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Best Learning Mech For New Player?


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#1 ingramli

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Posted 21 December 2016 - 06:48 PM

I have played 2 accounts already, one with a Timberwolf, and another one with a free Centurion (with CB bonus) spending all the funds customizing (mostly on different engines), but seems neither is ideal for new player to learn,

Tibmerwolf
for timberwolf, I can stay alive somehow, but people said it is too good to tolerate errors or bad habits, not suitable for new player;


Centurion
I simply find riding it a disaster, i armed with short range weapons (mostly SRMs), but in most game the majority play long ranged, i have nothing to(can) do but hiding behind the trench or i will just die in matter of seconds. Even if i get a chance to come close to fire my arms, no matter how i twist my torso (yes i have read post to say it is important skill to stay alive longer), i still get my CT blown out easily, is it something to do with the revised (nerfed) hitbox? Or is it just my fault? Either way i am not sure is it the correct way to learning (doing nothing behind the trench most of the time).

Should i give up the Centurion and learn on a different mech?Advise is appreciated.

#2 Tesunie

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Posted 21 December 2016 - 07:25 PM

View Postingramli, on 21 December 2016 - 06:48 PM, said:

Should i give up the Centurion and learn on a different mech?Advise is appreciated.


Honestly, the Timberwolf is a high priority target for most people. If they see a Timberwolf, they most likely will aim for it over other targets. This is not conductive to learning the game, as you get targeted too often and focused down.

The Centurion is also a poor fit for a new player. This is because, in order to take full advantage of the chassis you need to know how to shield yourself, which means twisting to try and redirect damage away from other locations. In the case of the Centurion, you really need to shield with your left arm to survive and do well with it. Most new players don't know how to do this yet, which means they tend to stare at their opponents more often.


Out of default suggested new mechs:
- Hunchback: Has remained a very good new player mech for a long time. Comes in all flavors of possible hardpoints and combat styled. Benefits from shield siding away from the hunch, but can still do reasonably well even if you don't.
- Crab: Has very good hit boxes, and spreads damage naturally because of it's shape. Can be fitted with a Standard engine for better survivability and still perform reasonably well. Rewards higher skilled play as you grow, so as you learn to twist and shield damage, you'll see better performance for this mech. But, if you stare down an opponent, you still will fair rather well anyway. Only problem with this mech, it's nothing by energy hard points, limiting your weapon selections.
- Stormcrow: If you want Clan, this has been a strong medium mech. It's omni-pod selection gives a good variety of hard point options. It's also fast and has good hit boxes. Only problem is, it suffers a bit like the Timberwolf, where it's considered a rather deadly mech, so people tend to aim for it when they can.
- Nova: Can't really missile boat much, but is good for everything else basically. Is small and has hitboxes that work similar to the Crab. It's not the best mech, but its not a bad mech either.

Do notice how most of my suggestions are medium mechs? A medium is typically a good place to start with. They have enough armor to survive a bit, and also have the speed to reposition and get out of a bad situation. I also profess that I am a medium mech pilot myself. There are reasonable heavy mechs to work with, such as the Timberwolf for an example. However, I believe a good medium mech tends to make for a better starter platform.

If you have any specific questions, feel free to ask.

#3 ingramli

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Posted 21 December 2016 - 07:39 PM

View PostTesunie, on 21 December 2016 - 07:25 PM, said:


Honestly, the Timberwolf is a high priority target for most people. If they see a Timberwolf, they most likely will aim for it over other targets. This is not conductive to learning the game, as you get targeted too often and focused down.

The Centurion is also a poor fit for a new player. This is because, in order to take full advantage of the chassis you need to know how to shield yourself, which means twisting to try and redirect damage away from other locations. In the case of the Centurion, you really need to shield with your left arm to survive and do well with it. Most new players don't know how to do this yet, which means they tend to stare at their opponents more often.


Out of default suggested new mechs:
- Hunchback: Has remained a very good new player mech for a long time. Comes in all flavors of possible hardpoints and combat styled. Benefits from shield siding away from the hunch, but can still do reasonably well even if you don't.
- Crab: Has very good hit boxes, and spreads damage naturally because of it's shape. Can be fitted with a Standard engine for better survivability and still perform reasonably well. Rewards higher skilled play as you grow, so as you learn to twist and shield damage, you'll see better performance for this mech. But, if you stare down an opponent, you still will fair rather well anyway. Only problem with this mech, it's nothing by energy hard points, limiting your weapon selections.
- Stormcrow: If you want Clan, this has been a strong medium mech. It's omni-pod selection gives a good variety of hard point options. It's also fast and has good hit boxes. Only problem is, it suffers a bit like the Timberwolf, where it's considered a rather deadly mech, so people tend to aim for it when they can.
- Nova: Can't really missile boat much, but is good for everything else basically. Is small and has hitboxes that work similar to the Crab. It's not the best mech, but its not a bad mech either.

Do notice how most of my suggestions are medium mechs? A medium is typically a good place to start with. They have enough armor to survive a bit, and also have the speed to reposition and get out of a bad situation. I also profess that I am a medium mech pilot myself. There are reasonable heavy mechs to work with, such as the Timberwolf for an example. However, I believe a good medium mech tends to make for a better starter platform.

If you have any specific questions, feel free to ask.

For medium, there are usually not enough tonnage to bring big guns, which means i can only bring LRM for long range (which people said not ideal for new player learning), or going short range, but how to get into my range? It seems no one allow it to happen, get out from the trench, and you will be toasted in a few seconds. Just couldn't figure out how to use it...

#4 Chocowolf Sradac

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Posted 21 December 2016 - 07:51 PM

For Medium mechs you don't usually carry a lot of big guns into the fight. You are more of a support mech to your more armored Heavies and assualts to add your firepower to theirs on the same target or scaring flanking lights away from their vulnerable rear armor

The mechs mentioned above are all great medium mechs though the nova mostly is a hot mech which teaches players the important mechanic of Ghost Heat which simply is that you take an added heat penalty if you fire above a certain number of weapons which time and time again usually will cause players to over heat in battle.

Shooting over 6 medium or small class lasers will trigger this penalty so you want to fire each arm in different groups so it's 6 wait a few seconds then you can fire the 2nd arm.

In a medium mech you do not carry a lot of armor so you don't want to get over confident and charge into the enemy team. The medium class is the most versatile and offers a lot of good mechs to pilot each with their strengths and weaknesses

for me I would say StormCrow or the Hunchback would be my recomendations

Edited by Chocowolf, 21 December 2016 - 07:55 PM.


#5 General Solo

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Posted 21 December 2016 - 07:53 PM

Stormcrow is good
Tanky, fast, hard hitting, forgiving of mistakes
Once you buy it, there not much to spend to get it ready

You can always buy a bad mech after to see the contrast between the two.
It will teach you the difference between what a good and bad mech can do

#6 Tesunie

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Posted 21 December 2016 - 08:01 PM

View Postingramli, on 21 December 2016 - 07:39 PM, said:

For medium, there are usually not enough tonnage to bring big guns, which means i can only bring LRM for long range (which people said not ideal for new player learning), or going short range, but how to get into my range? It seems no one allow it to happen, get out from the trench, and you will be toasted in a few seconds. Just couldn't figure out how to use it...


You talking about the Centurion? I'm rather good with my Medium mechs, but I will profess to not doing overly well with the Cent. It's also been a long time since I last used my Cent either. It just isn't a favorite mech of mine. But I do love my Crabs.

If you are worried about not getting into range, then outfit for more mid to long range. I have two Crabs (27 and 27B) set up with STD engines and 3 ERLLs (and a med laser in the head, but that's my choice). I can engage at any range with those mechs. I have it placed in three weapon groups, the arm lasers, the CT ERLL and then the head ML. This lets me stagger my shots when I start to get a little toasty. With those Crabs, I can poke at long ranges, and then duck behind cover. All while still moving at really reasonable speeds.

I was going to share my Cent builds with you, but I only have one build saved on Smurfy... So it wont be of much help there. Suffice to say that the main version I use has an AC5 and AC2, with either 3 SRM4s or 3 LRM5s (on the Cent AH if it matters).

#7 Koniving

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Posted 21 December 2016 - 08:04 PM

Enjoy the centurion but in the meantime try something else? Hunchback for example, Crab, perhaps Enforcer or go 5 tons heavier with Shadow Hawk, Wolverine or Griffin.

Side note... Take Centurion...
Give it.. Lrm 15 plus Artemis upgrade... Two streak launchers.
Arm it with pulse lasers and a machine gun. Lasers and mg on same button. Lrm on its own. Streaks on right click. Load in BAP.
Enjoy.

The result would be similar to this...

And this Centurion (skip to about 3 minutes and watch from there)

Also featured in faction play here...which lasts me most of the match despite all the enemies I engaged head on.

Use the lrms to soften. Pulse lasers, streaks and mg to shred.

Edited by Koniving, 21 December 2016 - 09:19 PM.


#8 ingramli

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Posted 21 December 2016 - 08:07 PM

View PostTesunie, on 21 December 2016 - 08:01 PM, said:


You talking about the Centurion? I'm rather good with my Medium mechs, but I will profess to not doing overly well with the Cent. It's also been a long time since I last used my Cent either. It just isn't a favorite mech of mine. But I do love my Crabs.

If you are worried about not getting into range, then outfit for more mid to long range. I have two Crabs (27 and 27B) set up with STD engines and 3 ERLLs (and a med laser in the head, but that's my choice). I can engage at any range with those mechs. I have it placed in three weapon groups, the arm lasers, the CT ERLL and then the head ML. This lets me stagger my shots when I start to get a little toasty. With those Crabs, I can poke at long ranges, and then duck behind cover. All while still moving at really reasonable speeds.

I was going to share my Cent builds with you, but I only have one build saved on Smurfy... So it wont be of much help there. Suffice to say that the main version I use has an AC5 and AC2, with either 3 SRM4s or 3 LRM5s (on the Cent AH if it matters).

I guess i should open a new account and pick a new mech then, the free NCIX mech i got had only a 2 slot Laser hardpoint in CT, which is only enough for Long range support (all you can mount is a ERLL), and the LT is 2 missiles hardpoint, not of much use either (unless for mounting LRM/SRMs), i would need a mech with more laser hardpoint for fire support.......

#9 Tesunie

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Posted 21 December 2016 - 08:08 PM

View PostKoniving, on 21 December 2016 - 08:04 PM, said:

BOP.


To clarify: BAP (Beagle Active Probe)

It's added into his build to counter a single ECM within close range, which is vital for those SSRMs to be able to lock on to a target that has ECM.

I actually have a build very similar to that myself. I forgot I had it...

#10 Tesunie

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Posted 21 December 2016 - 08:12 PM

View Postingramli, on 21 December 2016 - 08:07 PM, said:

I guess i should open a new account and pick a new mech then, the free NCIX mech i got had only a 2 slot Laser hardpoint in CT, which is only enough for Long range support (all you can mount is a ERLL), and the LT is 2 missiles hardpoint, not of much use either (unless for mounting LRM/SRMs), i would need a mech with more laser hardpoint for fire support.......


You can perform fire support without any lasers. However, 2 MLs and 2 (S)SRMs (either or) with an AC10 can do reasonably well. The AC has decent enough range, and then you protect heavier mechs with your close range weapons if someone tries to get too close. You can also switch out the (S)SRMs with LRMs without too much difficulty.

I'll state, I started off with a Hunchback 4J loaded with LRMs and med lasers. I worked with that for some time, and then expanded my skill sets to include and try out every weapon in the game. Considering I'm T3 and almost T2, I would like to think that LRMs isn't a bad weapon at all, and isn't a bad weapon for new players to give a try on. Just, don't stand out back behind your team the whole game begging for locks. Be with your team, and try to get your own locks if needed is all.

LRMs have a bed reputation for most people. Far worse than they deserve. It's often because people tend to play them in one of the lease efficient manners available. This doesn't mean you must use them, but don't exclude them from your builds because someone said it's a bad weapon. I suggest you give every weapon a try at some point. See how they all work, and find what works for you.

#11 Jingseng

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Posted 21 December 2016 - 08:17 PM

Suggest you have just ONE account =p the amount of play time you have doesn't change with two accounts (unless you are somehow able to simultaneously play on two computers, by yourself, at the same time). The amount of funds you have doesn't change (but the amount of funds you can dedicate to customization is, essentially, reduced to whatever is on one account). And you will ALWAYS be wasting prem time - because one account will always be unplayed (whichever one you are not playing).

There are few reasons to split accounts, and they are generally arbitrary. About the only legitimate one would be "I want to play both IS and Clan in CW, at the same time, and not be a mercenary and switch week to week".

That said, you may as well just stick to your TBR having acct, see if you can get the ncix on it, and just go from there. It honestly sounds like you just need more experience and to pay more attention to learning lessons in your drops.

#12 Kimberm1911

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Posted 21 December 2016 - 08:18 PM

Obviously start out with an Atlas. I'm just kidding, of course.

I personally started out with the Hunchback, but that was when the Hunchback was in a bit of a better place. It's a bit anemic for a medium mech in the current meta, but it's pretty tough so it wouldn't be a bad choice. In addition, it will really teach you how to torso twist. The nice thing about the Hunchback is that it's cheap to buy and outfit, and there's a lot of different play styles you can build for.

The stormcrow isn't a bad clan mech, and would probably make a nice learner mech. However, it's pretty tanky for a medium, and has amazing firepower. While this might sound nice at first, you won't always be playing clan tech, so it might be beneficial to start out with the more difficult to pilot Inner Sphere tech.

Those would be the two starters I would pick.

Also, I'm not saying that clan tech is OP, I'm just saying that it is easier to pilot. As a pilot who was never too averse to clan mechs, I can say that they are easier to pilot then their IS counterparts.

#13 Jingseng

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Posted 21 December 2016 - 08:20 PM

Tesunie and Kon give good advice. Myself, I was going to suggest a Hunchback or centurion as a learning mech. They have a lot they can teach you if you pay attention.

But you do have to do independent thinking and analysis. If you'd rather sheep, then just go browse any of the mech build sites.

But seriously do consider that, if a number of vets are telling you "these are good mechs for learning, and solid all around" and you think "mmm no" there might be something off with the way you are seeing/doing things.

#14 Koniving

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Posted 21 December 2016 - 09:20 PM

View PostTesunie, on 21 December 2016 - 08:08 PM, said:


To clarify: BAP (Beagle Active Probe)

It's added into his build to counter a single ECM within close range, which is vital for those SSRMs to be able to lock on to a target that has ECM.

I actually have a build very similar to that myself. I forgot I had it...


Phone autocorrect. Its a pain.

#15 Koniving

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Posted 21 December 2016 - 09:24 PM

My personal three starting mechs were the Jenner, the Hunchback and the Catapult. I did my best in the pult and the hunch.

I also did exceptionally well in the Dragon.... But this is because back then we didn't have arm lock and so I relied heavily on arm weapons as I had trouble getting precision out of the torso weapons.
Now it is harder to use arm weapons Independently from the torso. Or rather the torso aiming got simplified and easier due to armlock.

Edited by Koniving, 21 December 2016 - 09:25 PM.


#16 Koniving

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Posted 21 December 2016 - 09:29 PM

View Postingramli, on 21 December 2016 - 08:07 PM, said:

I guess i should open a new account and pick a new mech then, the free NCIX mech i got had only a 2 slot Laser hardpoint in CT, which is only enough for Long range support (all you can mount is a ERLL), and the LT is 2 missiles hardpoint, not of much use either (unless for mounting LRM/SRMs), i would need a mech with more laser hardpoint for fire support.......


Should be three missile slots. It is a cn9A correct?

Two lasers is plenty for support. More is a thermal hazard. However I recommend using the lasers for a close up punch and instead pack a big Lrm and two streaks or SRMs. Play with a soften then pry mentality.

This said if you want to go laser heavy use a hunchback 4p or crab to get a feel for it.

Edited by Koniving, 21 December 2016 - 09:30 PM.


#17 Sovetskii Soyuz

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Posted 21 December 2016 - 10:53 PM

Short answer:

Posted Image

Hellbringer

Reasoning behind the choice:

You want to start with an OmniMech, so your first mech should be Clan mech.

Why OmniMech?


Because for a new player I suggest an mech in which you are not burdened with things like engine size, structure type, armor type, etc. Instead in an OmniMech you only need to worry about your weapons loadout (I mean you played Timberwolf, you know how it goes).

Secondly, you want your first mech to be some Mech that is equipped with an ECM.

Why is ECM important?


Because it will add to your survivability, and an Mech equipped with an ECM will be focused less then others. Also, because you are new player, you still don't have equipment that will protect you against lock-on weapons (mostly LRMs - Long Range Missiles). Instead, your ECM will keep you protected against LRMs, and hide your Mech for longer (ECM equipped Mech can be locked-on at the 400m distance, while regular Mech can be locked-on on 800m distance).

Thirdly, you want a heavy Mech.

Why heavy Mech?


Because it has better survivability and firepower then an medium Mech. That is why I can't recommended medium Mech for a new player. On the other hand it is much faster/mobile then assault Mech. And on top of that, Hellbringer is one of the faster/mobile heavy mechs, that is very comfortable to pilot.

Because it is the middle-of-the-road Mech class, it will help you determine what type of Mechs you like piloting. This is very important for an starter Mech, because you want to pilot an Mech that suits your playstyle.

This way if you feel that an heavy Mech is too slow for you, then you should start playing medium Mechs to see if they suit you better. But, if you think that you would like more armor and weapons then an heavy Mech, then maybe assault Mechs are for you.

Finally, you want an mech with good weapons pod location

Why is this important for a new player?


Because you want an mech that will be able to shoot it's weapons without having to completely leave cover. You want your Mech to have weapons mounted at the height of your cockpit. That way if you can see the enemy - then you can shoot the enemy. This is especially important if you are in a situation where your Mech is fighting the enemy over clear terrain - you simply pop your Mechs head over the hill, shoot your weapons, and then back down into cover again.

And Hellbringer is an very grateful Mech in that regard - it allows you to mount your weapons high, and even allows you to make asymmetrical builds (asymmetrical build - to place all your weapons in one side of the Mech, and use the other side as shield).


Post summary:

As a new pilot you want a mech that is comfortable to pilot, and forgiving to your errors, but that can also do great in battle.

And Hellbringer fits these standards perfectly.


Posted Image

#18 ingramli

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Posted 21 December 2016 - 10:56 PM

View PostKoniving, on 21 December 2016 - 09:29 PM, said:

Should be three missile slots. It is a cn9A correct?

Two lasers is plenty for support. More is a thermal hazard. However I recommend using the lasers for a close up punch and instead pack a big Lrm and two streaks or SRMs. Play with a soften then pry mentality.

This said if you want to go laser heavy use a hunchback 4p or crab to get a feel for it.

http://mwo.smurfy-ne...c23a0024d3702b6

my current builld, just wonder why am i able to put another 0.5 ton of LRM ammo in the cockpit, is the assembly tool bugged?

#19 Grinster

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Posted 21 December 2016 - 11:21 PM

View Postingramli, on 21 December 2016 - 10:56 PM, said:

http://mwo.smurfy-ne...c23a0024d3702b6

my current builld, just wonder why am i able to put another 0.5 ton of LRM ammo in the cockpit, is the assembly tool bugged?


Works fine for me. 50.0 tons and no chance of putting the 0.5 tons in the cockpit.

#20 Koniving

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Posted 21 December 2016 - 11:48 PM

View Postingramli, on 21 December 2016 - 10:56 PM, said:

http://mwo.smurfy-ne...c23a0024d3702b6

my current builld, just wonder why am i able to put another 0.5 ton of LRM ammo in the cockpit, is the assembly tool bugged?


Check all of your armor.

Note the left arm will probably allow extra armor due to recent quirk changes... Max the arm and that 0.5 tons should disappear.

I can't modify the build on my phone.

If you remove srm-6 you can put in 2 Streak SRM-2. This will be one ton less than the srm 6 + Artemis. Streaks in mwo are missiles that lock on and cannot miss through magic. No, seriously rather than not fire if they think they could miss so instead pgi made it so they cannot miss. Almost ever.

You can drop one ton of Lrm ammo. I personally would throw in an mg and 0.5 tons of ammo but this is because the mg can compliment lasers by adding damage without building heat. This is why I use it. The added benefit of heightened chances to detonate enemy ammo or destroy weapons before finishing that limb. Some will shun it but the effects are pretty good.




Edited by Koniving, 21 December 2016 - 11:58 PM.






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