Kshat, on 04 March 2016 - 11:28 AM, said:
Just to help out: it might be easier for a new player to level his BJ1 with another build, for simply one fact: with an AC20/MPL build, you truly have to commit in order to deal damage. Especially in random PUG matches, those situations don't come that often and are most certainly hard to discern for a new player. Not fun to fully commit and later on realise that your team ran away into hiding.
In my opinion far easier to adapt to, is this build:
http://mwo.smurfy-ne...5b4a588dc4ea32b
Well, as MtD stated in a post below yours, once discussion starts about builds it becomes noise and confusion for new players and those still learning, and unfortunately i am about to prove him right.
I dislike that build for many reasons, especially with a new player. For a start, regardless of the ac2 specific quirks i don't believe that is the best weapon load out for that variant (BJ-1). The BJ-1DC lends itself better to that load out. To keep it brief, at engagement ranges for most maps that benefit the team most, the ballistic weapon range and velocity quirks are largely useless for ac2's. If you can't hit targets with current ac2 velocity at 500m then you are a special sort of individual. The heat gen quirks are the same on both for ac2's, and the cooldown quirks are so close for a weapon that fires so fast that the difference between them is irrelevant. AC2's need to track and maintain sustained fire on the target to be effective, so the JJ, yaw angle and yaw speed quirks on the 1 mostly go to waste. However, the 1DC has massive accel quirks that that allow it to peek and poke hills/ridges quite quickly, more suited to tracking a target while behind cover and quickly popping down once attention has been drawn.
Putting an AC20 on that BJ-1 makes much better use of the JJ, allowing you to learn to pop tart shots, and takes better advantage of torso yaw speed and angle quirks for snap shots and shots on the move. The velocity buff is huge on the ac20 and makes it much easier to hit targets, while the cooldown quirk is nice and of bigger benefit too.
Putting aside the variant discussion for a moment, lets consider the loadout for a beginner as well. I don't like the load out full stop, let alone for a beginner. You are giving someone who is learning (only just purchased their 2nd chassis) a mech with 2 completely different weapons systems ranges. It is a good general rule to roughly match the weapon ranges of all equipped weapons. You want to be 100% effective at your preferred range, and learn to stick to that range. Rather than 50% effective at 2 ranges and be dominated anytime you try to trade at either one. Giving them this mech would encourage them to stay at range and only use half of their weaponry, which is a bad habit to get into. The ac20 matches ranges with medium lasers much more closely, and both weapons can be effective at a common optimal engagement range.
The reason the ac20 build was suggested is because with the mechs they already have purchased to get to that point, they have some good medium range poking mechs (or good long range by switching out LL/LPL to ERLL). Giving them this build, and getting them to practice in this mech allows them to get a grasp of pop tarting, brawling, trading at close range and not being hit back, positioning and reading the flow of battle at close range.
This is just some of the thinking and thought processes that went into selecting the mechs listed. And why presenting other specific options on these builds probably isn't best in this particular topic. Feel free to catch Dane, tarogato or myself on the FRR hub to present alternates discuss what is best. Just FYI, these mech builds were chosen after lots of discussion with numerous other units on the hub, we just happen to be the face used to present them.