New And Need Help With Mech
#1
Posted 23 June 2016 - 06:41 PM
#2
Posted 23 June 2016 - 07:28 PM
Off the top o' me head for LRM lobbers I'd suggest the Mad Dog as it can carry multiple LRM 5's.
It's also got a variant that mounts dual gauss for some snipery, but there are better.
Stormcrows and Shadowcats are swell for laser sniping.
Mebbe someone who knows IS mechs can tell you about something on that side.
#3
Posted 23 June 2016 - 07:29 PM
IS lurm boats
Orion VA
Most catapults
Most Archers
Jagermech A
Warhammer 7S
Kintaros
Hunchback 4J
Mauler 1R
For the Clans
Mad Dog
Timberwolf
Ebonjag
Summoner
Stormcrow
The missile Hunchback IIC
The jenner IIc (troll face)
For sniping, well there are a lot of ways to do that.
All you need are long range direct fire weapons and preferably higher weapon mounts
#4
Posted 24 June 2016 - 12:01 AM
The Mastery pack gets you the Gauss mounting Hero version with its 30% C-bill earnings bonus. Gauss is also the quintessential ballistic sniper weapon. It's quirks still make it the best Hunchback to use gauss with (30% shorter cooldown)
The 4P is a good champion mechs that spews out Medium laser fire like there's no tomorrow (don't fire all at once though, personally I fire the 7 torso mounted ones for a slight extra heatspike, seperately from the arm mounted medium lasers)
The 4SP is best with SRM's but can also do Lrm's well (only 5% less cooldown than a 4J with Lrm 10's).
Hunchbacks are fun and good support mechs that can contribute to any battle. Just don't think yourself an unstoppable avatar of death in them (and start leading charges and such) and they do fine.
#5
Posted 24 June 2016 - 06:00 AM
#6
Posted 24 June 2016 - 06:05 AM
#7
Posted 24 June 2016 - 08:21 AM
Drugon squard, on 24 June 2016 - 06:05 AM, said:
All mechs in MWO are one of two: IS (InnerSphere) or Clan.
IS uses slightly different weapons than Clan, and also differs in how you choose equipment (how you customize your mech).
People ask you about weight class, because a LRM medium mech and LRM Assault do typically play quite differently. One has less armor/ammunition, the other one is much slower and probably has no Jump-Jets.
Edited by Tigven, 24 June 2016 - 08:25 AM.
#8
Posted 24 June 2016 - 08:54 AM
Equipment needs more slots, more tons or does less damage, has less range. But IS mechs have more quirks to equalize this, their heat capacity is higher, and the weapons are easier to use: LRMs fire in a bunch instead of in a stream of 5s, auto cannons fire one slug instead of several, laser do their damage in a shorter amount of time. Most of this makes hitting for the full potential easier.
IS only has BattleMechs, with fixed hard points and free choice of reactors, armor types (normal / ferro) and internal structure types (normal / endo).
Clan weapons are lighter, use less slots and usually have higher range but take more skill to do the full potential damage. In addition the heat capacity is lower per heat sink, which usually leads to faster overheating. Heat dissipation is better than IS though.
All clan mechs except the type IICs and the Kodiak are OmniMechs, which means they have fixed reactors, armor types and internal types, but you can switch hard points by switching OmniPods. This allows for more choices in the hard points of the Mechs.
I can't comment on LRM mechs as I don't like them. Otherwise if you are willing to pay real money take a look at the Warhammer or Marauder packages, they offer pretty good IS heavies which allow laser and ballistic builds.
#9
Posted 24 June 2016 - 09:00 AM
Drugon squard, on 24 June 2016 - 06:05 AM, said:
Hi and welcome, as for your question about LRM mechs, well some are better at it than others. How ever it is very, very important to state that the long you play, the more you will find LRM's become less and less effective against better pilots.
That happens either through the following ways:
ECM (Electronic Counter Measures)
A piece of equipment that can be mounted on some mechs it either weighs 1t or 1.5t depending if it is the Clan or IS model, it effectively makes the mech invisible to basic targeting sensors beyond a specific range. This is countered by active probes, another piece of equipment that can be mounted on any mech, also a must have for most LRM (long Range Missile) and SSRM (Streak Short Range Missile) mechs.
Radar Deprivation Module
This is an advanced piece of equipment that takes GXP and several million C-bills to unlock, once acquired and mounted in a module slot it makes your mech drop off of senors once line of sight is broken, this can be mitigated some what by Target Retention module.
Anti Missile System (AMS)
AMS is .5t piece of equipment that reduces the number of missiles hitting a target, not 100% effective, but lance of dedicated AMS mechs (read with 2-3 AMS units each) can effectively shut down a volley of LRM's. It is also worth pointing out that Clan LRM's are more vulnerable to AMS due to their streaming launch nature than the IS cluster launches nature.
Now we delve into the nuances of LRM's. A pair of LRM/20 launchers are less efficient than a pair of LRM/15 launchers, this is due to the spread of the missiles when landing at the target, a LRM/20 will miss with between 5-10 missiles, putting what damage it does across the entire target with what missiles do hit. Generally speaking, smaller launchers are better than bigger launchers, this is mostly due to accuracy and cool down speeds.
Before really settling on a mech, spend some time over at http://mwo.smurfy-net.de/ as they are the unofficial place for testing builds before you actually commit to anything.
#10
Posted 24 June 2016 - 09:17 AM
SnagaDance, on 24 June 2016 - 12:01 AM, said:
The Mastery pack gets you the Gauss mounting Hero version with its 30% C-bill earnings bonus. Gauss is also the quintessential ballistic sniper weapon. It's quirks still make it the best Hunchback to use gauss with (30% shorter cooldown)
The 4P is a good champion mechs that spews out Medium laser fire like there's no tomorrow (don't fire all at once though, personally I fire the 7 torso mounted ones for a slight extra heatspike, seperately from the arm mounted medium lasers)
The 4SP is best with SRM's but can also do Lrm's well (only 5% less cooldown than a 4J with Lrm 10's).
Hunchbacks are fun and good support mechs that can contribute to any battle. Just don't think yourself an unstoppable avatar of death in them (and start leading charges and such) and they do fine.
^THIS is the best starting point.
If you're looking at lights, there is not really anything for LRMing because, lights. But RVNs are fantastic snipers (Dual ERLL) and the RVN 3L is quirked for missiles and Narcs sooo kinda could do the job. But the HBK is much more n00b friendly with the wider variety of options between varients (1 ballistic, 1 Missile, 1 Laser) and it is a STD engine friendly mech (read, cheap to work with as a noob because XL engines are PAINFULLY expensive as you start), they also have some very good meta options and teach good mech discipline (twisting, etc...).
#11
Posted 24 June 2016 - 12:33 PM
ProfPyro, on 23 June 2016 - 07:28 PM, said:
Off the top o' me head for LRM lobbers I'd suggest the Mad Dog as it can carry multiple LRM 5's.
It's also got a variant that mounts dual gauss for some snipery, but there are better.
Stormcrows and Shadowcats are swell for laser sniping.
Mebbe someone who knows IS mechs can tell you about something on that side.
I'd recommend against the Mad Dog for Gauss--the mounts are too low to snipe effectively.
SHC on the other hand, is known for its Gauss config, and also has lots of missile slots.
#12
Posted 25 June 2016 - 12:32 AM
Also, typing on your phone and NOT running spell check or using proper grammar or punctuation makes me very cranky.
Edited by mailin, 25 June 2016 - 12:33 AM.
#13
Posted 25 June 2016 - 12:50 AM
mailin, on 25 June 2016 - 12:32 AM, said:
Also, typing on your phone and NOT running spell check or using proper grammar or punctuation makes me very cranky.
Or maybe hes just Language other than English. There are people out there that speak other languages. Regardless he's made three posts all in this thread, no need to make new players feel unwelcome, we all know we need them...
#14
Posted 25 June 2016 - 02:22 AM
#15
Posted 25 June 2016 - 04:40 AM
Start with IS then decide if you want to try Clan.
#16
Posted 25 June 2016 - 10:25 AM
mailin, on 25 June 2016 - 02:22 AM, said:
Lol, as a nub he doesn't yet understand the protocols of the MWO forums, where the primary, secondary, and tertiary priorities are to make your interlocutors feel like shi*t.
Hence the "please and thank you."
#17
Posted 25 June 2016 - 05:46 PM
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