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Official Royal Kungsarme Mechs : Builds And Dropdeck Composition


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#241 Sarsaparilla Kid

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Posted 19 November 2016 - 03:52 PM

The more recently updated lists on Metamechs, as of Oct 31st, have the Warhammers pretty high on the Competitive and PUG play meta lists, slightly higher than the Grasshoppers and definitely higher than the Thunderbolts, but there is no mention at all of the Warhammer on the IS CW Drop Deck lists from 5 months prior, so it seems like they should be there, too, but maybe Gman hasn't had the time or interest in updating the Drop Deck lists.

Btw...just from a lore perspective, it would seem appropriate for FRR to have Warhammers...we'd probably name them all Mjolnir, too! Posted Image

#242 Bud Crue

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Posted 19 November 2016 - 05:10 PM

View PostSarsaparilla Kid, on 19 November 2016 - 03:52 PM, said:

The more recently updated lists on Metamechs, as of Oct 31st, have the Warhammers pretty high on the Competitive and PUG play meta lists...


One of the issues Mech The Dane raised when some folks questioned the mechs selected for the previous decks was that he said something along the lines that they were trying to make not only good decks, but ones made up of mechs most players had or could easily get. Warhammers are expensive but they are also awfully popular and common in QP, so if their stats really are the best for whatever it is they are looking for; then yeah, if we were making bets, I would bet that one or more Warhammers will be included on the new drop deck if/when they come up with one. Then again, the stormtrooper deck comprised all jump capable mechs, and so if that is a requirement -then nope. Anyway, fun stuff to theorize.

If it were me, I'd go with three Thunderbolts (preferably SE) and a Griffin 2N or 3M for the basic deck. For the advanced deck, assuming JJ are still required I'd go with Two Grasshoppers (5P mimics the Large Laser QD-5K build but with an extra LL, 5H running 3LPL and 3-4ML mimics and betters the 3LPL QD-4G build), I'd keep a QD 4H if they still want the SRM build of the earlier ST deck (I recall there being a lot of unexpected praise for that mech and configuration) and then go with a 50 tonner of choice (Enforcer 4R, Treb 5J, or even a Hunchback 4SP if the structure quirks stick around). Could also do the two Hoppers and 2 55 toners, but I don't see it playing out that way.

Fun stuff. Almost enough to make me go blow MC on the two extra decks...but not quite.

#243 Sarsaparilla Kid

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Posted 19 November 2016 - 10:24 PM

How critical are jump jets on the CW maps? Obviously, JJs aren't being used for poptarting, since lasers seem to be in vogue these days, so it must be mostly for positioning. Are there a number of steep hills, low walls or buildings in CW that make them worth the tonnage? Or, is it the vertical dance you do to spread the damage around?

#244 Bud Crue

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Posted 20 November 2016 - 06:59 AM

View PostSarsaparilla Kid, on 19 November 2016 - 10:24 PM, said:

How critical are jump jets on the CW maps? Obviously, JJs aren't being used for poptarting, since lasers seem to be in vogue these days, so it must be mostly for positioning. Are there a number of steep hills, low walls or buildings in CW that make them worth the tonnage? Or, is it the vertical dance you do to spread the damage around?


Both.
They are certainly useful for spreading damage. That's why you only really need 1 or 2 on most builds CW or QP.
But in CW they are also incredibly useful not so much for poptarting, but for overcoming the inherent junk/features on some of the maps.
Examples:
Vitric. Having a JJ prevents damage when leaving the DZs quickly and helps you get over the crater lips or get lower mount weapons up over some of the structures. Sure a lot of jets gets can get you on the wall too, but that is not a primary concern, rather its just using the jets to overcome the regular features of the map.
Boreal, attack. Having jets keeps you from hanging up on the crap terrain on the left, just after the gate and before the trench. On the right or middle they help get you up the hills and into and/or around those buildings.

All the CW maps have issues like these. Hellbore with all the hills and trenches. Sulfurous with the ridges near alpha and the hump behind gamma, not to mention the omega platform. The buildings on Emerald. The trenches on Grim. Jump jets help overcome or at least cope with all of that.

#245 ggodo

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Posted 20 November 2016 - 09:42 AM

So, what i'm getting from this is that I should just save up all my Cbills and wait to see what ISEn has to say in a bit? Be ready to just go all in when the time comes.

#246 Sarsaparilla Kid

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Posted 20 November 2016 - 09:47 AM

Gotcha...thanks, Bud! Guess the Warhammer doesn't look as good considering the terrain, at least not until we get to 3067 when JJs are introduced, but who knows how long that will take since the timeline seems to be stuck at around 3050.

#247 Sarsaparilla Kid

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Posted 20 November 2016 - 09:55 AM

View Postggodo, on 20 November 2016 - 09:42 AM, said:

So, what i'm getting from this is that I should just save up all my Cbills and wait to see what ISEn has to say in a bit? Be ready to just go all in when the time comes.


And/or if you have any of the chassis already mentioned, make sure they are mastered.

#248 Bud Crue

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Posted 20 November 2016 - 02:34 PM

View Postggodo, on 20 November 2016 - 09:42 AM, said:

So, what i'm getting from this is that I should just save up all my Cbills and wait to see what ISEn has to say in a bit? Be ready to just go all in when the time comes.


I wouldn't sweat it. Buy what you want and run it. Besides, ISEN are just a group of skilled players who have in the past tried to assist the community in trying to get some excitement out there and to play the faction as a more cohesive unit.

That is the idea of their decks: getting everyone, regardless of your propensities, unit, personal grooming habits, etc. working together; so as to be better as a whole. There is nothing stopping you from doing that now, with what you have. Get on the team speak, drop into one of their channels and I am certain that many of their players would be happy to give you suggestions regardless of them ever proposing another "official" deck(s). Take those suggestions, spread the word and try to get folks playing faction play.

Until PGI figures out what they want to do with this mode, and then actually share that with us; all of us, including ISEN are just biding time. So you my as well just make do with what you have and run what you like to play.

#249 Sjorpha

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Posted 27 November 2016 - 08:53 AM

I'd say warhammers are the obvious choice for a unified dropdeck right now.

#250 Sarsaparilla Kid

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Posted 04 December 2016 - 09:17 AM

Well...after last night's reveal of the new skill trees and the elimination of quirks, I'd say the focus for our dropdeck composition is going to be more based on having the desired hardpoints and locations as well as other inherent strengths and weaknesses (such as hitbox size and location) of each mech chassis as opposed to their quirks, as the skill trees can be dialed in as necessary for the weapon loadout and other specific purposes later.

#251 Sarsaparilla Kid

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Posted 04 December 2016 - 07:48 PM

On the other hand, the 750k XP required to get the 75 maximum skill points per mech is really going to be a grind to now have a dropdeck full of mastered mechs...bleh...well, we'll see, maybe the XP cost or at least rate of XP gain will change

#252 Starbomber109

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Posted 05 December 2016 - 05:51 AM

There was something about a refund in full of modules and exp, but to master a new mech is going to take a while.

Also for the past few weeks (at least on Fridays) the drop callers have just stressed fast heavies. If it goes 70kph you should be ok.

#253 Sarsaparilla Kid

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Posted 05 December 2016 - 02:28 PM

Looking at the total XP on my Stats page, I'll have enough XP to master 2.7 mechs under the new system, which is at least one mech short of a full dropdeck, so I'm gonna have to pick carefully when the switch goes live, and farm XP in the meantime with champion mechs.

#254 Jarl Dane

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Posted 05 December 2016 - 04:47 PM

updated

#255 Bud Crue

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Posted 05 December 2016 - 05:10 PM

View PostMech The Dane, on 05 December 2016 - 04:47 PM, said:

updated


Cool. As always thanks for the effort.

Now, we wait to see if the incoming changes will give folks an encouragement to return to the CW mode.

#256 LordLeto

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Posted 07 December 2016 - 12:15 PM

Thanks for the work Dane. Guess I'll have to get to work on Grasshoppers for my return to FRR.

Tell me, have you bothered to peer into the future and at the Roughneck? It seems to fit quite well with the way you're going with these recommended mechs. Heavy that is XL friendly w/ high mounted hard points. Can even duplicate some builds, if not quite as effectively, more survivable.

#257 Jarl Dane

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Posted 07 December 2016 - 11:22 PM

View PostLordLeto, on 07 December 2016 - 12:15 PM, said:

Thanks for the work Dane. Guess I'll have to get to work on Grasshoppers for my return to FRR.

Tell me, have you bothered to peer into the future and at the Roughneck? It seems to fit quite well with the way you're going with these recommended mechs. Heavy that is XL friendly w/ high mounted hard points. Can even duplicate some builds, if not quite as effectively, more survivable.


It's just so much speculation. You've got so many things - from quirks to geometry to speed to hardpoint placement - to consider that it's really hard to make anything more then a loose guess before it's been released and played with. And I try really hard to only include things I feel are most likely to lead people to success. I agonize over it quite a bit with the other members of the Isengrim.

In other words, I don't know how the ol' Roughneck will play out and I wont be confident dissecting it, at least in this sort of advisory role, until it's out.

Edited by Mech The Dane, 07 December 2016 - 11:25 PM.


#258 Sarsaparilla Kid

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Posted 08 December 2016 - 09:35 AM

Thanks for all you do, Dane. I first thought you might be pulling your hair out over the new skill trees proposed for Q1 of 2017, but I suspect the mechs you have in the spreadsheet were primarily chosen for their hardpoint composition, mounting location, jump jets and engine size, etc., with quirks being a secondary consideration...however, I have been wrong before. Posted Image

#259 Sarsaparilla Kid

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Posted 08 December 2016 - 09:39 AM

p.s. - noticed you managed to get your banner in front of Bandit at Mech Con, at least for the final matches that I was able to watch on Twitch!

#260 Starbomber109

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Posted 08 December 2016 - 02:33 PM

So as a guy who rushed into quickdraws and has way too many 60 ton heavy mechs, what should I be looking at first, warhammers or grasshoppers? (If I'm going to expand to a full on tier1 deck) Or should I finally buy those catapults that I've been wanting to use for so long? (The catapult was always my favorite IS mech in the games, but I haven't bought one yet in MWO because I've been focused on other things, the thing is it feels like the jester is the only competitive one and I hate the paint job :P )





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