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Your Tops 3 Mechs


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#41 MeiSooHaityu

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Posted 13 July 2017 - 06:50 AM

  • Catapult K2
  • Catapult Jester
  • Marauder Bounty Hunter II
  • Ebon Jaguar


#42 - World Eater -

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Posted 13 July 2017 - 06:53 AM

Ebon Jaguar,
Hellbringer,
Heavy Metal

Edit: +Banshee

Edited by ThoseWhoFearTomorrow, 13 July 2017 - 09:09 AM.


#43 Tordin

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Posted 13 July 2017 - 07:13 AM

Pheeew. Ok, I might not list builds or specific variant/ config unless noted but at least 3 of each weight class for each tech-side- Really hard to choose, I like to pilot most mechs even if Im not that great to pilot in some of the listed.
And I love diversity.
I'll try to go generalist where I can in builds.

IS

Light: Locust, Raven, Wolfhound or Panther

Medium: Shadow Hawk, Phoenix Hawk, Bushwacker or Cicada

Heavy: Thunderbolt, Marauder, Grasshopper or Jagermech

Assault: Banshee, Mauler, Cyclops or Atlas


Clan

Light: Mist Lynx, Kit Fox/ Uller, possibly Cougar (instead of Adder) will try to adapt to its strengts

Medium: Nova/ Blackhawk, Shadow Cat ( cant wait for the august H config with that 1 LT missile harpoint!), possibly Arctic Wolf same as above

Heavy: Summoner/ Thor, Mad Dog/ Vulture, Night Gyr

Assault: Warhawk, Dire Wolf, Supernova ( try 8 X cERLL, chainfire em! massive dmg potentiale!)

#44 Alan Hicks

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Posted 13 July 2017 - 08:09 AM

Hard thing to say, due to the constant nerfing and buffing of weapons, engines and mechs.

The Kodiak, Timberwolf and Ebon Jag used to be my favorites. Posted Image

Now I can only favor the EJ and other mechs are becoming my preferred ones. Among them, really enjoying the Bushwacker, specially since it's a medium and you don't get to wait that long like heavies for a match. Posted Image

Cyclops are great too, but it does not make sense AT ALL, that an IS heavy like the Black Knight (which moves like a bucket now) has much less acceleration than that IS assault. Like...really? Is there any hate towards some mech designs being good or used too much by the community? This game still lacks balance even within the same technology !

It's bad to watch how good mechs are turned into less efficient ones all the time. Posted Image

This is not League of Legends or some other kiddo game where what is supposed to be "abused" by desperate players gets nerfed and then has to be put away. There may be some other reasons for that too...

Well, some may like piloting a deteriorated mech and enjoying it !

Almost anything is possible around here... Posted Image

#45 AphexTwin11

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Posted 13 July 2017 - 08:49 AM

Top 3 QP Clan mechs:

TBR-C - 2xLRM10, 2xLPL. 2xML. Not really super great or super bad at any one thing (except maybe for brawling), just a good overall setup.

NVA-PRIME (pre spl nerf) - 4xMG 8xSPL. Holy ****, if you ever get close to anyone in this thing it is game over for them.

SMN-C - 1xLRM10, 1xUAC10, 2xLL. Yeah yeah the SMN sucks blah blah. BUT, it's a nimble heavy that is very dynamic so long as you don't face-tank or brawl and is very fun to play. I like the LL's on chainfire better than the 1x PPC, but that's just my opinion. Plus, dat nostalgia from MW2:31st century combat Posted Image .

Honorable mention:

ADR-PRIME - 2xPPC. Peek, shoot, re-position, repeat.

TBR-S (pre spl nerf) - 4xSRM6, 2xMG, 4xSPL. See NVA-PRIME above, just slower and you usually get focused down once the enemy team sees you already have 3x kills a couple minutes into the match. Can 1v1 almost any assault.

MDD-A - 4xLRM10, 4xMPL, Aggressive sorta-kinda lrm boat that can spam LRM10 blasts on the front line. You get the benefit of spamming lrms while not hiding like a little ***** in the back. the 4xMPL make you a little more dynamic than your run-of-the-mill LRMer, and allow some good (albeit not enough to be 'scary') PP damage at close/medium range.

KDK-1 - 2xLPL, 3xMPL, 1xGause - far and away my best K:Dr mech. However, the recent mobility & torso range nerfs stung quite a bit Posted Image

Edited by AphexTwin11, 13 July 2017 - 09:04 AM.


#46 Y E O N N E

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Posted 13 July 2017 - 06:25 PM

BJ-1X
- 275 STD
- 16x DHS
- Endo
- Ferro
- 6x Medium Laser
- 2x Small Laser

Solid chassis with a good number of energy weapons in near-perfect placement a, big engine cap, and a small-ish profile. Don't stray too far from the team, don't make negative trades, and it will do a huge amount of deviously invisible work. With new tech, it'll run even better by swapping up to a 280 LFE, ER lasers, and two more heatsinks. It also functions well with MPL and SmallLas on an XL, the shorter burn helping it to avoid getting side-cored.


MAD-5D
- 350 XL
- 17x DHS
- Endo
- 2x Jump Jets
- 1x Large Pulse
- 4x Medium Pulse
- 2x SRM6+Artemis (+3 tons)

A 'Mech for an aggressive hunter. It doesn't hairball well and it doesn't poke well. What it can do extremely well is press down on a single target to put it in the ground very quickly with high burst damage at close range. Work the flanks to find weak angles to drive in or stick toward the center of the group and poptart with the SRMs and LPL until the team makes a push inward, then go full ham. It is a high-risk, high reward 'Mech whose performance can be punishingly bad if you aren't familiar with its handling (i.e. how to not take tons of damage to the rump), but it is also very strong when you figure it out. The laser duration nodes, LFE, and Snub-nose will upgrade this build to be more durable, just as fast, and with only a 4 point drop in damage output. Looking forward to that.


LCT-1E
- 190 XL
- 10x DHS
- Endo
- Ferro
- 6x Medium Laser

Absolutely nothing fancy. Just six medium lasers, a big engine, and your ability to judge timing and positioning. Been running the Locust since before the dark times. Before the Clans (:P). The LCT-3M used to be king, especially with 5x SPL, but then the 1E came out with a sixth laser and it's been mostly dominant ever since. I do think the 3M is still better for laser dueling, though, and it can run a build that splits the difference between the full SPL duelist and full MedLas poke on the 1E quite well.


Honorable Mention: BJ-A
- 225 STD
- 11x DHS
- Endo
- Ferro
- 1x Jump Jet
- 1x Large Pulse
- 2x Medium Pulse
- 6x Machine Gun (+2.5 tons)

I have more games in this particular 'Mech than any other single variant of any other chassis, and more than many of them all combined. It never fails to please. Hang out with the group, keep an eye out for isolated targets, and keep that MG fire group going as long as the enemy is in range. Try to get into weird places to fire down from, too. It helps. LFE, Light Ferro, and Light MGs are quite an upgrade for this 'Mech, too, and it was stellar on PTS.

#47 sceii

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Posted 13 July 2017 - 10:36 PM

1 - WHK 2uac10@6t 3srm6@3t both close range brawl power and medium range supression power with enough agility
2 - hbk 4g classic ac20@4t 3ml never gets old, much better after ST
3 - stormcrow 4srm6@4.5t 2mpl+2ersl(used to be 5spl) agile skirmisher

Have a ton of games with this mechs, they always perform well.

#48 LordNothing

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Posted 13 July 2017 - 10:48 PM

using metrics ive established, weighting against reciprocated average and summing the result of the holy trinity of k/d, w/l, and damage/match. something like Kd*(1/avgKd) + wl*(1/avgWl) + dmgMtch*(1/avgDmgMtch). a value of 3 is considered par. the averages used are my averages. the metric also filters out mechs that have < 10 games logged.

best:

Stormcrow Scr-A - 5.8794876
Mauler Mal-1r - 5.6833452459
Ice Ferret Ifr-D - 5.584912708

worst:

Cicada Cda-3c - 1.2838936979
Firestarter Fs9-K - 1.3548428102
Urbanmech Um-R60l - 1.5363322131

a lot of this data is historical and some of these mechs i dont currently own. some of those legacy stats are terrible, and some of my newer mechs are really awesome. my brand spankin' new k9 for example sits pretty at 9th place with about 60 games under its belt. i notice that mechs that excel (see what i did there) at k/d for example usually do so by being bad at something else like w/l. they are weighted by the averages so they are apples to apples when summed up.

Edited by LordNothing, 13 July 2017 - 10:57 PM.


#49 The Lost Boy

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Posted 13 July 2017 - 11:39 PM

Commando 1D 2 small laser 2 srm 4
Scorch 2 ac 10, 4 srm4, 2 small laser
Ebon Jag many loadouts possible..

#50 Alcibiades

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Posted 14 July 2017 - 01:14 AM

1) 3 ERL Wolfhound 2/Grinner

2) 2 ER PPC Shadow Cat

3) 6 Med Pulse Wolfhound / 4 ER PPC Warhawk

#51 BlueFlames

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Posted 14 July 2017 - 03:35 AM

Linebacker - 3ASRM6+5ERSL
I've been tweaking this since the skill tree release. Taking a Missile Rack node lets me drop half a ton of ammo from the old configuration, which let me up-armor the shield arm, which let me move two of the lasers there, which has let me rejigger the omnipods to get better durability quirks.... Yeah, this is a perpetual work-in-progress, but it continues to be worth the effort.

Marauder IIC-D - 2Gauss+ERPPC
I named this mech Hax, because you may as well be cheating. If you've got your eye in for your lead angles, 800-damage solo queue games will be easy to achieve, and 1,000-damage games will become common enough to not feel so special. It's disgusting. If you don't like your Gauss rifles exploding, then you can take any other MAD-IIC variant with 3ERPPCs and 30+ DHS.

Nova - 12ERSL+(all the heatsinks)
Point-and-squirt. Despite the ERSL nerf in the energy rebalance, this mech still consumes mech legs like there's going to be a shortage.

Bonus: Griffin 2N - 4ASRM6
Be sneaky. Pick off stragglers. Murder the second line. Join the brawl on the front line. Rinse and repeat.





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