Valhalla awaits all willing to fight.
The process has been long and halting. As impeding patches and even the risk of Energy Draw continued to make any move on our part obsolete. Furthermore while balance is not as bad as it has been it has slowly settled back in favor of the clans recently; especially with the inarguable strengths of the Kodiaks.
But with recent announcements it seemed now was the time to post what we have, for I believe that Community Warfare should have a significant upswing in the coming weeks and even if an insane quirk/module retool looms on the horizon is it not best we put our best foot forward now?
So let me begin first with our
(YO CLICK ON THIS LINK THIS IS WHAT YOU'RE SUPPOSED TO READ!)
With various factors in mind such as; Accessibility, ease-of-use, survivability, dupability and others we have redistributed the best mechs for the general public into a list of tiers.
Tier 1 are solid mechs that most players cannot go wrong in. They wont make a pilot good at the game but what they will do is give that pilot a chance to be better.
Tier 2 are still 'good' mechs but they either more punishing to the player or less proficent at doing something than one of the Tier 1 mechs.
Tier 3 we believe are not ideal mechs. However they are not terrible and with the right pilot in the right situation they may be useful. More then likely a person would only take one of these due to weight restrictions.
Our official recommendation is this: Try to build your deck using three mechs from Tier 1 and one Mech from Tier 2. If you can help it do not use any mechs from Tier 3, and never more than one in a single deck.
While you can build a deck with three Warhammer variants, the -7S is noticeably weaker than the rest, and the dakka Whammy isn't ideal for every map. The Grasshopper deck is more homogeneous, every build is extremely similar and can be played virtually the same. It's simple to learn, and always effective.
A great place to start if you're new to CW and building your first dropdeck. Mind the XL engines, torso twist after every shot to spread incoming fire, and remember that pumping your jumpjets can make you harder to hit.
GHR-5P (opening mech, has a bit more range with LL to get through the poke phase in the first wave)
GHR-5H (laservomit alpha-monster. It's fast and nimble, and quirked for heat.)
GHR-5N (same as the previous, but built for right-peek. Arguably third best variant.)
40-tonner or less (CDA-3M, RVN-2X, or on some maps the Oxide and CDA-2B are better where there is more brawling)
Grasshopper Alt Deck
For players who own multiple Grasshoppers but don't want a weak 4th mech.
QKD-5K (or RFL-5N if you own it)
ENF-4R (or an 3x LPL Arrow if you own it)
Warhammers are in a really strong place right now. Good armor, good dps and good mounts they can be devastating in the right hands. They are however a little slow and some builds for them aren't great in all situations. I think running 3 WHM-6D's might be the best, but obviously most people aren't going to have the mechbays or c-bills for such an opulent gesture. The Blackwidow is a beast but sooo slow that I left it out of this grouping.
WHM-6R (use ppc version if you want)
WHM-7S (weakest of the WHM's in this group - if you want to replace it with a GHR no one would blame you!)
Hot Map Special:
These mechs are slower and little more fragile than some of the laser vomit mechs.
WHM-6R (Feel free to replace the LL's with PPCs if you are confident with that build)
If you want to duplicate a tier 1 mech, then go for it. We only recommend multiple versions because people usually do not own or want to buy more then one of each version. Our goal here is not to tell you exactly what deck to bring, but to help you build a good deck. QKD's and RFL's are not the greatest mech but because they are only 60 tons they allow you to bring a heavier 4th mech and with some practice they can usually do decently.
There is one 'speciality' dropdeck I would like to try...
CPLT-BB/TDR-5SS/QKD-4H (old brawl build)
This is for what we in the ISENGRIM refer to as 'Goating' that is taking quick SRM/Close range mechs and running head first at the enemy until one team is dead. It is strategy for pure reckless abandon and nothing else. If anyone holds back they doom everyone.
Edited by Mech The Dane, 05 December 2016 - 05:26 PM.