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Advice For A Group Of 4 Real Life Friends Just Starting Out

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#1 Falstaff

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Posted 17 August 2016 - 03:56 PM

I have a group of 4(including myself) real life friends who want to start playing and working as a lance from day 1. Two of us actually bought into the game when it came out but our jobs kept us from playing since we were busy all the time. Some of us have experience with older MechWarrior games but not all of us do. Personally, I only played MechAssault and ChromeHounds on Xbox Live so I going to need to learn to use keyboard and mouse on top of everything else directly needed for this game. All of us have good jobs so buying the proper mechs to form our group is not a problem (For us, buying mechs is better than grinding them since time is at more of a premium than our hobby budget. ). We all will be going into matches with headsets so communications will not be a problem either. The question I would like answered is the following.
What would be a good Mech line up for us without being too specialized?
Is 1 assault, 1 heavy, 1 medium, and 1 light a good starting point?
If so, what are some good builds that could pair together?
If not, what would be a better choice? (1 light, 2 mediums, and 1 heavy, maybe?)
Thanks in advance for helping us.

#2 Ace Selin

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Posted 17 August 2016 - 04:02 PM

Playing together means.....

You go into group Q as a 4man, so i would go most tonnage possible, which is going to mean assaults.
Kodiaks due to speed/firepower combo are preferred. Dont do a lot of group Q myself but i think 2 Kodiak's and 2 heavies (Warhammer, Ebon Jag, Timberwolf) will be the go due to tonnage.

FW you need 4 good mechs, 3 heavy and a medium/light is good choice.

Edited by Ace Selin, 17 August 2016 - 04:04 PM.


#3 habu86

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Posted 17 August 2016 - 04:28 PM

Heavies are probably the most versatile class in the game right now; the real workhorse class if you will, so I would recommend starting out with 4 heavies in order to learn the basics and then branching out and experimenting once you have a good grasp of the game mechanics. Running 4 heavies rather than 2 assaults and 2 heavies will mean leaving tonnage on the table for your group, and Ace is right in that most organized groups are loathe to do it, but assaults have a steeper learning curve, so may not really the ideal class for people just starting out.

Kodiaks, by sheer virtue of how overall powerful the are, might be the exception to this, but also draw A LOT of aggro from the red team and tend to get focused down very quickly. Just something be aware of, if you go down that route.

75- and 70-tonners are particularly good choices to start out as the meta options for these weights are close to perfect in terms of the speed/armor/firepower tradeoffs. My recommendations for starter mechs would be the TBR on the clan side and WHM on the IS side as they both offer a wide variety of possible builds, so you can learn a lot of different playstyles, and are in a generally good place right now. I'm partial to the MAD myself, but I recognize it's probably an objectively inferior choice, on a ton-for-ton basis, to the other two. The BKT and GHR have recently increased in size, which has served as a nerf of sorts, but are still powerful laservomit platforms in their own right. The upcoming GYR also promises to be an interesting and powerful, if slow, offering.

Moving beyond the 70-75 ton range, you've got several strong options in the 65-ton range, particularly the HBR, EBJ, CAT, TDR, and JM6. The thing about these is that they have somewhat steeper learning curves and/or more limited build options and would likely make for better second or third mechs.

Lastly, I recommend trying to hook up with an existing unit, at least to learn the ropes. Many established groups will be happy to drop with you guys and provide pointers, even if you're not looking to join them.

Edited by habu86, 17 August 2016 - 04:29 PM.


#4 Falstaff

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Posted 17 August 2016 - 04:38 PM

View PostAce Selin, on 17 August 2016 - 04:02 PM, said:

Playing together means.....

You go into group Q as a 4man, so i would go most tonnage possible, which is going to mean assaults.
Kodiaks due to speed/firepower combo are preferred. Dont do a lot of group Q myself but i think 2 Kodiak's and 2 heavies (Warhammer, Ebon Jag, Timberwolf) will be the go due to tonnage.

FW you need 4 good mechs, 3 heavy and a medium/light is good choice.


Thanks for the reply,
If I read between the lines then there is a difference on how matchmaking works if you are in a group of 4.
I did not know that...and knowing is half the battle ;)

#5 Void Angel

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Posted 17 August 2016 - 04:39 PM

Hrm...

I'd recommend only one Light to start, if any - you should focus on using the various trial 'mechs to figure out what fits whose style. Pay attention to what kinds of weapons you're good with and/or enjoy, as well as the handling capabilities of the various 'mechs. The general classes of build are: sniper, dakka, brawler, and LRM boat. Stay away from mixed builds - there are proponents of them, but none of the top-level players I know use or advocate them - and don't plan on using LRMs as a long-term strategy. LRMs are fun, and can be devastating at low tier or with a skilled user, but currently they're inferior to other options in skilled hands. Learn them, know how they work, but don't get too attached - it's like adopting an elderly pet.

You should also decide how soon and/ore if you want to start Faction Play. Currently, the Faction Play system isn't working as well as it needs to, and is the major focus of the developer's time and resources. I'd recommend getting used to solo and group play before you worry too much about factions - but the tech base of your 'mechs is going to affect that.

That being said, the Kodiak is currently the king of all Assaults - and arguably the most powerful 'mech on the battlefield. The recent Assault Challenge proved its supremacy within its weight class decisively, even with a plethora of LRM users (Assault 'mechs are slow, so they need bigger cover and have a harder time getting there) likely skewing the numbers.

Other excellent 'mechs include Assaults: Stalker, King Crab, and Battlemaster; Heavies; Timber Wolf, Marauder, Thunderbolt, Rifleman, and Hellbringer; Mediums: Stormcrow, Griffin, and Shadowhawk; Lights: Arctic Cheetah, Raven, Jenner, and Jenner IIC. I also personally enjoy the Spider, but while it enjoys ECM and great mobility, its firepower is less than you might desire. Much depends on your particular aptitudes and preferences, which is why I recommend you all play extensively with the trials, or buy a wide variety of 'mechs - depending on just how big a hobby budget we're talking about here. =)

Smurfy's Mechlab and awesome reference site is an essential bookmark for the MWO player. It is the best reference site I've yet encountered for a game, and its vast array of information (from 'mech quirks, to weapon stats, to maps, to the MechLab itself) pull directly from the game files for perfect accuracy. Tactics 101 is an essential read - highly accessible and dead-on accurate. We forumites had it stickied for a reason. And finally, I think both of the mini-guides linked in my signature are well worth the read - but of course, I wrote them.

Finally, a word about 'Mech skills and modules:
  • 'Mech skills are essential to getting the most out of any chassis; you need all the basic skills bought from three variants of a given model in order to unlock the Elite tier, and all the Elite skills for three variants of any model in the same weight class to unlock Master. Particularly getting all the Elite skills is important because it doubles the Basic skills' bonuses.
  • Modules are another experience unlock, this time for the pilot (you,) not the 'mech. They thus use General Experience (GXP) in to buy, although you can pay MC to convert 'Mech experience from Mastered variants. In order to equip many modules, you must have the appropriate Pilot Skill unlocked; other Pilot Skills improve modules such as the UAV or Artillery Strikes. Eventually you'll want modules for the weapons you use as well, but the first modules you'll want are Advanced Seismic Sensor and Radar Deprivation, along with Improved UAV and Improved Artillery Strike (UAVs are mechcellent for farming experience if placed well, and a good Strike consumable can turn a match around.) If you are going to boat LRMs, Advanced Target Decay (and likely Improved Sensor Range) are a must. Otherwise, ignore the other 'Mech modules until you're comfortable with the game.

Finally, I highly recommend the newer package deals over the original Clan packages, though something like the Timber Wolf may well be worth taking a la carte. DO NOT, however, buy C-bills with MC. It is always better to buy a 'mech (currently I believe the Cicada Champion 'mech is the best conversion) and sell the entire thing back to the Store for c-bills.

Welcome to MWO, all of you - see you on the battlefield, MechWarriors.

#6 Falstaff

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Posted 17 August 2016 - 04:41 PM

View Posthabu86, on 17 August 2016 - 04:28 PM, said:

Heavies are probably the most versatile class in the game right now; the real workhorse class if you will, so I would recommend starting out with 4 heavies in order to learn the basics and then branching out and experimenting once you have a good grasp of the game mechanics. Running 4 heavies rather than 2 assaults and 2 heavies will mean leaving tonnage on the table for your group, and Ace is right in that most organized groups are loathe to do it, but assaults have a steeper learning curve, so may not really the ideal class for people just starting out.

Kodiaks, by sheer virtue of how overall powerful the are, might be the exception to this, but also draw A LOT of aggro from the red team and tend to get focused down very quickly. Just something be aware of, if you go down that route.

75- and 70-tonners are particularly good choices to start out as the meta options for these weights are close to perfect in terms of the speed/armor/firepower tradeoffs. My recommendations for starter mechs would be the TBR on the clan side and WHM on the IS side as they both offer a wide variety of possible builds, so you can learn a lot of different playstyles, and are in a generally good place right now. I'm partial to the MAD myself, but I recognize it's probably an objectively inferior choice, on a ton-for-ton basis, to the other two. The BKT and GHR have recently increased in size, which has served as a nerf of sorts, but are still powerful laservomit platforms in their own right. The upcoming GYR also promises to be an interesting and powerful, if slow, offering.

Moving beyond the 70-75 ton range, you've got several strong options in the 65-ton range, particularly the HBR, EBJ, CAT, TDR, and JM6. The thing about these is that they have somewhat steeper learning curves and/or more limited build options and would likely make for better second or third mechs.

Lastly, I recommend trying to hook up with an existing unit, at least to learn the ropes. Many established groups will be happy to drop with you guys and provide pointers, even if you're not looking to join them.


Wow, you gave us a lot of good info here.
I had to look up all the three letter mech codes you used at smurfy's because I had no idea what you were talking about at first but great stuff...Thanks.

#7 Void Angel

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Posted 17 August 2016 - 04:44 PM

View PostFalstaff, on 17 August 2016 - 04:38 PM, said:


Thanks for the reply,
If I read between the lines then there is a difference on how matchmaking works if you are in a group of 4.
I did not know that...and knowing is half the battle Posted Image

There are separate queues for groups and for Solo play. You're going to find that your opponents in group play are better coordinated and more skilled than the guys you start out against in Tier 5. Expect a rather brutal introduction - but if you stick with it and analyze your performances, you'll end up with a very effective education in MWO team tactics. You'll probably want to do some XP grinding in solo matches to get some of your 'mech skills (you can't directly buy XP for your 'mechs, but you can get Premium Time.)

#8 Tarl Cabot

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Posted 17 August 2016 - 04:56 PM

First, run through the Academy for funds and to learn how to control the mech and some other basics, etc.

Concerning mechs, understand that IS mechs will be less expensive at initial purchase then Clan mechs, but almost all IS mechs will come with single heatsink, STD engines, etc that have to be upgraded at a price, making the finishing cost similar to a comparative Clan mech. Essentially many Clan mechs are ready to go out of the box, with their armor and weaponry being the primary purchase, or omnipods for the Omnis to switch hardpoints.

Group queue will be like walking into a shark tank, or is that piranha and Faction Play the shark tank?

I would actually suggestion using trial mechs and using the solo queue. Sync drop and you might end up on the same team or on opposite teams but no guarantee you all will end up in the same match, at least for the first 25 drops to finish cadet bonus.

If you all do consider playing FP, remember that Clans can only use Clan mechs, IS factions only IS mechs.

One other option for down the line would be for two of you to get Premium time, then you four (and any others you invite) can drop in Private matches ( no C-BIlls/etc earned) but that way you all can tighten up on some items.

Also, in the game options, move your mouse sensitivity settings to the FAR LEFT, around 0.2 or so that you have an easier time to keep your mouse on the target.

Edited by Tarl Cabot, 17 August 2016 - 04:58 PM.


#9 Falstaff

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Posted 17 August 2016 - 05:01 PM

View PostVoid Angel, on 17 August 2016 - 04:39 PM, said:

Hrm...

I'd recommend only one Light to start, if any - you should focus on using the various trial 'mechs to figure out what fits whose style. Pay attention to what kinds of weapons you're good with and/or enjoy, as well as the handling capabilities of the various 'mechs. The general classes of build are: sniper, dakka, brawler, and LRM boat. Stay away from mixed builds - there are proponents of them, but none of the top-level players I know use or advocate them - and don't plan on using LRMs as a long-term strategy. LRMs are fun, and can be devastating at low tier or with a skilled user, but currently they're inferior to other options in skilled hands. Learn them, know how they work, but don't get too attached - it's like adopting an elderly pet.

You should also decide how soon and/ore if you want to start Faction Play. Currently, the Faction Play system isn't working as well as it needs to, and is the major focus of the developer's time and resources. I'd recommend getting used to solo and group play before you worry too much about factions - but the tech base of your 'mechs is going to affect that.

That being said, the Kodiak is currently the king of all Assaults - and arguably the most powerful 'mech on the battlefield. The recent Assault Challenge proved its supremacy within its weight class decisively, even with a plethora of LRM users (Assault 'mechs are slow, so they need bigger cover and have a harder time getting there) likely skewing the numbers.

Other excellent 'mechs include Assaults: Stalker, King Crab, and Battlemaster; Heavies; Timber Wolf, Marauder, Thunderbolt, Rifleman, and Hellbringer; Mediums: Stormcrow, Griffin, and Shadowhawk; Lights: Arctic Cheetah, Raven, Jenner, and Jenner IIC. I also personally enjoy the Spider, but while it enjoys ECM and great mobility, its firepower is less than you might desire. Much depends on your particular aptitudes and preferences, which is why I recommend you all play extensively with the trials, or buy a wide variety of 'mechs - depending on just how big a hobby budget we're talking about here. =)

Smurfy's Mechlab and awesome reference site is an essential bookmark for the MWO player. It is the best reference site I've yet encountered for a game, and its vast array of information (from 'mech quirks, to weapon stats, to maps, to the MechLab itself) pull directly from the game files for perfect accuracy. Tactics 101 is an essential read - highly accessible and dead-on accurate. We forumites had it stickied for a reason. And finally, I think both of the mini-guides linked in my signature are well worth the read - but of course, I wrote them.

Finally, a word about 'Mech skills and modules:
  • 'Mech skills are essential to getting the most out of any chassis; you need all the basic skills bought from three variants of a given model in order to unlock the Elite tier, and all the Elite skills for three variants of any model in the same weight class to unlock Master. Particularly getting all the Elite skills is important because it doubles the Basic skills' bonuses.
  • Modules are another experience unlock, this time for the pilot (you,) not the 'mech. They thus use General Experience (GXP) in to buy, although you can pay MC to convert 'Mech experience from Mastered variants. In order to equip many modules, you must have the appropriate Pilot Skill unlocked; other Pilot Skills improve modules such as the UAV or Artillery Strikes. Eventually you'll want modules for the weapons you use as well, but the first modules you'll want are Advanced Seismic Sensor and Radar Deprivation, along with Improved UAV and Improved Artillery Strike (UAVs are mechcellent for farming experience if placed well, and a good Strike consumable can turn a match around.) If you are going to boat LRMs, Advanced Target Decay (and likely Improved Sensor Range) are a must. Otherwise, ignore the other 'Mech modules until you're comfortable with the game.
Finally, I highly recommend the newer package deals over the original Clan packages, though something like the Timber Wolf may well be worth taking a la carte. DO NOT, however, buy C-bills with MC. It is always better to buy a 'mech (currently I believe the Cicada Champion 'mech is the best conversion) and sell the entire thing back to the Store for c-bills.

Welcome to MWO, all of you - see you on the battlefield, MechWarriors.


I think read some of your tutorials in the last couple days! I seem to be the one getting all the info so the others can jump in with a little less effort. I'm new to PC gaming as a whole and I've read a bunch of stuff on proper mouse config in windows for gaming. Does anyone know if the Marc C mouse fix for windows is needed for MWO?

#10 Falstaff

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Posted 17 August 2016 - 05:08 PM

View PostTarl Cabot, on 17 August 2016 - 04:56 PM, said:

First, run through the Academy for funds and to learn how to control the mech and some other basics, etc.

Concerning mechs, understand that IS mechs will be less expensive at initial purchase then Clan mechs, but almost all IS mechs will come with single heatsink, STD engines, etc that have to be upgraded at a price, making the finishing cost similar to a comparative Clan mech. Essentially many Clan mechs are ready to go out of the box, with their armor and weaponry being the primary purchase, or omnipods for the Omnis to switch hardpoints.

Group queue will be like walking into a shark tank, or is that piranha and Faction Play the shark tank?

I would actually suggestion using trial mechs and using the solo queue. Sync drop and you might end up on the same team or on opposite teams but no guarantee you all will end up in the same match, at least for the first 25 drops to finish cadet bonus.

If you all do consider playing FP, remember that Clans can only use Clan mechs, IS factions only IS mechs.

One other option for down the line would be for two of you to get Premium time, then you four (and any others you invite) can drop in Private matches ( no C-BIlls/etc earned) but that way you all can tighten up on some items.

Also, in the game options, move your mouse sensitivity settings to the FAR LEFT, around 0.2 or so that you have an easier time to keep your mouse on the target.


I had a feeling that the MWO community was going to be awesome and all you guys are proving it.
Thanks for the tips about mouse setup, it going to be really important to me personally since this is my first PC game.

You said in Faction Play you have to choose between Clan and IS tech. Is that still true if you are Mercs?

Edited by Falstaff, 17 August 2016 - 05:10 PM.


#11 Tarl Cabot

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Posted 17 August 2016 - 05:13 PM

Yes, even as a merc. You would select the contract length with one faction or another. So if going Clans first, Clan mechs, then next contract, if you go IS then only IS mechs. No mixing up the techs nor the weapons.

#12 Wedge Red Leader

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Posted 17 August 2016 - 05:16 PM

View PostFalstaff, on 17 August 2016 - 03:56 PM, said:

What would be a good Mech line up for us without being too specialized?
Is 1 assault, 1 heavy, 1 medium, and 1 light a good starting point?
If so, what are some good builds that could pair together?
If not, what would be a better choice? (1 light, 2 mediums, and 1 heavy, maybe?)
Thanks in advance for helping us.

Wow, I haven't looked at the other posts but you just asked for a book to be wrote Posted Image

IMHO you guys should pick what type of mechs you want to run, IS or Clan. Doing this will really help when you guys start doing faction warfare, people hate not being able to use their hard earned mechs of the "wrong" faction.
Currently the faction warfare drop deck limit is 250 tons, so that means your average mech can weigh about 65 tons. I'd say all of you should get heavy mechs at first. After learning the game, then get a light mech. By the time you do this you'll know what to do next.

For quick play, you all need to get a radar deprivation module ASAP. Nothing else will pay for itself faster in the game.
For pairing, I'd just try to coordinate builds. Not so much the mechs. I'd focus on roughly matching weapon ranges, and learn to share armor. Doing this will make your lance better than most.

Edited by Wedge Red Leader, 17 August 2016 - 05:24 PM.


#13 Falstaff

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Posted 17 August 2016 - 05:17 PM

View PostTarl Cabot, on 17 August 2016 - 05:13 PM, said:

Yes, even as a merc. You would select the contract length with one faction or another. So if going Clans first, Clan mechs, then next contract, if you go IS then only IS mechs. No mixing up the techs nor the weapons.


Man, that seems to take away the benefit of being a Merc.
Do you recommend taking sides then being a Merc?

#14 Tarl Cabot

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Posted 17 August 2016 - 05:30 PM

There is Merc, Loyalist and Free Lancer. Each have their benefits and negatives. Going merc (must be in a unit) allows you to switch major factions or within each faction when a contract is up. Loyalist (no unit needed) has you staying with a specific minor faction with big penalties to break away. Free Lancer (can not be in a unit) only allows you to accept Urgent Calls to Arms to drop on planets where the game says reinforcements are needed, but there may only be 2 people on the other side. The game will not drop you into battle until there are 12 on each side.

Going Merc or Loyalist allows you to pick a planet based on what you see is going on, if there is enough people to drop with on each side. And it does become a waiting game.

Also FP means you would need 4 mechs, totaling no more than 250-tons.

Edited by Tarl Cabot, 17 August 2016 - 05:33 PM.


#15 mailin

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Posted 17 August 2016 - 06:06 PM

View PostFalstaff, on 17 August 2016 - 05:17 PM, said:


Man, that seems to take away the benefit of being a Merc.
Do you recommend taking sides then being a Merc?


This really is a matter of personal preference. I am a member of a merc corps called Comstar Irregulars. We take 2 week contracts and alternate between clan and IS. This way, our members can bring in different mechs every two weeks. It works for us.

But, what I really wanted to write was Welcome to MWO!!!

I hope to see you guys on the battlefield.

Edited by mailin, 17 August 2016 - 06:06 PM.


#16 Ace Selin

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Posted 17 August 2016 - 06:51 PM

View PostFalstaff, on 17 August 2016 - 05:17 PM, said:


Man, that seems to take away the benefit of being a Merc.
Do you recommend taking sides then being a Merc?

In FP you play IS or Clan, but in group Q you could still bring anything you wanted no mater which faction you were with

#17 Falstaff

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Posted 17 August 2016 - 07:16 PM

After taking in the advice given so far, here some of the builds I'm going to suggest to the group.
I'm picking Clan tech since my ******* friends are making me do all the research work...(f$%k those guys...) ;)

4 Kodiaks
http://mwo.smurfy-ne...2dc9e1dda85839f

2 Kodiak / 2 Timber Wolf
http://mwo.smurfy-ne...2dc9e1dda85839f
http://mwo.smurfy-ne...d940644c8a9fd44

1 Kodiak / 1 Timber Wolf / 1 Arctic Fox
http://mwo.smurfy-ne...2dc9e1dda85839f
http://mwo.smurfy-ne...d940644c8a9fd44
http://mwo.smurfy-ne...cba0f2d212ab85c

#18 Aleksandr Sergeyevich Kerensky

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Posted 17 August 2016 - 07:46 PM

Sorry again everyone, ive been working overtime latelly, so I havent read any responces to the original post made by the TC.

Anyway, have everyone in your group lower the ingame mouse sensitivity (if they havent already). The default is near impossible to play with, slide it very far to the left. (I run .16~.18, everyone of course will have different preferences).

I recommend everyone in your 4 man group to start off with heavies mechs from the same technology group! So choose wiselly either Inner Sphere or Clan. (I personally have a bias towards inner sphere tech, so I wont make a recommondation on which is better).

If any of your group prefer to pilot 100 ton assaults, someone in the group will have to ton down to a medium if you always drop in a lance of four. So plan accordingly.

Try to avoid equipping LRMs, because since your running in a four man, focus firing will be very important for you guys to survive in the brutal colosseum of death we call group que. You need the speed of direct fire to quickly dispense your opposition.

I recommend checking metamechs.com and doing research on what builds might interest your play group. You dont have to copy them, but at least use them to read about what makes each varient good... Trust me when i say... Knowledge is power...

And let me put in a shameless advertisement for my favorite mech...

Buy a Battlemaster BLR-2C and decimate the opposition!

#19 Falstaff

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Posted 17 August 2016 - 08:05 PM

View PostAleksandr Sergeyevich Kerensky, on 17 August 2016 - 07:46 PM, said:

Sorry again everyone, ive been working overtime latelly, so I havent read any responces to the original post made by the TC.

Anyway, have everyone in your group lower the ingame mouse sensitivity (if they havent already). The default is near impossible to play with, slide it very far to the left. (I run .16~.18, everyone of course will have different preferences).

I recommend everyone in your 4 man group to start off with heavies mechs from the same technology group! So choose wiselly either Inner Sphere or Clan. (I personally have a bias towards inner sphere tech, so I wont make a recommondation on which is better).

If any of your group prefer to pilot 100 ton assaults, someone in the group will have to ton down to a medium if you always drop in a lance of four. So plan accordingly.

Try to avoid equipping LRMs, because since your running in a four man, focus firing will be very important for you guys to survive in the brutal colosseum of death we call group que. You need the speed of direct fire to quickly dispense your opposition.

I recommend checking metamechs.com and doing research on what builds might interest your play group. You dont have to copy them, but at least use them to read about what makes each varient good... Trust me when i say... Knowledge is power...

And let me put in a shameless advertisement for my favorite mech...

Buy a Battlemaster BLR-2C and decimate the opposition!

Thanks for the advice,

I chose Clan tech for us because I own some timber wolf variants already so if I have to do the research for my group, I'm gonna pick the tech...it seems only fair.

Based on what you said, I guess we can't drop 4 Kodiaks then.
I did take my best guess at some good builds for us in the post above yours, though.

Edited by Falstaff, 17 August 2016 - 08:06 PM.


#20 Ingga Raokai

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Posted 17 August 2016 - 08:26 PM

View PostFalstaff, on 17 August 2016 - 07:16 PM, said:

After taking in the advice given so far, here some of the builds I'm going to suggest to the group.
I'm picking Clan tech since my ******* friends are making me do all the research work...(f$%k those guys...) Posted Image

4 Kodiaks
http://mwo.smurfy-ne...2dc9e1dda85839f

2 Kodiak / 2 Timber Wolf
http://mwo.smurfy-ne...2dc9e1dda85839f
http://mwo.smurfy-ne...d940644c8a9fd44

1 Kodiak / 1 Timber Wolf / 1 Arctic Fox
http://mwo.smurfy-ne...2dc9e1dda85839f
http://mwo.smurfy-ne...d940644c8a9fd44
http://mwo.smurfy-ne...cba0f2d212ab85c

KDK build is fine, just need to figure out Ammo/Engine/Weapon count/size according to each own preferences, some run slightly smaller engine, some more ammo, some even with 2ERPPC2Gauss (the meta, but I'm not gonna push any builds)

TBR. I suggest avoid the A's Left Torso, people see those high mounted weapon will try to immediatley strip them from your mech. Try LASERVOMIT similar with the trial or GAUSSPPC, or even BRAWL (choose your laser preference). Timby is fairly flexible I say in terms of builds.

ACH build looks great.
(A bit of insane build from me Posted Image http://mwo.smurfy-ne...3b88098ed3dba46, for giggles)

Edited by Ingga Raokai, 17 August 2016 - 08:29 PM.






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