

Most Versatile Mech In The Game?
#21
Posted 21 May 2016 - 05:26 PM
On the other hand if you're looking for a mech that has different specialisations across different variants there is always the hunchback. It will run rockets, AC and energy rather well and the best bit is there are InnerSphere and a clan versions.
#22
Posted 21 May 2016 - 06:34 PM
Arctic Cheetah, Stormcrow, Timberwolf, Warhawk.
Across variants, I'm not inundated with IS mechs, but I have all of the Hunchbacks besides the 4J. They are pretty versatile, though it seems like it usually ends up being some brawler build. I had a triple PPC or 4xLL HBK-4SP for awhile when it had good energy quirks and that was fun.
DrRedCoat, on 21 May 2016 - 03:22 PM, said:
As for this thread, I'm going to reinterprete versatile as mixed range. To that, I'd say the Centurion and Zeus have good options for building to fight at most ranges. The Zeus doesn't get a lot of credit anymore but it's one of my better assaults and you can build it to do almost anything you want.
I like the Zeus too. They are like big heavies rather than assaults almost. A lot of the assaults don't tank as well as people think they should, but the Zeus really takes a punch, and gives one too.
#23
Posted 22 May 2016 - 11:06 PM
Clan: SCR, TBRs, Jags, and one of the most versatile mechs out there, the Warhawk.
#24
Posted 30 May 2016 - 07:04 AM
#25
Posted 30 May 2016 - 07:33 AM
Bud Crue, on 19 May 2016 - 12:37 PM, said:
Bud is absolutely correct. This mech has decently high laser mounts for sniping, while packing many heat sinks. It can run an standard engine to brawl, while still moving quickly with good firepower. Has jumpjets, for tactical flexibility. It can srm boat or if you want it can Lrm/snipe (I dont suggest that one). Most importantly, it can do all these roles very well.
Most respondents are listing jack-of-all-trades mechs that can do many things at once (though rarely do any of them well.) That is not useful versatility. When you build a mech you want to make it really good at something and then force engagement to match your mechs' strengths (if you snipe, force long range; if brawl, then close range.) The Timber Wolf certainly can do this for the clans, but the Quickdraw is probably the best option for the IS.
Also, it is about to shrink with the rescale.
#26
Posted 30 May 2016 - 02:52 PM
I took it on similar recommendations as a good mech to learn the ropes on but found it tough going at first
Now it is one of my most fun mechs, maybe a little easy to shoot (esp missiles) as it's thin but tall as an assault. So a bit visible and makes it harder to take advantage of some forms of cover.
but main mounts are high in the shoulder right next to the cockpit choose laser (3LPL 33 damage near pinpoint), missile or ballistic, you can make it run you can make it jump you can't make it do a backflip

Just remember all mechs are different beasts when their skill trees are unlocked and this benefited more then some.
that it has minimal quirks so you will feel extra squishy with an almost requisite IS XL.
if that is a problem then there is a hunchback for all occasions just slower and without jump.
(like all mediums you need to keep an eye out for jenners because they can core a component in one salvo if they get the jump on you)
Edited by Walsung, 30 May 2016 - 02:53 PM.
#27
Posted 30 May 2016 - 08:13 PM
Heavy: Catapult. No hands or wrists gives an extra 4 slots, and the high shoulder [arm] mounts make them good snipers.
#28
Posted 30 May 2016 - 09:11 PM
Edited by Requiemking, 30 May 2016 - 09:12 PM.
#30
Posted 31 May 2016 - 08:19 AM
#31
Posted 31 May 2016 - 08:59 AM
Having at least one variant that can jump is nice. Being stuck to certain pathways on some maps more than others is, well limiting.... Shadow Hawk gets my vote as a candidate. About the only thing I can think of off the top of my head is Shawk does not do LRMS great. It can, but others do it far better.
Actually, I'll give the forgotten Treb chassis honorable mention. SRM brawler, LRM support and the 7K does direct fire well with 2PPC and 1AC5. All in an XL friendly chassis with arms that can absorb some damage.
#32
Posted 31 May 2016 - 09:54 AM
Trebuchets are my favorite 'mech in the game and have been for a while. The reoccurring issue I have is it is NOT a 'mech that takes damage very well. Sure, its arms absorb damage, but on most variants, that is where 75% of the firepower is. It often takes leg damage as well. This is why all of my trebuchets exceed 97 kph. They move almost like a light but can acquire a good payload, and have an UNGODLY good yaw range to look up and down. Also, it is tall. It's almost as tall as the Victor. Makes it stand out if you're not careful.
#33
Posted 02 June 2016 - 11:47 AM
TercieI, on 19 May 2016 - 12:19 PM, said:
OK, speaking as a "meta" player, versatility within a single mech is a bad thing, because you will lose to mechs that are specialized and playing in their area of specialization. Rule #1 of successful mech building is to build a mech that does one thing dominantly and play to that strength. So, OP, if you want a jack of all trades mech, I can only recommend you reconsider or resign yourself to being mediocre. If, however, you want a jack of all trades chassis, a few of those exist. Admittedly, most are on the clan side (TBR and SCR remain the two most versatile chassis, though neither of them is as dominant as they once were). On the IS side, a lot of folks will recommend the HBK and while it can do a lot of things, it doesn't really do anything exceptionally. The HBK-IIC is a bit different in that it can do a number of things very well (though is still weak as a missile brawler due to the mech's fragility).
Let's say for the sake of argument we have a Lance of TDR-5S with stock armament, and normal upgrades versus a lance of TDR-5SS meta MPL boats. If the 5Ses spot the 5SSed at range they will get free salvo(es) of LRM15 and LL fire in which the meta 5SSes.simply cannot respond to. Indeed due to heat concerns of only being able to do a few salvoes with laser vomit builds the TDR-5SSes don't really want to open fire until they're within 275 meters of their target.
As a result if the 5SSes can't approach with good cover, they'll be rather worn down by the time they enter range. If the 5Ses have focused fire at all one of the 5SSes will likely be dead before they even enter effective range. Associated with this, the 5S Lance should tend to win such an engagement.
The specialized laser vomit meta on the hand will tend to need have circumstances allow them to engage at ideal range without previously being engaged in order to have a reasonable expectation of victory.
There's a rather strong argument that overspecialized meta builds tend to result in is a Mech which spends a significant portion of the Match are not contributing to the team because they're overspecialized for a single special situation. As opposed to flexible design which means you're not spending portions of the map camping out because your builds not designed for situation X, Y, or Z because it's highly specialized for situation W.
Something specialized like a HBK-4P or BJ-1 do have their place, but so do flex Mechs. Flex Mechs give your company the flexibility to respond to diverse threats and situations, which may fall outside the realm of specialized Mechs.
Edited by Jebe457, 02 June 2016 - 12:36 PM.
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