Buying Mech
#1
Posted 18 January 2021 - 07:42 PM
My son and i just start playing MWO recently and we really like the game. We watch some youtube vidoes for guides on mechs for beginners. But I can't find anywhere mentioning what should we consider when buying a mech and what key features consitute a good mech. Can you good fellow enlighten us what to consider and also which are the "Best Mech" in each class. I'm willing to spend some money buying Hero mechs thus will like to know that catageory of mechs too. We hope that with your guidance, we can "save" some MC & C-bills for not buying "not-so-good" mechs. May I request the answer to be in the following format (if possible):
What key features constitute a good mech?
Top 3 Light Mech (Non-Hero)
Top 3 Medium Mech (Non-Hero)
Top 3 Heavy Mech (Non-Hero)
Top 3 Assault Mech (Non-Hero)
Top 3 Light Mech (Hero)
Top 3 Medium Mech (Hero)
Top 3 Heavy Mech (Hero)
Top 3 Assault Mech (Hero)
Thanks again for your helpfulness and wish everyone stay safe and good health.
Good Luck
Have Fun
#2
Posted 18 January 2021 - 09:09 PM
This game offers a huge number of options when it comes to customization to match one's play style so I won't get into specific mechs but one generic feature that is useful on almost all mechs are weapon hardpoints located high up on a mech's chassis. This allows you to expose less of your mech when getting into a firing position.
You will notice that Clan mechs are much more expensive than their IS counterparts. This is because they are usually pre-upgraded with things like XL engines, double heat sinks, endo-steel structure and ferro-fibrous armor.
Clan mechs come is two flavours, Omnimechs which have fixed engines, structure and armour type, and Battlemechs, where these can be modified. You can however swap out Omnipods on these mechs, allowing for different weapon load outs.
At the moment, all IS mechs are Battlemechs. You don't need all the upgrades on an IS mech but usually, players upgrade them with at least double heat sinks (1.5M c-bills) and endo-steel structure (min ~500K c-bills).
All Battlemechs have fixed weapon hardpoints.
When it comes to engines, there is an important difference between Clan and IS XL mills. With Clan XL engines, you can lose a side-torso and survive whereas IS mechs are destroyed when they lose one. To survive a side-torso loss, IS mechs must be equipped with either standard (STD) or Light Fusion (LFE) engines.
Since you are new to the game, it can be useful to purchase mechs that can share engines and weapons systems, at least until your match earnings improve. This will limit you to IS mechs or Clan Battlemechs, at least at first, and you can still build a respectable fleet of mechs without Omnimechs.
Then again, you should play the game as you like.
Good hunting,
CFC Conky
Edited by CFC Conky, 18 January 2021 - 09:22 PM.
#3
Posted 18 January 2021 - 10:19 PM
#4
Posted 18 January 2021 - 10:25 PM
https://grimmechs.isengrim.org/
I don't think it's the be-all-end-all of builds, but surely is a good starting point. Especially with the build guides. Note that some designs require a high skill ceiling or a certain environment to work, so your mileage may vary. But it's a good point to start from in my opinion.
#5
Posted 19 January 2021 - 12:44 AM
ImperialKnight, from the limited games I played, I feel that in order to contribute to the team, I need to survive and dish out damage to enemies so that our team can win. Thus I thought "best" mech would be able to survive and deals damage. Please correct me if I'm wrong so that I can understand the game better. Can recommend which are the mechs which can accomplish that?
Aidan, thanks for the link and I believe it will be useful for new players like me to have some reference before we start buying more mechs.
Edited by NiceDad, 19 January 2021 - 02:21 AM.
#6
Posted 19 January 2021 - 01:21 AM
The grimmechs tier lists are a bit outdated, tho Tarogato has said he is about to start updating them to current metagame. Even about a year out of date, they are still fairly accurate, since the game hasn't changed much.
My personal recommendations based on which ones come to mind first, so some obvious answers might slip my mind:
Lights (Inner Sphere Medium Pulse Lasers are metagame-defining):
- Wolfhound 2 with 6MPL or 5MPL+1ERSL
- Urbanmech K-9 with 5MPL (Hero)
- Flea 17 with 6SPL+SL or 2MPL+5SL
- Vapor Eagle with 3ERPPC
- Vulcan 5T with 5MPL
- SHD-2D2 with LB10+4SRM4 is personal favourite, but not popular
- Huntsman Pakhet gets honorary mention as most versatile Hero for newbros
- Warhammer 6R with 2Gauss + some ERML is a classic for a reason
- Hellbringer with 2LPL+4ERML or 2HLL+4ERML
- Orion IIC C with 2LB10+3ASRM6
- Cyclops Sleipnir is probably strongest Hero mech in the game with various loadouts
- Annihilator 2A with various loadouts
- Mad Cat II B for 2UAC10+2UAC5
Edited by Gagis, 19 January 2021 - 01:24 AM.
#7
Posted 19 January 2021 - 02:25 AM
#8
Posted 19 January 2021 - 05:20 AM
You can at least try loadouts in the training room to see actual gun placement, and there is hitbox pictures on site.
#9
Posted 19 January 2021 - 06:39 AM
Edited by Aivazovsky, 19 January 2021 - 06:39 AM.
#10
Posted 20 January 2021 - 02:17 AM
letir, on 19 January 2021 - 05:20 AM, said:
You can at least try loadouts in the training room to see actual gun placement, and there is hitbox pictures on site.
When you say hitbox, can you enlighten what is it?
#11
Posted 20 January 2021 - 02:38 AM
NiceDad, on 20 January 2021 - 02:17 AM, said:
When you say hitbox, can you enlighten what is it?
https://mwomercs.com...localization-2/
The differences in that geometry account for significant differences in how some mechs peform. For example, the missile boxes on the Side Torso components of a Timber Wolf make its sides extremely easy to pinpoint, the head hitbox of the Marauder II is notoriously large, the Center Torso on a Banshee is so large you might as well run an XL engine since the sides won't get destroyed before CT either way, some mechs have such large arms they can be used to shield the sides or such large sides they can be used to shield the CT and so on and on.
Mechs known for having especially good hitboxes include the Assassin, the Crab and the Annihilator.
Edited by Gagis, 20 January 2021 - 02:45 AM.
#12
Posted 20 January 2021 - 07:50 AM
- Good hitboxes, or adequate survival quirks to compensate for poor hitboxes
- Good hardpoint selection
- Favorable hardpoint location (the higher up they are and the closer to the center line, the better)
- Good agility so that you can maneuver in fights to avoid taking damage
- ECM is always nice to have
Broadly, these are some of the mechs I would look at as a new player for being easy to configure and pilot:
- Bushwackers are durable IS mediums with flexible hardpoints and good agility; look for variants that let you put all your weapons in the torsos while dropping all armor from the arms, such as the 1X or 2X
- Roughnecks are extremely durable IS heavies with flexible hardpoints and reasonable agility
- Hellbringers are highly modular omnimechs that can accept just about any build you want
- Cyclopses are agile IS assaults with great hitboxes and good hardpoint setups
- The Madcat MKII-B is incredibly easy to pilot with 2xUAC10 and 2xUAC5
- Urbanmechs are probably among the easier lights to pilot just because they are slower and more durable
Edited by Mister Maf, 20 January 2021 - 08:02 AM.
#13
Posted 21 January 2021 - 04:21 PM
The Centurions also have an acceptable mix of hardpoints that you can use to experiment without going crazy. But the Cent's shield arm isn't the largest thing in the world and you can probably have much of the same experience in a Bushwacker now. Don't have an actual shield in an arm but either one is big enough that it will absorb hits and you don't have to put anything in it. They're also quirked with more armor since the geometry is larger. The Shadowhawk can be used in a similar way too. Try them out in the testing grounds and see if you like the movement and weapon placements. This includes things like firing over terrain in partial cover because when you have arm mounted weapons, you may have a great shot lined up and just shoot into the ground at your waist.
#14
Posted 25 January 2021 - 04:40 PM
Thanks in advance for enlightening me.
Cheers
Have Fun
Stay Safe
Edited by NiceDad, 25 January 2021 - 04:40 PM.
#15
Posted 25 January 2021 - 05:14 PM
NiceDad, on 25 January 2021 - 04:40 PM, said:
Thanks in advance for enlightening me.
Cheers
Have Fun
Stay Safe
They don't fire them at the same time. PPCs have a limit of 2 being fired at the same time or else you get a massive heat penalty. They fire PPCs 2 at a time to avoid the heat penalty. You need to wait like 0.5 seconds between firing each pair.
This is what players call Ghost Heat, but the game will warn you in the mechlab if you have more weapons than you can fire at the same time.
Edited by Elizander, 25 January 2021 - 05:15 PM.
#16
Posted 25 January 2021 - 05:33 PM
Elizander, on 25 January 2021 - 05:14 PM, said:
They don't fire them at the same time. PPCs have a limit of 2 being fired at the same time or else you get a massive heat penalty. They fire PPCs 2 at a time to avoid the heat penalty. You need to wait like 0.5 seconds between firing each pair.
This is what players call Ghost Heat, but the game will warn you in the mechlab if you have more weapons than you can fire at the same time.
So the correct way to play Mechs with PPC are fire them (inbetween at least 0.5 sec gap if more than 2 PCC) and go into hiding to wait for the cooldown and then come out of hiding and fire again?
#18
Posted 25 January 2021 - 10:23 PM
#19
Posted 26 January 2021 - 01:31 AM
ImperialKnight, on 25 January 2021 - 10:23 PM, said:
Thanks for the advice, will keep up with the team when they are pushing and will try to remember to use the torso twisting to distribute the damages (though still learning to do so effectively).
I'm thinking of investing more time on Heavy Mechs as I felt that though Assault Mechs has more armor & weapons, but if in a noob's hand, I will deprive someone else to operate an Assault Mech more effectively and bring victory to the team. With Heavy mech, the weapons & armor I felt comfortable and now trying the different type of weapons to find which of them suits my play style.
I have a QuickDraw IV-4 and just love the MRM burst damage, thus I'm looking for another Medium Hero Mech so that I can swap them to earn more C-Bills. I'm afraid that if I keep playing QuickDraw I might start to lose interest in MWO. Any recommendation which Heavy Mech should I invest?
I have the following mechs, or which of them I should spend more time & build it up for fun (please recommend what type of build):
1) JR7-IIC-FY
2) LCT-1V(S)
3) UM-K9
4) SHD-2H(S)
5) VGL-A
6) HBR-F
7) QKD-IV4
8) BAS-RA
9) CP-S
10) MAD-IIC-SC
11) SNV-A
12) WHM-IIC-ML
Thank You
Have Fun
Stay Safe
Edited by NiceDad, 26 January 2021 - 01:43 AM.
#20
Posted 26 January 2021 - 09:37 PM
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