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Obligatory "newbie Jumps Into Game Blind And Wants Advice" Topic

Help Me Question

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#1 Arfwisg

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Posted 03 April 2016 - 08:47 PM

Hello there, chances are I've made you roll your eyes at one of three things: The fact that there's always a newbie asking these things, the fact that I >tried< to take on an "I'm sorry, I sympathize with you" approach to being the next person to ask these things or the fact that you actually accept these questions with open arms and I've made myself look silly by thinking people look at these and think "great, another one..." and am drawing attention to it for no reason. If this is the case, that means I'm off to a good start fulfilling my role as a total newbie. So that's one victory. Anyway, I'll get started.

I've played nearly all of my first 25 matches, won some, lost more, secured about as many kills as I've died and averaged about 155-160 damage per drop. Now I'm getting interested in buying my own 'Mech with the 20,000,000 C-Bills I've gathered to personalize and think "I made this," when I play a good match. However, while I'm starting to make sense of everything, a lot of it is still numbers on a screen. Due to that, I can't make an informed decision on which 'Mech to buy. Now, I know Google and Youtube guides can tell me what does what but some of the information could be inaccurate or not up-to-date. On top of that, it's very hard to find guides and recommendations for people that play exactly the same way you do. So, my goals with this post are to find out what 'Mech(s) to look more closely at, find out what the differences between the different variants of each 'Mech you can buy are (primarily the ones recommended to me) and to hopefully get a little help improving my ability to shoot baddies while avoiding death.

Of course, saying that without telling you about how I play isn't exactly going to help, so I'll try to give a brief description and focus on key points of how I play. I admit, I only tried 3 of the trial 'Mechs. Specifically the ones that don't use ECM because I have no clue what it is or how to use it. Two of them, I didn't like at all. One was very prone to overheating and kept dying in 1-2 shots and the other one just kind of... Didn't work for me. The Commando, however, which is also the only one I remember the name of, sorry... was pretty fun. I liked harassing, flanking and brawling with the enemy. The limited range was kind of frustrating until I found out that the number in the bottom-right is NOT the maximum range. My general method of play was to poke out, empty my weapons into my target then retreat and relocate if I either noticed an enemy aiming at me or took a hit. Alternatively, if I took a major hit then I'd panic for a couple of seconds then run away and put a few bigger teammates between me and the big scary 'Mech that just punched a huge hole in my armour. The Commando was a lot more sturdy than I expected a light 'Mech to be so I could get away with getting close to an isolated enemy and even helping the bigger 'Mechs brawl which was fun. However, the limited firepower I had meant that if I was too far forward and an enemy thought "Ooh, a light 'Mech," and rushed me, there would be no way to defend myself besides running away which only works against slow 'Mechs. It's kind of annoying having to rely on the bigger 'Mechs to fight for me but flanking/harassing enemies and securing kills on damaged enemies has been pretty fun to do so far so I don't want to sacrifice too much speed. However, speed was useful when it was me and another Light vs a Heavy and we both kept outrunning him and capturing all the points to guarantee victory. It's also fun to slam the brakes and watch enemy 'Mechs go careering past you and give you a free shot at their back.

So, considering everything, while I know next to nothing other than the words, I think it would be best for me to stick with either a Light or more likely a Medium 'Mech. So, which 'Mech(s) would suit a flanking/brawling playstyle while being at least fast and/or sturdy enough to forgive me for a couple of mistakes? Also, ballistic weapons don't seem very popular compared to lasers from what I've seen. Are they not good or is it a preference thing? ...Or are there even many ballistic weapons in the game? I don't know the difference between Inner Sphere and Clan 'Mechs but apparently they cost a somewhat similar amount to fully upgrade and gear up so there's no factor involving them... I think. I don't know what the meta is but please don't factor that in either. Let's have some fun instead of worrying about maximum competitiveness!

So, to sum it up (With a couple of other questions):

1. What are the commonly-shared differences between 'Mech variants?
2. What can I do to improve general damage? Is 155-160 average per game good for a Commando or have I not played it as well as I could have?
3. I should probably ask. What is ECM and how is it applied?
4. Are there many ballistic weapons? Is there a 'Mech that I can use that can equip them?
5. Are there set "best builds" for 'Mechs or is it possible for your own build of parts and armour distribution to be just as viable?
6. The golden "Recommend a 'Mech to me!" newbie request.

I know a lot of you will probably want to reply with "You can google most of this," or "It's simple," but I figured I'd instead get the information from people who are currently playing the game and know what's what.

I look forward to what replies I'll get and thank you for your time. Posted Image

#2 Cy Mitchell

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Posted 03 April 2016 - 09:14 PM

ECM is Electronic Counter Measure. It makes it impossible for other Mechs further out than 90 Meters to get a radar lock on your Mech. You do not have to do anything to activate it. It is on by default. You can use the J button on your keyboard to switch it to Jamming to disable another ECM equipped enemy Mech that is withing the 90m range from you.

ECM is a very nice feature for a Mech to have. It also can provide coverage to other friendly Mechs if they are withing its 90M range. You can escort the "bigs" out to the battlefield and make them invisible to enemy radar as you close in.

For the type of game you like to play ECM will be an asset because the guys you are targeting will not know you are hiding behind that big rock unless they actually see you. You will not show up on their radar until they are on top of you.

Edited by Rampage, 03 April 2016 - 09:16 PM.


#3 Not A Real RAbbi

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Posted 03 April 2016 - 09:16 PM

First, you're a RARE bird. That's a GOOD thing! Not only in that you came by here and asked for advice (probably done by fewer than 1% of MWO's players over the last 4-ish years), but also in that you LIKED THE COMMANDO! That's rare as f**k. I screenshotted your OP, because that simply doesn't happen every day.

OKAY, so you like that light harasser thing. I've been having a LOT of fun lately, doing that with the Wolfhound. It's a 35-ton mech, so it has more armor and structure than the COM (it's more survivable), though I think the COM can be faster. LIKE the COM, no Jump Jets though. And unlike the COM, the WLF doesn't have an ECM-capable variant in the game right now. Also, unlike the COM, the WLF is strictly ENERGY weapons across all four variants. But it's so damned FUN! And, for a 35-ton IS mech, it's pretty tanky when it needs to be.

OR, you could go chicken on us with the RAVEN! RVN-4X is a SUPER light Large Laser sniper with Jump Jets, and can do some backup stuff. The -2X is pretty good, too. And the -3L used to be among the game's top light mechs when ECM was more powerful. It's also still sought after for its NARC quirks. And the RVN-H "Huginn" hero mech is pretty wicked in a knife fight, though it USED TO BE much more so.

NOW, if you wanted to move up in weight a bit, there are options as well. The Cicada is a FAST 40-ton medium, enough so that we generally think of it as a light mech even if it's technically NOT. No missiles, but it CAN do ballistic and energy weapons, and one variant has ECM as well. Or, you could go for DPS over speed and get the 45-ton Blackjack. The BJ-1X is one of the game's top medium mechs. The BJ-1 is a pretty cool ballistic platform, as is its flightless sister the BJ-1DC. And the BJ-3 is a WICKED little pop tart (PPC jump snipers are typically referred to as pop tarts). Even the BJ-A "Arrow" hero mech is pretty fun. These are more DPS than alpha-and-run kind of mechs, but you CAN play 'em that way if you like.

If you get much heavier, then harassment is out of the question. That said, one of the major suggestions for newcomers is the Hunchback. BEST first mech in the game. NOT best MECH, or even MEDIUM MECH, or even 50-TON MEDIUM MECH, or even INNER SPHERE 50-TON MEDIUM MECH (which would be the Crab). But it's good enough, and it'll teach you good habits. It just doesn't fit the whole poke-and-fade harassment style very well.

On the lighter side, you could go all-in on insanity and start learning the Locust. 20 tons of blinding speed and pitifully light armor, with a side of ~6 tons of armament (with ENDO, FERRO, and a XL 190 engine, and the pathetic MAX armor). They're not good, but they're FUN. And with the QUIRKS some of them have, I think they may fit your style.

ECM! Electronic Countermeasures. So, if you have ECM it operates in 2 modes. DISRUPT mode more-or-less JAMS the enemy's sensors. They can't get a lock on you, and they can't get your target data, from outside a certain range. And that extends to your pals within a 90-meter radius of you, too. If you get within that radius of an enemy, he loses the target-sharing ability with his teammates. Now, in COUNTER mode, your ECM counteracts another enemy ECM within range. That's it. Oh, yeah, and ECM is countered by NARC, TAG, Active Probe (Clan or Beagle), and UAVs. OH YEAH, and a direct hit from a PPC or ERPPC will disable your ECM for, like, 4 seconds (or is it 3?). Wildly nerfed versus the good ol' days, when it was the God Box, and we were limited to like TWO ECM per team (in 8v8) in every match.

Okay, 160 damage per match is kinda weak, though not AS weak in a Commando. IF that's getting you a kill, then it ain't THAT weak. But really, you want to be doing at least TWICE that damage in your tier before you move up. I'd say you want to AVERAGE 300 damage or more in a mech. Sure, you'll have BAD matches where you just get gibbed right off the bat, and there ain't much you can do about it. And other days, you'll be the one doing the spoiling, and you'll stumble into a 800+ damage match, just being in the right place at the right time. I'm a BAD player, and I've put up 895 damage and 4 kills in a light mech before, in a non-meta build at that. Just put up 700 and a couple kills in a WLF-1A a couple days ago, and that wasn't even through the whole BASIC skill tree at the time, and it was in a loss. It happens. You stumble into it, or you get a real FEEL for the mech and start pulling decent numbers regularly. BUT, as you've pointed out, YOU ARE NEW TO THE GAME, AND EXPECTING YOU TO PUT UP A 600+ DAMAGE MATCH IS ABSURD.

Look at that damage/match ratio, though. I think it's a pretty important thing to watch. It'll go up in your mech as you get used to it. And when you find a mech that just FITS, you'll have a much higher average in it. And you'll know you've found the one.

(Also, if you're willing to throw down HUGE cash on a Clan mech, I'd recommend a Shadow Cat for your play style. They do it really well.)

#4 Rogue Jedi

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Posted 04 April 2016 - 12:21 AM

For Mechs similar to the Commando you will need to budget for upgrades assuming you take a Battlemech, you will probably need 5 million for an XL engine as well as 2-3 million for Double Heat Sinks, Endo Steel internals and probably also Fero Fibrus armor, Light Mechs do not have much payload space so need all the weight savings they can get to go fast enough to be hard to hit while still packing enough firepower and other equipment e.g. Jumpjets or ECM.


Locust, less armor but more firepower, ECM on the Pirates Bane hero Mech (will cost real money).

Spider, similar firepower, more durable thanks to some of the best hitboxes for spreading damage on any Mech in the game, can mount A LOT of jumpjets, ECM on the 5D.

Wolfhound, very similar but more durable and more weapon hardpoints.

Firestarter, the ultimate light harasser, more heavily armed with jumpjets, more armor and good hitboxes.

Raven, usualy employed for long range work due to high mounted energy hardpoints for a pair of ER Large Lasers, most variants are significantly slower than any Commando, ECM on the 3L.

Cicada, significantly larger, a lot more armor, more firepower, similar top speed, ECM on the 3M.

Clan Mechs
Jenner IIC, the most heavily armed Light Mech, able to take a 72 point alpha strike with 6 SRM6 racks, but you have to make big compromises to take all that firepower, the fastest Clan Mech and of all the Mechs in the game only Locust, Spider or Commando can be faster

Omnimechs, more expensive initial purchase price but much cheaper to outfit as you cannot change engine, endo, fero, heatsink type.

Arctic Cheetah, there is no faster Clan Omnimech however it is still significantly slower than most Inner Sphere Light Mechs, decent firepower and ECM on any variant thanks to omnipods, fixed Jumpjets mean it jumps better than most other Mechs which people will strip the jets from, great hitboxes.

.Myst Lynx, too slow, little firepower especially if you want ECM whoch can go on any variant thanks to omnipods, all the firepower is in the arms, but the arms are huge and likely to go early in the match.


I think that is it for Mechs which play simularly to the Commando, of course you could take the Commando itself

Edited by Rogue Jedi, 04 April 2016 - 01:29 AM.


#5 Leone

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Posted 04 April 2016 - 12:48 AM

It's dangerous to go alone.

Take this.

~Leone.

#6 invernomuto

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Posted 04 April 2016 - 02:21 AM

If you want something more forgiving than a light that is a very good harrasser, consider the Blackjack.
Still on the light side but with good structural quirks and very high hardpoints...

#7 Pineapple Salad

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Posted 04 April 2016 - 03:06 AM

Quote

2. What can I do to improve general damage? Is 155-160 average per game good for a Commando or have I not played it as well as I could have?

160 damage is not very good, although Commando is also not very good mech. You will probably find yourself much more effective in your preferred play style with a mech that is actually good at it. I'd suggest you look for example Arctic Cheetah or Firestarter.

Quote


4. Are there many ballistic weapons? Is there a 'Mech that I can use that can equip them?

Ballistic weapons take a bit more practice and different playstyle than current meta, which is probably one of the reasons why they are not very popular. Ballistic+PPC used to be the meta around 2014, but changes to jumpjet behavior and other balance changes eventually shifted the meta towards lasers. That doesn't mean you can't be effective with ballistics though, check out my "tutorial" if you're interested.

Quote

5. Are there set "best builds" for 'Mechs or is it possible for your own build of parts and armour distribution to be just as viable?

I suggest you look at metamechs.com for good starting points and build insights. Although I do disagree with GMan on certain points, it's definitely worth a look, especially for a new player.

Quote

6. The golden "Recommend a 'Mech to me!" newbie request.

Personally I think the Shadowhawk is a good starter mech, because it allows a wide variety of builds and play styles. It might not be the most powerful mech in the game right now, but that shouldn't matter as much anyway when you're still learning the ropes. Then again, if you like to play a light harasser, then shadowhawk might not be for you. Starting with a light mech might be a bit tricky, because you will be punished hard for wrong moves and not knowing the maps. I do not recommend assaults for the same reason. A medium or heavy mech is in my opinion a good starter.

#8 Rhavin

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Posted 04 April 2016 - 03:30 AM

If you like light mechs then go light. I would suggest playing every trial mech at least 2 or 3 games, but 5 preferably. There is nothing to loose because it will just get you more cbills and you can be relatively sure you have found a good fit for your first mech.

ECM was well explained above, let me add this though. If a mech can carry ECM it should be equipped. On clan mechs like hellbringer shadowcat and arctic cheetah people buy the ECM capable omnipod and never look back. It is extremely powerful for its weight of one ton. It also makes any playstyle easier, provides shelter for your team from radar and LRMs. MWO slang for it is Jesus Box because it can be salvation for you and your team.

Don't shy away from the cost of a clan mech when you go to purchase. That high cbill cost includes upgrades that an innersphere mech will not have and that you will have to buy to get them in workING shape. This especially applys to light innersphere mechs. That champion commando you have been playin is about 12k cbills once you have purchased it and built it the same way.

Good luck whatever you decide to roll in.

#9 StumbleBee

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Posted 04 April 2016 - 03:31 AM

A major consideration is how close you're willing to get to your targets. I like brawling, so a gang of small pulse lasers works well for me, but Ravens with ER large lasers can be devastating (and really annoying).

As others have said, 160 damage isn't much. Don't expect to be limited by the size of your mech. Although my highest-damage games have come in assaults, my best game in a light wasn't far behind.

#10 S 0 L E N Y A

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Posted 04 April 2016 - 03:37 AM

First of all, welcome aboard.

Somebody likes the commando?
Wow.

Next to the Mist Lynx it is probably one of the weakest mechs in the game.

But if you are having fun, who cares? Go for it!

If you are enjoying the light close range harasser then consider these:
Arctic Cheetah
Firestarter
Wolfhound
Jenner
JennerIIc

So since that is question 6, lets move on.

1) Too much to name really. Size, speed, weapon locations, range of motors that can be used, different types of equipment that can be mounted.

Another big difference to consider (if you didnt know already) is the difference between clan mechs and inner sphere mechs.

This is a huge topic in itself. Do a search here or on google when you have a few minutes to spend on reading. Also, dont buy into the hype, they are more or less pretty equal right now (do the reading and you will get it)

2) play more, practice and learn, find the best mech and setup that suits your needs. Learn to play with your lance and team. Communication helps a lot.
Its like anything else that requires skill.

If you want, send me a private message and Id be willing to drop a few games with you and maybe offer some pointers.

3) covered above. Incase you missed it, makes you hard to pickup on radar.

4) there are several ballistic weapons. They are generally not as viable on a light though. With the exception of machine guns, ballistics are to heavy to be of much use on a light.

5) strictly speaking, no. In practice.. I would give a relluctant yes.

Most mechs have something of a sweet spot that optimizes that types of weapons and equipment.

That said, the main goal in setting up a mech should be making sure it works for you AND you are enjoying it.

Check out www.metamechs.com for referrence. At the least it serves as a good starting point for build ideas.
Be warned though, these builds are largely intended for more advanced players. For example, most of those builds have very little rear armor (competetive players dont get their backs taken as often) and also can run on the hot side.

Good luck!


#11 Arfwisg

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Posted 04 April 2016 - 01:31 PM

Thanks for your replies, everybody. I'll keep my hands on the links and I've looked around a bit. After discovering that you get four trial 'Mechs for EACH CLASS, not just four trial 'Mechs that happened to be Light, I took the Shadow Cat out for a few drops and it was really fun to play. So, I think I'll buy the SHC-PRIME as my first 'Mech. Thanks for your advice and recommendations! Posted Image

Also, if anybody else sees this post and wants to add more, it will still be useful for people who play in similar ways and are looking for some guidelines as well as myself so please do!

#12 S 0 L E N Y A

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Posted 04 April 2016 - 01:53 PM

View PostArfwisg, on 04 April 2016 - 01:31 PM, said:

Thanks for your replies, everybody. I'll keep my hands on the links and I've looked around a bit. After discovering that you get four trial 'Mechs for EACH CLASS, not just four trial 'Mechs that happened to be Light, I took the Shadow Cat out for a few drops and it was really fun to play. So, I think I'll buy the SHC-PRIME as my first 'Mech. Thanks for your advice and recommendations! Posted Image

Also, if anybody else sees this post and wants to add more, it will still be useful for people who play in similar ways and are looking for some guidelines as well as myself so please do!


Keep in mind the Shadowcat trial model is a (c) or champion mech.
Champion mechs are custom builds that the community (or this forum anyway) has deemed to be the best set up.

As such, you will have to spend a good deal of cash on a stock Shadowcat to mimic the champ setup.

That said, that champ setup is pretty good and makes for a good long range sniper / hit and fade mech.

#13 Arfwisg

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Posted 04 April 2016 - 02:33 PM

Thanks for the heads-up, but don't worry, I've got it covered. After a couple of minutes scouting the menus I worked out how to do what and replicated the SHC-PRIME(C)'s build to the smallest detail. I'll worry about trying to get creative and make modifications and tweaks once I get more experience at the game.

#14 S 0 L E N Y A

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Posted 04 April 2016 - 05:11 PM

View PostArfwisg, on 04 April 2016 - 02:33 PM, said:

Thanks for the heads-up, but don't worry, I've got it covered. After a couple of minutes scouting the menus I worked out how to do what and replicated the SHC-PRIME(C)'s build to the smallest detail. I'll worry about trying to get creative and make modifications and tweaks once I get more experience at the game.


IMO its probably the best setup for it. But it is worth experimenting with.

Shadowcat does not have the speed (and is too big) to play the light harasser role. Does not have the armor or quirks to play a close range brawler either.

Cannot boat a lot of lasers to one general area of the mech and play the peek-a-boo and alpha strike roll (this is the most popular form of combat in the higher tiers btw)

Ive seen paired ER large lasers work as well. However, considering the the extra duration of fire time I feel they are much harder to use.

Edited by Boogie138, 04 April 2016 - 05:11 PM.


#15 Fox With A Shotgun

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Posted 04 April 2016 - 05:38 PM

View PostArfwisg, on 04 April 2016 - 02:33 PM, said:

Thanks for the heads-up, but don't worry, I've got it covered. After a couple of minutes scouting the menus I worked out how to do what and replicated the SHC-PRIME(C)'s build to the smallest detail. I'll worry about trying to get creative and make modifications and tweaks once I get more experience at the game.


If you got a SHC, master that MASC. It makes you a champ at poking from long range.

I had something like SHC-PRIME on a friend's SHC when I tried it out. It worked pretty well. MASC out, poke, MASC back into cover. SRM4x2 is for backup emergencies only, for when things get really dicey. Alternatively, you could go 2 MPL and tack on some more DHS.

Edited by Fox With A Shotgun, 04 April 2016 - 05:38 PM.


#16 Not A Real RAbbi

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Posted 04 April 2016 - 08:37 PM

View PostArfwisg, on 04 April 2016 - 02:33 PM, said:

Thanks for the heads-up, but don't worry, I've got it covered. After a couple of minutes scouting the menus I worked out how to do what and replicated the SHC-PRIME(C)'s build to the smallest detail. I'll worry about trying to get creative and make modifications and tweaks once I get more experience at the game.

I might recommend a SLIGHT variation from the stock SHC champion mech loadout. SURE, it's a LITTLE bit warmer, but it's still VERY manageable even without the Cool Run and Heat Containment skills unlocked/doubled. Might seem like a LOT to do for a very small return, but it's worth it. SO worth it. The pokey-harassey thing with the twin cLPLs is FUN, but there may come a time to close with the enemy. That 22-point alpha ain't BAD for what it is, but it's SLOW to cool down and throws down a fair bit of heat in knife fights. So, the cMGs are there for helping out with stripped components on your enemies. ALSO, if at all available, use a LA omnipod with available HAND actuator, and install that (check the boxes for lower arm actuator and hand in mechlab). It may not seem like much, but that extra bit of forward extension in that dead/shield side arm can make a big difference in keeping damage OFF of your torso and head.

Also, if you LIKE playing the SCat from range, then I might recommend working with the twin ERLL (RA, RT) build with some heat sinks, ECM, TCompI, and whatever else you like in the LA (SPL, ERML, etc.... I've even gone with ASRM-4 and SPL, in addition to the twin ERLL in there).

The twin cERPPC thing can be fun, but it IS really hot. Just a heads-up.

Loading up on cASRM-6 and cMPL/cERML makes for a not-awful fast knife fighter, too. Don't listen to the haters. The Clan Medium Pulse Laser does just fine.

OKAY, back to the original topic, or at least part of it... DAMAGE! Let me say, right now, that I am scrub A. F. Seriously, look it up on UrbanDictionary, and there's a picture of me. I'm middle-of-the-pack on good days. BUT, I'm learning things. One of them...

Well, I went to my Mech Stats page in my profile, copy/pasted my stuff into a spreadsheet, then averaged Damage/Match for each mech, and then looked at the average/cumulative KDR by Damage/Match range. And do you know what I found out?

This should seem pretty straightforward, but it isn't always. A HIGHER AVERAGE DAMAGE PER MATCH SEEMS TO CORRELATE TO A HIGHER KILL:DEATH RATIO. The one segment that is above 1:1 KDR on that list is the >290 (1.06, and >300 steps up to 1.19) Damage/Match segment. When we get down to those mechs, in which I have <150 Damage/Match? 0.21 KDR. I bet if you ask around other folks who've been in the game for a while, they'll have something similar at work.

SO, what I'm saying is, that you're going to get killed a LOT more than you DO the killing, as long as your average damage/match is low. So work on dealing damage, and as much of it as you possibly can (without unnecessarily exposing yourself to focused enemy fire or high pinpoint alphas). Don't sweat kills and all that so much. Focus on more damage. Focus on picking a target wisely, and taking that target OUT of the fight. Make that mech and its pilot PAY for whatever mistake made them your target. Be persistent. Be that mosquito that you just CAN NOT KILL, that keeps buzzing around in the tent, until it crushes its enemy. Then pick another, rinse, and repeat. Take EVERY opportunity to do damage, if you're not going to take it in return. NO YOLO RUSHES. Even if you're the last mech on your team, down to a single ML, and there are like SIX of the enemy's mechs, you do NOT give up. Poke, fade, reposition, and do it all over again.

The CBills will come. And with them, the enjoyment and satisfaction...

#17 Napoleon_Blownapart

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Posted 05 April 2016 - 08:43 AM

test your weapons and weapongroups in testing grounds, not on a teammates back in a match.Posted Image

#18 Bud Crue

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Posted 05 April 2016 - 08:56 AM

Nothing to add to the suggestions and advice above. But please note OP that though you will inevitably encounter a lot of less than pleasant folks in this game, let the posts above be your irrevocable first and best impression of this game and the majority of its community: it comprises a lot of folks who are really helpful, dare I say dedicated even, to helping others play and enjoy the game. Good on all of you for your patience and willingness to advise.

#19 JC Daxion

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Posted 05 April 2016 - 10:07 AM

My stock answer....


Play at least 100 matches before you even think about buying a mech. And by that play every single trial 10 times.. even if you think you don't like it,, just do it. I can tell you for a fact i have mechs that i hated till i got 50+ games in, sometimes more, and then became favorites..


Just make money for a while.. playing a mech once is not enough time.. and sometimes playing 50 still isn't.


Id also recomend you go into training grounds and spend a good 30 mins on each map., Outside of the last 6, that are CW maps, unless you really are having fun. Just knowing the maps will make you 10x better

#20 Arfwisg

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Posted 05 April 2016 - 07:25 PM

View PostFox With A Shotgun, on 04 April 2016 - 05:38 PM, said:


If you got a SHC, master that MASC. It makes you a champ at poking from long range.


I just read up on what MASC is. I didn't even know I had that until I checked my loadout in the Mechlab. Thank you, I'll do my best.

View PostSister RAbbi, on 04 April 2016 - 08:37 PM, said:

[Long post containing useful information]


Maybe I should actually start playing around with the weapons and seeing what else works. By the way, I've managed to average 338 damage per game so far and I'm pushing it up so I think I'm doing things right so far. Unfortunately, my only skills and strategies come from a popular tank-driving arcade MMO so while it helps, I don't quite have the way to fight in this game down yet. xD

By the way, I tried your suggestion. While it's a little harder to avoid overheating, those machine guns SHRED anything I burn the armour off of with my lasers so thank you.

View PostGorantir, on 05 April 2016 - 08:43 AM, said:

test your weapons and weapongroups in testing grounds, not on a teammates back in a match.Posted Image


That scared me to read for a second because somebody actually did that to somebody else in one of the matches I was in and because of our positioning, it looked like I'd done it and the guy in front just kind of... Gave me "the look."

View PostBud Crue, on 05 April 2016 - 08:56 AM, said:

Nothing to add to the suggestions and advice above. But please note OP that though you will inevitably encounter a lot of less than pleasant folks in this game, let the posts above be your irrevocable first and best impression of this game and the majority of its community: it comprises a lot of folks who are really helpful, dare I say dedicated even, to helping others play and enjoy the game. Good on all of you for your patience and willingness to advise.


Don't worry. I come from a lot of games with frustratingly toxic communities. I don't know what to do, I've never talked on a forum without people firing off random insults at me before. For that fact alone, trust me when I say I won't forget my first impression of the Mechwarrior Online community. xD

Edited by Arfwisg, 05 April 2016 - 07:53 PM.






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