all that ammo I brought to the table. Dragon’s high speed is best mid to late game for flanks and captures, not for early game scouting.

Medium lasers for damage on lights, close combat, and when I run out of ammo.

I stay away from SRMs and SSRMs, as I find the dragons works best at +250m.

As for play style I think you can see from my load outs, it is from a distance. I push middle quick and hard, but never over exposed or too far from help, I have favorite spots on every map. I do everything I can to pin down the enemy and make them take cover. I have easy exits and good cover, and watch the movements of my heavies so I can make a run for them if I get overwhelmed with lights. I found that I can move with lights and heavies effectively throughout the battle as needed. I average around 450 - 500 damage mark, good games get me in the 700 range, I have positive win and kill ratios in all my dragons. I am sure others can push that damage higher, especially if they can be patient without LRMs, but this play style has worked well for me as a Pug and in groups.

#5 Ryokens leap

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Posted 11 September 2013 - 02:18 PM

Funny how this game evolves. 1c was my fav,even over Flame, then 2 heat nerfs to ERPPC killed that variant for me. Don't have a solid 1c build right now, but since buffs to crit seekers snd SSRMS my 5n and 1n are now seeing lots of play time. 5n has LBX10, ERLLAS, MEDLAS, 3MGs and BAP. 1n has ERLLAS, UAC5, 2 SSRMs and BAP. Flame has UAC5 ( after Gauss nerf) and 4MEDLAS and BAP. All have 330xl, full armour and no AMS( 98 kph Dragons should be able to out run LRMs). I like chasing the ECM pests that's why the BAP and SSRMS. The LBX, MEDLAS and 2 MG's are great at getting crits on opened up mechs and the UAC5 is the new Gauss. For me the 330xl allows a good mix of speed and firepower and would never run anything slower and I always run full or nearly full armour. ECM fast movers take off quick when they realize the BAP has lit them up for the whole enemy team to target or SSRMs are chewing up their back armour. As MWO gets more balanced( or more nerfed) the Dragon is becoming more playable and I see a lot more of them on the field. Good hunting!

Edited by Ryokens leap, 11 September 2013 - 02:20 PM.


#6 rdmgraziel

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Posted 11 September 2013 - 02:43 PM

I play mine as Strikers with an XL350, Endo, DHS, a mix of weapons, and sometimes Ferro. Dragons have to rely on speed and back-stabbing and not so much frontal attacks as your CT is a fire-magnet. Get in, get out, stay mobile and always try to hit the enemy when they're distracted or facing away from you. LRMs are basically garbage unless you can get 20-40 missiles in the air at once to overcome AMS. SRMs CAN be useful since their dumb-fire nature has synergy with the Dragon'*****-and-run playstyle, IF you're in range. (i.e. it's fine to get within brawling range, just don't plan on staying there).

On the 1C, I use 4 large lasers (set to two buttons doesn't cause ghost-heat unless you alpha).
On my Flame I'm currently using 4 medium lasers and an AC10. (Formerly Gauss, but I can't use Gauss for {Scrap} since the last patch)
On my 5N I'm using an AC10, 2 medium lasers, and an SRM6. It's more effective than you'd think.

Dragons are team reliant beasts though; if you can't hit and run without putting yourself into a bad position, they suffer. Or just treat it like an oversized Medium and hang out with a friendly Atlas.

#7 SKFirebird

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Posted 11 September 2013 - 03:56 PM

I've tried XL engines before and though it is nice to have more space for armor/weapons I've had quite a few matches were lights and specifically jaggermechs specifically try to drill out my side torsos for quick kills expecting me of running an XL. Even playing conservatively the safety of a Standard seems to outway the benefits of the lower weight of an XL for me. I've not looked into equipping a BAP yet, tough I think I'll try to put one on the 1N and, maybe with a ERPPC and a LBX and see what I can do. I might try LRM's again as a way to slow down my entry into combat, like you suggest Hop per...might prove interesting.

#8 SKFirebird

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Posted 11 September 2013 - 04:00 PM

Oh and I just bought the Advanced Zoom a bit ago as well. granted its my first module but its quite nice having the extra magnification when trying to shoot the ears off a Catapult. :)

#9 Hop per

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Posted 11 September 2013 - 05:36 PM

View PostSKFirebird, on 11 September 2013 - 04:00 PM, said:

Oh and I just bought the Advanced Zoom a bit ago as well. granted its my first module but its quite nice having the extra magnification when trying to shoot the ears off a Catapult. :)



I hope you like, I have loved it

#10 BOWMANGR

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Posted 12 September 2013 - 01:57 AM

I play my Dragon 1C more than any other mech because it's fun.

It absolutely needs an XL Engine. You will never die because of a side torso hit in a Dragon. Before giving a ton of cbills buying the XL I made sure to check why I died when I died in my Dragon. I was NEVER killed with a sidetorso missing. After buying the XL, I also never died because of a blown side torso.

Having an XL thought creates a small 'problem'. The problem is that you are now going fast. Going fast means that you may have a tendency to go in a fight before a frontline has been established. This will get you killed. Lights can avoid a lot of damage with their small size and speed but a Dragon has the speed but NOT a small size. If you ran ahead of your team because of your speed the most likely scenario is that the enemy team will spot you first and they will focus fire on you first. A Dragon won't survive a head on attack by 2-3 enemies even if you are fast.

To keep me from doing this mistake I press "5" on my keyboard when the match begins and try to stick with the Heavies. {exception: if it is a small conquest map, sometimes I may run up to cap with a light and in the totally boring Terra Therma in Assault mode I always call for other light mechs in my team to make a lance and go base cap the others while they are fighting with the rest of the team around the volcano, it almost always works too}

So after a frontline has been established and your team starts to exchange fire with the others, THEN it's Dragon time! You now have some C3 info on your minimap about enemy positions and most of the times you can see if any enemy mechs are singled out. You can get in and out, hitting them hard and hiding into cover before anyone notices you. A Dragon is extremely dangerous when it doesn't draw attention. You absolutely need to learn when to leave your cover and when not to leave your cover.

On a 1vs1 fight, a Dragon can outturn a single Assault {repeat: yes, it can!}. Especially a fast Dragon can eat Stalkers for breakfast, unless you manage to stand in front of them for more than 1 second.

Most of the time you need to equip your Dragon with burst weapons because you are NOT going to be able to keep sustained fire on a target. You need to be always moving. So I have settled on 4x Medium Pulse Lasers, SRM6 and UAC5 because they all manage to do enough burst damage just before you hide behind the next cover.

A Dragon is the cavalry of mech warfare. You flank, you chase stragglers and you rear torso kill anyone you can get behind. When things get hot you get out of there, you never stand to fight fair. Not playing fair is a Dragon pilot's basic tactic. If you play a Dragon well, you will get many kills because it will be you giving out the fatal hits.

Because a Dragon always goes after wounded mechs, you absolutely need to utilize your target info screen more than any other mech I believe. Before leaping out of cover you MUST know exactly which parts of your enemy's mech are the most vulnerable and position your mech {you do have the speed to achieve that easily} so that all your weapons, especially your pulse laser fire, hit there. Dragons don't chip out armor, Dragons are the best for exploiting the stripped parts of the enemy because they have the speed AND the firepower to finish the job even if the enemy torso twists and tries to hide, use cover etc. He may avoid the Assault that stripped his armor with heavy fire from 500m away but he cannot avoid the 90-100KPH Dragon coming for his now exposed torso.

So any module that allows you to get the enemy info screen to appear faster is a good module for a Dragon pilot. Your fire should most of the time hit exposed components or at the very least low armor parts. Leave stripping most of the armor to your teammates.

If you make the kills faster, you help your team because their heavy firepower can be used for another enemy and they won't lose precious seconds chasing a cowering near-dead enemy. Your job as a Dragon pilot is to finish what they started.

Another tactics is to use your weaknesses to your advantage. What is the single most important weakness of the Dragon often mentioned in these forums? Its big Center Torso. Sometimes I've been in matches where an enemy sees me as an easy kill {I guess giving too much credit to forum advice can do that to you} and he gets so much into "chase to kill" mode that he will hunt me wherever I go. So the simplest thing to do is use your speed, let him chase you right into your teams mechs. It is extremely funny to see enemy pilots following me trying to 'get' me only to turn the corner to crash into 3 of my teammates mechs. He then dies horribly and you are laughing all the way. You may even get the kill shot because after you turn around to help your teammates his armor may be stripped and you can use all your weapons for the final kill. Extremely satisfying I must say.


So to summarize:

1} Get an XL Engine. Try to create your build in smurfy's so that you know exactly what engine rating you need because they are WAY expensive. You cannot afford a mistake when buying an XL.

2} You need burst weapons. Do NOT use continuous fire weapons. slow rate of fire weapons. Anything that requires you to look at your opponent for more than 1 sec does not do well in a Dragon.

3} Take any modules that allow you to get enemy information faster.

4} Do NOT run head first into battle. Wait until there is a fronline established and try to get in either flank. Wait there until there has been some fire exchange and there are damaged mechs in the enemy team. Do NOT engage fully armored mechs.

5} If they spot you change position. If they chase you lead them to your teammates. Laugh while you see them throw themselves at your teammates fire lanes trying to get you.

6} Never just stand there when there are nearby enemies. Use speed as light mechs do, to avoid damage.

7} When trying to get to an enemy's back, make absolutely sure that he is the last one of the lot and that there is noone further back to see you get in there. Many times I've been shooting at the mech at the back of the main enemy force and the other enemy mechs don't even know that I'm there because they have their backs turned to me. If you do kill someone like this, don't get trigger happy and try to do it again because they have their backs turned to you. Most players after you surprise-kill them that way, will use the chat to tell their team that you are behind them. You need to hide immediately so that they won't spot you. If you do it right they will ignore you {because even if they look they won't see anything} and continue firing your teammates who are in the opposite direction. Then you can leave cover and kill the next one and so on.

8} Never fight fair. You need to fight preoccupied mechs, mechs that don't even know you are there, damaged mechs and stragglers. Leave the brawling to the brawlers. Your job is to decrease the Time to Kill {TTK} the enemy, so that your teammates can redirect their fire faster. That's your main job. Your late game job is to reach and mop up stragglers, base cappers and so on.

9} Pulse lasers are good against fast lights too. Go for the legs.


I hope that these guidelines help. Although I enjoy being the lone Dragon in most of the fights. :)
It requires a completely different mindset to play properly, a mindset that most players don't bother to learn. So they stick to other easier choices thus Dragons are a rare sight on the battlefield but that doesn't mean that they are bad. They just have a harder learning curve, way different battle role than what most people are used to when playing shooters.

#11 Satan n stuff

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Posted 15 September 2013 - 02:16 AM

All my dragons except for the hero variants have a 300 XL engine. My 5N's got three AC/2s and some lasers, though I think that build currently suffers from heat penalty bugs, I'm not sure because I haven't used it recently. My 1C has basically the same build as the champion dragon, which is a very good build for beginners and more experienced players alike. I've also got a 1N with an ultra AC/5 and an AC/5 plus some lasers, giving a decent compromise between alpha strike potential and DPS, a Fang with a Gauss and medium pulse lasers with a 350 XL engine, and a Flame with 2 PPCs, a Gauss rifle and a 280 XL engine.
I mostly use these for flanking and supporting assault mechs, but I will charge the enemy if it makes a good distraction. The Flame is best used to snipe from behind cover, as it's easy to shoot around obstacles that can protect your CT. Most of these can make decent brawlers if they're played right, but you'd have a hard time surviving if someone decides to focus on you. You're likely to deal most of your damage by blindsiding the enemy and taking potshots, so it's a good idea to avoid committing to an attack until your teammates do.

#12 arghmace

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Posted 15 September 2013 - 02:33 AM

View PostBOWMANGR, on 12 September 2013 - 01:57 AM, said:

2} You need burst weapons. Do NOT use continuous fire weapons. slow rate of fire weapons. Anything that requires you to look at your opponent for more than 1 sec does not do well in a Dragon.


I understand that your point is to hit and run instead of keep on fighting. But some people may misunderstand this so that you have to torso twist in a Dragon. So I just wanted to clarify, torso twisting is almost useless, everyone will still hit your CT. So in this way looking at the enemy continuously is actually fine, just keep on moving all the time.

Most will probably think that I'm insane but this build with max engine works pretty well for me:
http://mwo.smurfy-ne...defbc2431586236

#13 Neresco

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Posted 15 September 2013 - 06:04 AM

I love to play Dragon's.

Dragon is one of the best Supportfire Mechs in the game i think.

My beloved variant ist Dragon 5-N and the fit is:

Xl Engine 290
Double Heatsink
Endo Steel

LBX 10 + 3 tons ammo
2 AC 2 + 2 ons ammo
2 medium laser

How to play:

Do not go Assault in the First line!

PS:
This ist the Fit in Mechlab you can also use non standard Armor and max your leg armor but without you have more place to fit other Weapons etc.

DRG-5N
Stay back and flank if Possible.
You can kill light Mechs that attacks your big bad friends too.

Dragon is really strong in teamplay in solo matches the effectiveness depends on your teammates.

Edited by Neresco, 15 September 2013 - 06:31 AM.


#14 Sam Slade

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Posted 15 September 2013 - 06:43 AM

Dragons are awesome; shun the non-believers

That said, best I've found is the Flame. One of the two hero mechs that gets a really big advantage from it's loadout as it's able to mount an AC20(Muromets obvious other hero hero). But, before I got the Flame(4xMLas, AC20, STD300) death bot I actually got really good wear of of running an AC10, LPlsLas, 2xSSRM, XL300 DRG-1N in a fast flanker/hit and run role.

If you can get the Flame AC20.. best Dragon by far

#15 Nebuchadnezzar2

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Posted 15 September 2013 - 04:19 PM

There are many ways of playing dragons, they can adapt to whatever meta has to offer

For dedicated sniper i run 1C with 2ERPPC supported with mg and 2ML to repel lights

For dedicated brawler here's the rule of thumb: put 2AC5 on your balistic arm, xl330 the slowest and never get lower than 1,3 heat efficiency

One build i recommend for your grinding phase is 2AC5 and 2LL, large effective range, very easy to use, usualy i put 1 ERLL on torso and LL on arm, snipe using torso on early phase and once your assault charging stay behind their back and alpha everything

My best allrounder is fang with 2AC5s 2MLs and ERPPC, snipe using ERPPC, strike using AC5 ERPPC combo and AC5 ML in knife fight, can do everything quite decently

#16 Shadu1975

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Posted 16 September 2013 - 04:04 AM

Hi All, i play my Dragon very often because of the firepower/Speed combination. I play the Dragon 1C with a 325 XL Gauss +3 tons ammo, 2 ER-LL, endo-steel, Ferro fibrus, and 10 dhds. As modules i take the advanced zoom, target info and seismic sensor. My Playstyle is to hit and run on 600m range and all weapons mounted on the arms. The ER-LL are used in two weapon Groups with one set to chainfire. It is a wonderful fast, hard, long range hitter.

#17 Kjudoon

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Posted 30 September 2013 - 12:33 PM

Love the suggestions here. Currently, my pet Dragon is running the following:

2 LRM5s 2t ammo
1 LB10 X 4t ammo
2 SL (if I get an XL engine that'd change fast)
AMS

Works really well in LRM support against those foolish enough to not buy AMS. I have only standard heatsinks and STD engine, but I may say what the hey and upgrade to an XL with all the benefits I could use to amp up armor or speed.

It's good to be the biggest scavenger on the field some days.

#18 Novawrecker

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Posted 05 October 2013 - 11:14 PM

I run two variants of the FLAME. Each has Endo and 11 tons of FF armor.

- Scatter Dragon: 350 XL w/LB-10x (2 tons ammo), SRM6 (1 ton ammo), 4 MLas, and 13 dbl. caps (all in engine).

- Mad Dragon: 280 standard (what? :)), AC20 (5 tons ammo), 4 MLas, 11 dbl. caps (all in engine).

Scatter has more of a support role. Mad Dragon is just crazy fun :D

#19 Sephlock

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Posted 05 October 2013 - 11:21 PM



I haven't dusted them off in a while, so they're all optimized for previous builds of MW:O (particularly back when you could use their speed + the ability to climb up cliffs quickly to (ab)use the one high mounted torso hardpoint on the various variants.)

#20 Modo44

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Posted 05 October 2013 - 11:49 PM

The Dragon is in the medium category for movement archetypes -- it behaves like a medium. It has more mobility than most heavies, and is on par with the Quickdraw (which is heavy as far as movement archetypes go).





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