Is Starter Mechs - 4 Different Classes
#21
Posted 09 June 2017 - 01:33 PM
Cicada 3M - ECN, BAP, 4 MLs and a 340LX. The ultimate skirmisher
Crab 27 - 2 AMS, 5 ML (in the center and head) 320 STD engine. Torso twist out of any damage, zombie when your arms are knocked off.
Shadow Hawk 2D2 - LBX10, 4 SRM4s, 250 STD. Feels like a battleship
Asassin 27 - ECM, 3 MPLs, 2 SRM2s, 4 Jump Jets, XL320. Another skirmisher
#22
Posted 09 June 2017 - 02:39 PM
get a Warhammer 6R
after I put 2 AC20s on the thing I was told that it was a moron build
the Beef did not think so
one of my matches
#23
Posted 09 June 2017 - 04:48 PM
*readies wall-o-cannon
Centurion always seems a decent middle of the road mech, most are mixed so based off the 9-A... It really doesn't get that hot unless you spam srms, so until the dhs tax an ac10 or lbx works wonders for it, but the lower engine size may turn you off. The Phoenix hawk; even stock engine runs well, and just about each varient had enough customizing options in case you don't care to meta that day. The Hunchback is the heavy in a medium body in my mind, but had similar engine issues most of the centurion chassis have. Enforcer; it's a bit more challenging imo to get a build that isn't all lasers on one side to work, but if you're willing to make some sacrifices it can carry a decent load out with jump jets to boot. The cicada is best at minimum a 280 engine but most people say max or nothing, but i run more skirmisher then full scout builds. The wolverine does have some decent builds but most people would say the shadowhawk or griffin do them better so yeah, though 4 energy in the fist on...( 7k i think?6k has jump jets and 3 missile hp right?) well it can be fun with 4 large lasers in a 55 ton package can be hot inn both ways XD.
The bushwhacker has some interesting varients, though i have actually kept my p2 stock, instead of making it a gauss carrierlike i was originally going for. It just feels right for my line support fire mentality and keeps me from derping and charging in to brawl.
#24
Posted 09 June 2017 - 06:38 PM
Vordhosbn11, on 09 June 2017 - 07:58 AM, said:
I'm looking to own 4 innersphere mechs in my mech warehouse to begin with (QP focus), and I'd really prefer to have one of each class (light, med, etc.). I feel the IS side takes more currency for experimentation because there are more variables to consider than the clan side, so I'm asking ya'll for some suggestions.
I already own a battlemaster 2c and a locust 1E - The battlemaster is 'mastered' per the skill tree, and I already have a 2.0 kdr while using it, so needless to say I really enjoy piloting it. The locust on the otherhand, really needs that max XL190 engine to be effective so I'm grinding my life away trying to save up for one. I have both of these mechs set up with lasers only, so in my opinion there is no huge risk on wasting money on something that may be inferior once the new tech drops.
My question to the community would be: what would be good IS heavy & medium mech additions to my first 4 mech purchases, and what builds would you recommend that 1. do not depend on getting an XL engine, and 2. are reasonably hedged against opportunity costs of new tech once it drops.
I purchased a rifleman 5d, outfit with 4x ER-LL and really did not like it (so it went up for auction in the House Steiner mech exchange), and now I'm looking at the grasshopper for a 3xmpl 2xlpl build w/STD engine (heavy), and maybe an energy-based enforcer (medium).
I'm not necessarily looking for something super role-sepcific, such as an outright LRM boat, SRM brawler, or LL-only sniper - rather, something mid-long range that handle various situations in QP without overly committing to a certain role. Once I have some more currency and have experimented more, I'll look into role-mechs but for now I just need a solid 4 mechs across each weightclass for QP grind.
Thanks!
As far as lights go, I have seen some very successful commandos, locusts, and personally I love my raven.
Mediums, I can really only talk about two since I dont generally play them but the phoenix hawk makes for a good sniper, though not a poptart so much. The Hunchback is a solid brawler against mediums though.
Heavies I would recommend the orion for brawling, going down the survival tree.
I have no experience with Assaults though..so..
#25
Posted 09 June 2017 - 06:42 PM
#26
Posted 10 June 2017 - 09:37 PM
#27
Posted 10 June 2017 - 10:17 PM
For XL med, pick up the Shadowhawk-2D2 or 2K, be aware though, you gotta know how to drive them or you'll get that torso ripped off real quick. People know 2D2s run XLs.
For heavies in a std engine config, all the warhammers are real good, great build diversity, and the Blackwidow can run XLs pretty safe if you run the Dual uac5/AC5, and stay at range. You'll probably want to get this especially for the new tech, since they have so many diverse hard points.
Roughnecks are really good both with std and XL, they are confused assault mechs at 65t.
Then pick one of the three laser vomit mechs...Grasshopper, Blacknight, Thunderbolt....Grasshopper I think is the strongest right now, then black knight, then last thunderbolt...The latter two I rarely see on the QP battlefield, and rarely see them score well.
Rifleman and Jager, nah, pass...Glass cannon and Barn door. Maybe if you want sit in back an poke/snipe, maybe....but If you're going to do that, just pick up any clan mech as they can engage with full damage at 400m out. Rifleman, I've seen people score very well in, the Jager, never. In over 3k games in the last 4 months, i've never seen Jager take away a +800 damage score. Rifleman, yes...but its still a glass cannon an wouldn't get it.
As a side note, the Warhamer 6D does laser vomit just like the GH or BL, just less quirked for them. So you may find them redundant. Which is why I don't buy the GH or BL..6D does the job just fine for me despite less quirks.
Edited by Humpday, 10 June 2017 - 10:53 PM.
#28
Posted 10 June 2017 - 10:22 PM
Archer Magnus, on 09 June 2017 - 01:33 PM, said:
On a standard!? Yikes man, whats the point of that? Thats only 70kph with a 44pt alpha, going that slow, you might as well take a bigger chassis.
Stick an xl300 in there and you'll be doing 95kph, in and out brawler. 70kph...you'll kinda get stuck in the fight and not be able to maneuver out or skirmish, or keep up in scouting.
Though I will say, someone will be surprised if they blow off a shoulder and you're still standing there lol
Edited by Humpday, 10 June 2017 - 10:30 PM.
#29
Posted 11 June 2017 - 03:21 AM
Those mechs will get better with the new technology too.
#30
Posted 11 June 2017 - 06:58 AM
Marauder MAD-5D. Good hitboxes, jump jets, decent hard points. I see a lot of people run this thing with 4xML, TAG, and 2xLRM15, which I think is just a waste of the mech's potential. I run it with 4xMPL, 1xLPL, 2xSRM4 (2 tons ammo), 4 jets, endo, +9 double sinks, 355XL, and near-max armor. Keep it moving, keep it shooting; it's a beatstick. For the more budget (and less striker) minded, you could do a budget version with a 300 standard and 2 fewer jets.
#31
Posted 11 June 2017 - 07:56 AM
Escef, on 11 June 2017 - 06:58 AM, said:
Seconding this 'Mech, it's currently one of my top Heavies. That said, I would amend it to a 350 XL with 17 DHS and 2x SRM6+Artemis. I used to run it with the SRM4+Artemis, but I've found over time that the better alpha is more useful, especially if you tend to jump-brawl with it (which I do).
Alternatively, STD 330 with 2x SRM4+Artemis and swapping the MedPulse for standard MedLas and dropping two DHS also works quite well.
All that said, I don't think this is a very good starter 'Mech. You have to recognize that you can't torso shield, you need to be facing the enemy. You also have to recognize that it's not good at trading; this is a 'Mech for aggression. You find a target that's somewhat isolated and you bare down on it and do not relent. It runs a little hot, so you need to be good at picking out the weak points in the enemy to maximize your impact. And finally, this is a short-range 'Mech; you will generally be at the mercy of your team on the open maps like Polar Highlands and Alpine Peaks. Played well, though, this thing will regularly net you in excess of 700 damage per game.
#32
Posted 11 June 2017 - 08:00 AM
That's about as close to an objectively good list you can get.
#33
Posted 11 June 2017 - 09:02 AM
Don't forget to front load the armor and watch your back.
Mediums are my favourite weight class but I already got all the achievements done so doing light and assault next. Cant wait to be piloting medium mechs again.
Edited by Johnny Z, 11 June 2017 - 09:04 AM.
#34
Posted 11 June 2017 - 09:07 AM
Vordhosbn11, on 09 June 2017 - 07:58 AM, said:
I'm looking to own 4 innersphere mechs in my mech warehouse to begin with (QP focus), and I'd really prefer to have one of each class (light, med, etc.). I feel the IS side takes more currency for experimentation because there are more variables to consider than the clan side, so I'm asking ya'll for some suggestions.
I already own a battlemaster 2c and a locust 1E - The battlemaster is 'mastered' per the skill tree, and I already have a 2.0 kdr while using it, so needless to say I really enjoy piloting it. The locust on the otherhand, really needs that max XL190 engine to be effective so I'm grinding my life away trying to save up for one. I have both of these mechs set up with lasers only, so in my opinion there is no huge risk on wasting money on something that may be inferior once the new tech drops.
My question to the community would be: what would be good IS heavy & medium mech additions to my first 4 mech purchases, and what builds would you recommend that 1. do not depend on getting an XL engine, and 2. are reasonably hedged against opportunity costs of new tech once it drops.
I purchased a rifleman 5d, outfit with 4x ER-LL and really did not like it (so it went up for auction in the House Steiner mech exchange), and now I'm looking at the grasshopper for a 3xmpl 2xlpl build w/STD engine (heavy), and maybe an energy-based enforcer (medium).
I'm not necessarily looking for something super role-sepcific, such as an outright LRM boat, SRM brawler, or LL-only sniper - rather, something mid-long range that handle various situations in QP without overly committing to a certain role. Once I have some more currency and have experimented more, I'll look into role-mechs but for now I just need a solid 4 mechs across each weightclass for QP grind.
Thanks!
Don't use the ERLL that was your mistake. The ERLL is excellent in faction play on some mechs or on a very few maps, but instead use the LL for everything else. The LL has fair range anyway and shorter burn time and just works better.
Cant go wrong using medium lasers or the LL.
The ERLL is the best Inner Sphere weapon compared to Clan weapons, it just isn't usefull most of the time.
PPC's and auto cannons are ok but they are hard mode for Inner Sphere. They can be awesome, but require a lot more work. Same with srm's.
For fun few mechs beat a srm Commando or a AC 20 Centurian, but great scores are hit and miss.
Oh and stick to standard engines on anything larger than a medium, and even take the speed hit in most mediums. Always use an xl in lights with maxed engine. Always.
Edited by Johnny Z, 11 June 2017 - 09:17 AM.
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