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Looking For (Srm?) Mech + Some Questions


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#1 Tigven

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Posted 23 June 2016 - 01:20 PM

Hello,
with the event incoming, I feel it is perfect time to buy and level up to max a new mech or two (x3 for the skills obviously).

I'm not a very new player with 1200 games played, but I still feel I can learn a lot about the MWO mechanics. I'm very casual in solo unit, mostly I enjoy completing event goals.

Aside from trial mechs, all I have ever used is IS Blackjacks and King Crabs.


I use the following IS dropdeck for CW:
  • BLACKJACK BJ-1 [link]
  • (looking to replace) BLACKJACK BJ-1X [link]
  • (looking to replace) BLACKJACK BJ-3 [link]
  • KING CRAB KGC-000B -- unable to find link, very similar to the (C) version with Quad UAC/5 and 3x Medium Laser, with ammo moved to legs I believe

Total: 3x45T + 100T == 235T

I also use sometimes King Crab with 3x LRM10, TAG, 3x Small Laser, 1x AC20 in quick play, which is sometimes quite good.

Mech 1. is my favorite, I absolutely love the AC/2 weapon system, and the 936m optimal range is just insane. It can be sometimes very successful even in Scouting missions, when I am able to fight Crows (80%+ of mechs I face....) at 500m+ range.

Mech 4. was my favorite, but over time and tier progression became more boring and hard to play. Somehow light mechs no longer want to fight my 100tonner face to face while standing still. Posted Image Posted Image Posted Image


I have used most IS weapon systems:
  • Dislike: GAUSS RIFLE, LB 10-X AC, Large lasers, PPC
  • Like: AC and UAC weapons, LRM
  • Like a bit: Medium [Pulse] Lasers
  • Never used (would like to try some): SRM or SSRM, AC10, MACHINE GUN, FLAMER, Small-Lasers-as-Primary


What I am looking for:
One medium-heavy IS mechs with 2 chassis variants (or two 1+1 if need be) that:
  • has weapons system that I have never used (see above), so that I can have some fun Posted Image, I would really like to try SRM if they are good
  • would be competitive in Invasion mode
  • would fit the tonnage requirements to replace 2. and 3. Blackjacks (I believe there is 15T left)
  • is preferably heavily quirked into the main weapon system

Some extra considerations:


The issue I have with 2. and 3. Blackjacks is that they have extremely limited range and survivability. The required exposure time to deal any noticeable damage is just very long.

Of course I almost always try to play carefully, but 2-4 surprise hits often take me "dead in 1 hit" status.
It is my understanding that with IS XL Engines your mech is dead when:
- Right torso gone
- Left torso gone
in addition to standard rules. That does seem to happen wayyy too often in all modes.

The 2. and 3. Blackjacks often just do not have ANY possible way to approach a well organised Invasion mode enemy firing line without being dead after just one alpha. I have done well on them on very few Invasion games.
The 1. Blackjack is so much different, being able to deal damage from cover, from almost any range. I have done OK to well on it in almost all Invasion games.

#2 VitriolicViolet

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Posted 23 June 2016 - 01:28 PM

Id suggest using a Centurion, CN9-AH, as it can hold upto 3 SRM6s and has that amazing shield arm. It can also pack a quirked AC/20. It weighs 50 tons

As for the other id go Wolverine, in particular the Quarantine though it costs real money. My build on it is 2x SRM4, 3X MPL and 1x AC2, great for DPS and has JJ.

If you dont want to spend then id go Griffins as they are really good with SRMs and one has ECM.

#3 Count Zero 74

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Posted 23 June 2016 - 01:36 PM

Most importsant thing first, lose the King Crab. Assaults don't work very in Inavsion, they can be of use on certain maps but then only in defense. And even if you bring an Assault there are way better ones than the King Crab like Atlas or Mauler. The only assault I would use on an attack would be a Batlemaster.

Your basic deck should be 3 Heavies and a Medium/Light.

To your other question, there are a few good heavy srm boats. Quickdraw, Marauder 5D, Catapult ( Though the Cat is better for quickplay imo), Orion ( sort of a pocket-Atlas).

But if you like to zty SRM's in FW I would suggest mediums like the Griffin, Shadowhawk or Centurion.

#4 Rhavin

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Posted 23 June 2016 - 01:49 PM

As a previous poster said, Griffens are quite good with SRMs. I believe they all have great quirks for missiles. Centurions as well, but I think the Griffen is a stronger mech at it.

Jagermechs, Mauraders and warhammers are quite good with Autocannons. Some variants of these 3 can pack SRMS are well, though other than the jager 6A you would have energy weapons to sync up with them instead of dakka.

The Atlas assault mechs also run a combination of Autocannon and SRM spam. The DDC variant has ecm and is particularly good at combining an AC 20 and 3 SRM racks for a devestateing attack that can outright one shot quite a few other mechs. It has good ballistic and missile quirks.

#5 Jables McBarty

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Posted 23 June 2016 - 02:37 PM

I'd say get the Marauder-5M for SRMs and the Marauder-3R for your ballistic fix (or get the 5D, which can do JJ but has 1 less Ballistic point).

Alternatively you could get a Warhammer-6R (2B 1M) and 7S (3M), as those seem to fall into your criteria.

Marauder is very survivable with just a little bit of torso twisting.

Hopefully you are saving up your MCs from the event to buy more 'MechBays the next time they go on sale!

#6 Tigven

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Posted 24 June 2016 - 01:20 AM

Thank you all for replies!
As always, I find the information given impressive, but I'm a little bit overwhelmed by it.

View PostCount Zero 74, on 23 June 2016 - 01:36 PM, said:

[...] lose the King Crab. [...] Your basic deck should be 3 Heavies and a Medium/Light.


I think this is the most vital piece of advice given here.
I really do want to keep the "1." Blackjack, so that leaves me at 250-45==205T left.

Solution 1. "Quick"
To take 3x 65T heavy mechs of the same type to nearly max out tonnage efficiently and quickly.

Solution 2. "Advanced"
Alternatively, to take 45+65+65+75 to perfectly fit the 250T limit (but the limit can be lowered, can it? if it does, what then?).


So far, my best guess (and this guess is mostly based on information given in this thread) would be:
  • Jagermech JM6-A (65T) -- fantastic quirks for SRM and AC/2 combo
  • Jagermech JM6-DD (65T) -- fantastic quirks for the stock loadout (that looks very solid to me)
  • (only under solution 1.) Jagermech JM6-S (65T) -- underwhelming quirks, only good for AC/? + lasers, the weak link in solution 1.
  • (only under solution 2.) Marauder (75T) -- I need more time to decide which one, but you are VERY welcome to suggest one specific variant or good smurfy build
Please, let me know if this sounds reasonable to you.



Some additional replies:

View PostViolet Vitriol Price, on 23 June 2016 - 01:28 PM, said:

If you dont want to spend then id go Griffins as they are really good with SRMs and one has ECM.

This has been suggested by many, and I have seen many use them with good results in Scouting (did not pay attention in Invasion).
However, scouting is the game mode of least importance to me, and this tonnage doesn't fit my current vision of my CW dropdeck at all.

View PostRhavin, on 23 June 2016 - 01:49 PM, said:


The Atlas assault mechs also run a combination of Autocannon and SRM spam. The DDC variant has ecm and is particularly good at combining an AC 20 and 3 SRM racks for a devestateing attack that can outright one shot quite a few other mechs. It has good ballistic and missile quirks.


I think my very first game was of me stopping to zero in front of such Atlas in some light mech. My reaction was: "wow, other mechs take so much beating and I just got 1-shot". Posted Image Posted Image Posted Image

Back to the point, I strongly doubt this fits the vision of my CW dropdeck I have currently in mind.

View PostJables McBarty, on 23 June 2016 - 02:37 PM, said:

Hopefully you are saving up your MCs from the event to buy more 'MechBays the next time they go on sale!


I'm currently on 7/9 Bays, and my plan is to just sell everything except 1 BlackJack and 2 King Crabs. (== Sell 2 reward mechs and 2 Blackjacks.) This way I could level up 65+65+75 for the CW dropdeck. I strongly doubt I need more Bays because of this.
I can understand why some Players have 50 or 100+ mechs, but my style is to have fun and deeply learn a mech I like, rather than to try hundreds.

Edited by Tigven, 24 June 2016 - 01:29 AM.


#7 p4r4g0n

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Posted 24 June 2016 - 04:28 AM

Do not get hung up on utilizing every ton available. Better to have 4 good mechs that can deliver and tank decent damage with 10 - 20 tons left over than 1 decent damage dealer/tanker and 3 paper mechs.

When I started, I built a general all-round type deck comprising of three heavies and one medium/light (depending on variation in tonnage limits). The heavies consisted of variants of a single mech which at least gave me a decent starting deck with minimal investment.

When building your mech loadouts, do bear in mind that this general all-round deck must be usable in hot / cold maps and long range or brawl fights. Some of the variants will do better than other but overall you should be able to pump out at least 500 damage, preferably 1,000 over the 4 mechs.





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