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I Am Newbie And I Know It


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#1 For Whom The Bell Tolls

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Posted 23 March 2016 - 10:16 AM

Hi all, I've just ended the cadet session, so I've bought a Quickdraw QDK-4H with 2x LRM 15 and an Enforcer 4P.
and now I've realized that I need 3 of each to masterize em :(
now the question is, better sell one of the two?
I like a lot my Quickdraw cos I have many missles that don't need any skill to be used, but I wanna learn to seek and destroy, so I wanna build a fast Enforcer with 4 mid lasers and
1 LB-10X.
Pls I need an advice, some suggestions of anything else to come out from that situation. I am afraid of time I will need to masterize both and I am really troubled by that. like a newbie only can be Posted Image

#2 sycocys

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Posted 23 March 2016 - 10:22 AM

Keep them both. You don't really need mastered mechs for your tier, it helps but isn't a game breaker anymore.

Lose the LRMs, SRMs are going to pay dividends as you actually learn how to play the game.

Build up some c-bills and buy $15 worth of mechbays and start filling them out with 2 more of each of those and 2 more of something heavier so you can tour FW/CW for some additional free mechbays.

#3 Coralld

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Posted 23 March 2016 - 10:23 AM

Don't sell either of them, especially the Quickdraw as it's getting rescailed to be smaller some time in the near future.

Now I don't have either of these mechs so I am not going to tell you the best build for them, however, it's always best to keep the mechs you buy and basic them out before getting another one.
The Enforcer and Quickdraw are good mechs.

#4 Roadkill

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Posted 23 March 2016 - 10:25 AM

What you'll probably find is that by the time you have enough XPs saved up to master the ones you bought (14.5k + 21.5k + 21k = 57k each) , you'll have enough c-bills earned to buy the next one.

Plus, selling a Mech is a huge waste of c-bills. You don't get back anywhere near the money you spent to buy it. If you like both Mechs, keep them both for future use.

So go ahead and unlock all of the Basics on both Mechs. You should earn ~5 million c-bills while doing that, provided you're not spending it willy-nilly trying new builds. Then just keep playing them until you have enough c-bills to buy the 2nd variant for one chassis. You won't be able to spend the xps you'll be earning immediately, but they'll be saved for later when you can finally use them.

Buy the new variant... unlock its Basics. Keep playing all 3 until you have enough c-bills to buy the 3rd needed variant of the first chassis. Play it to unlock all of its Basics. At that point you'll be able to start unlocking Elites for all 3 of those variants, so work on those while you're saving c-bills to buy the variants for the other chassis.

Eventually you'll have 3 variants of each and will have all 6 of them Mastered!

#5 For Whom The Bell Tolls

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Posted 23 March 2016 - 10:29 AM

whoa, thx all boys, now I feel like a damn PRO PILOT and I'm going to kill someone ingame !!!
Posted Image

#6 sycocys

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Posted 23 March 2016 - 10:31 AM

Here's another way to look at LRM vs SRM

LRM5 hit ratio is 95% if you have lock the whole way and no AMS (which makes them close to 0%).
Going upwareds the base hit ratio gets worse and the AMS gets less - but the hit ratio is still far worse.

SRMs "can" get targeted by AMS but unless you are shooting at full range rarely get eaten up. Hit ratio is user dependent (mostly, hit reg does play some factor).

C-bills per missile hit -
LRMs -- 21
SRMs -- 42

Per shot - assuming you hit with all missiles -
LRM 5 pays - 105
SRM 2 pays - 84
SRM 4 pays - 168 (for the same weight and slot count as an LRM5)
SRM 6 pays - 252 (for +1 ton +1 slot assuming you learn how to aim them)

These numbers grow exponentially the more launchers you add.

Edited by sycocys, 23 March 2016 - 10:32 AM.


#7 Coralld

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Posted 23 March 2016 - 10:33 AM

View PostQuess Paraya, on 23 March 2016 - 10:29 AM, said:

whoa, thx all boys, now I feel like a damn PRO PILOT and I'm going to kill someone ingame !!!
Posted Image

Your welcome. I would personally start with the Enforcer. They can roll damage very well when torso twisting which can make them rather tough nuts to crack.

#8 sycocys

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Posted 23 March 2016 - 10:44 AM

4H - For a new player with c-bill limitations this would be a decent build to start with. 4 MPL, 3 SRM6 with 2 tons and a std 275 engine.

Syco's 4H - here's how I run mine. Same gearing but with a huge XL engine which makes kiting and ranging your shots far easier.

-- the one thing you'll learn from playing is the difference between "potential" damage and "realistic" damage outputs. ~1 ton per weapon is realistic in most matches, with some outside factors such as how many weapons are drawing that ammo per cycle - 4+ weapons you'll need more ammo more often - and how efficient you learn to be, wasted shots = bad.
--------
My personal preference with a mech like this that has plenty of laser points is to error on the side of running out of ammo. 400 damage from missiles is plenty when you have 4 MPL to take care of the rest of the work. 3 tons of ammo does work, but I find 2 to be the sweet spot where I'll use them up before I lose a torso - so a heat sink to keep the fire up is more useful to me than an extra ton of ammo.

As you can start to see from this little bit of explanation, vets tend to put a lot of thought and trial/error/micro adjustments into their builds. A lot of times we will take the same mech and run it in very different ways because we have totally different approaches to combat.

Edited by sycocys, 23 March 2016 - 10:56 AM.


#9 Scout Derek

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Posted 23 March 2016 - 10:46 AM

All above are great answers and should be considered OP (that's original poster, you, Quess!)

Enforcer with LBX AC/10 is good, I've tried it a few times.

#10 kesmai

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Posted 23 March 2016 - 10:57 AM

keep them. they are good chassis.
if you really like the game you´ll start buying mechbays either way.
do not sell any mech. you´ll never know GOD Paul changes the balance.

Edited by kesmai, 23 March 2016 - 10:58 AM.


#11 sycocys

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Posted 23 March 2016 - 11:13 AM

Should have been in the first post -
General rule of thumb - Don't sell anything, just sacrifice a few bucks to Russ and Paul's liquor cabinet and buy some mechbays.
Especially XL Engines - never sell those things, just play on and re-earn the c-bills you need.

The only reason to really break this rule (for me anyhow) is in the case of clan Omnimechs. They are all essentially the same mech, and unless you need duplicates for CW/FW they it's not really a big issue to sell 2 of the 3 after you master them.

Addendum 2 - flamers, sl, mg, single heat sinks - low cost stuff that you strip off of stock builds is fine to sell. Just don't sell bigger money items until you are to a point you can clear 2m+ c-bills an hour to replace it all when you decide you want it.

#12 Kubernetes

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Posted 23 March 2016 - 11:21 AM

Congrats, and definitely keep the Enforcer. The 4P is an underappreciated jewel. When you get the cbills, slap in a 255XL, AC20 + 4MLs. One of my all-time best mechs.

#13 For Whom The Bell Tolls

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Posted 23 March 2016 - 11:23 AM

what an awesome community !!!
I was sure that someone/everyone would joked me and told me something like "just l2p, nab".
Instead I've found useful advices only and a friendship feeling into everyone of you.
Thanks a lot, really.

#14 Chuck Jager

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Posted 23 March 2016 - 11:25 AM

If u can spare some cash.
The Marauder pack is great because:
  • U get 30-60 days of premium time, really helps while learning the game
  • U get 3 really good heavy mechs
  • One mech has a 300xl, probably one of the 3 must have sizes
  • U get some decent cockpit schwag
  • the $40 deal has an extra mech with CBILL bonus and you get an extra 300xl engine.
  • The best is 3 of one kind to master and the cbills you save go Radar Derp and seismic sensor module (these modules are Mo Betta for wins than many mechs).
I bought a catapult mastery pack when I started just before the clan launch, and the 3 varied play styles plus premium time helped. I still sucked big time, but the payout was better.

You may also want to check out mechspecs and mwo.smurfy-net.de/ as good resources to help get best builds and value on mechs (there are other good resources).

Have fun

#15 Roadkill

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Posted 23 March 2016 - 12:08 PM

View Postsycocys, on 23 March 2016 - 11:13 AM, said:

The only reason to really break this rule (for me anyhow) is in the case of clan Omnimechs. They are all essentially the same mech, and unless you need duplicates for CW/FW they it's not really a big issue to sell 2 of the 3 after you master them.

I would further clarify this by adding:

Never sell a Mech that has a c-bill bonus. Those are Champion (C), Hero (H), and Special (S) Mechs in general, and then also various packages like Founders (F), Phoenix (P), Invasion (I), Resistance ®, etc. Those c-bill bonuses add up over time, and you never know when PGI is going to change quirks around to make one that seems useless now suddenly the flavor-of-the-month.

Also, for Clan Omnimechs, keep all variants that have a unique center torso hardpoint. That might mean that you end up keeping 2 of some Clan Mechs in order to retain as much flexibility as possible. For example, I keep both my Warhawk Prime (I) for its 30% c-bill bonus and my Warhawk B for its CT missile hardpoint. Otherwise, as sycocys said, it's safe to sell extra Clan Omnimech variants because they can be duplicated by simply purchasing extra Omnipods.

#16 kesmai

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Posted 23 March 2016 - 12:08 PM

View PostQuess Paraya, on 23 March 2016 - 11:23 AM, said:

what an awesome community !!!
I was sure that someone/everyone would joked me and told me something like "just l2p, nab".
Instead I've found useful advices only and a friendship feeling into everyone of you.
Thanks a lot, really.

much depends on how you communicate and compared to some you do that well. if you like to drop in a group add me, but be warned we might drop against tough opposition.

#17 Chuck Jager

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Posted 23 March 2016 - 12:45 PM

View Postkesmai, on 23 March 2016 - 12:08 PM, said:

much depends on how you communicate and compared to some you do that well. if you like to drop in a group add me, but be warned we might drop against tough opposition.

Good offer. You do learn quicker.
My first drop with PHI was against Lords and we won (got real lucky).

Unit play is a real challenge, but the good games and even close losses makes it worthwhile. I have seen rank new players do great just because they listen and do what is asked of them. Who said infantry wins wars?

#18 Coralld

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Posted 23 March 2016 - 02:27 PM

As others have said above, once you settle on a build for your Quickdraw and Enforcer, you should do group drops with people. The game is much more fun, you learn faster because you have experienced players their with you to help you out, and you get the best experience out of the game.

#19 Dracol

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Posted 23 March 2016 - 06:50 PM

Events happen often that reward mech bays. Also, and some will totally disagree with me, but you could try um.. faction warfare with 2 trial mechs finishing your 4 mech drop. Mech bays are rewards for various ranks in a faction. Don't take a permanent contract cause you can switch factions and earn the lower rank rewards for each faction individually.

#20 sycocys

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Posted 23 March 2016 - 07:02 PM

View PostDracol, on 23 March 2016 - 06:50 PM, said:

faction warfare with 2 trial mechs finishing your 4 mech drop.

I'm going to disagree strongly. Especially if you are newer and on the IS side.

The only way trials work out in CW is if you are -
A - Running with a full to near-full team - and you let your team know ahead of time so they can plan for it.
B - Experienced enough with the game that you can make trials work against average to high skilled opponents.
C- Running Clan trial mechs, which are far better set up than IS trials. -still not recommended, but slightly more tolerable.

Please, please, please do not do this. Save yourself the headache and buy some mechbays. Running under-ton with mechs you are decent at running is far more tolerable, running trials will actually make people quite upset with you if you aren't pulling a bare minimum of 1200 damage and 3-4 kills. You will also, like many people hate FW/CW instantly if you try to drop in trials because you will be extremely outmatched against your newer skill level.

Edited by sycocys, 23 March 2016 - 07:02 PM.






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