

What To Buy?
#1
Posted 15 July 2017 - 05:10 PM
Thanks for any and all advice
#2
Posted 15 July 2017 - 05:27 PM
Trial mechs, Hunchback IIC, Hellbringer, then either Adder or Nova. That gets you to 240 ton limit.
FP though has changed on mechbay tour. As a loyalist you can leave a faction, wait 7 days before you can select your new faction but also take a 25% loyalty hit. But in the end, if you do it only once early on then stick with a Clan faction, that would be 4 mech bays. You could also simply go Merc after the 4 Clan faction tour, for that mech bay while taking contracts with the Clan.
http://t-ship.ru/
Though the above is not up to date on the tonnage differences, it is handy figuring tonnage out before going on a purchasing spree.
Edited by Tarl Cabot, 15 July 2017 - 05:31 PM.
#3
Posted 15 July 2017 - 06:51 PM
Setting real money aside for now I'd consider Omnipods. They are cheap. Really most people only need one or two to get what they need to get a move on. They are around a hundred thousand, so it'd barely put a dent in your 7 million.
Use trial mechs to get a rough idea about different mechs and how they feel. It is very likely the trial mech lineup will change on this patch, so try what you can now and again after.
#4
Posted 15 July 2017 - 07:03 PM
Edit: That's a Timber Wolf S. Evidently what I did was when the Clans did release, I copied the build on the Prime with the CT MG at some minor change to something somewhere else.
Now this setup required four mouse buttons and you'll likely want to keep your own setup simpler. But it gives you an idea of what you can do.
Edited by Koniving, 15 July 2017 - 07:06 PM.
#5
Posted 15 July 2017 - 07:06 PM
#7
Posted 15 July 2017 - 07:18 PM
Koniving, on 15 July 2017 - 07:07 PM, said:
I'll be honest, I personally didn't care for it in BT. I generally stop at 3055. That's just long enough for the Hollander to get popular.
You might like the SA+ECM cicada if you like the Hollander. Lgr+2tons and 3xml with a 255xl
#8
Posted 15 July 2017 - 07:19 PM
If you must buy something, I would go with a medium to do scouting. I don't mean any offense by this, but as a new guy, you probably shouldn't be doing Invasion FP without four elited mechs, and certainly not with trial mechs.
#9
Posted 15 July 2017 - 07:47 PM
#10
Posted 15 July 2017 - 08:24 PM
Hope to see you guys in game so you can club me.
#11
Posted 15 July 2017 - 08:44 PM
Edited by Tarl Cabot, 15 July 2017 - 08:49 PM.
#12
Posted 16 July 2017 - 12:15 AM
TBR-D
Hope that link works right.
Thanks everyone for the help.
#13
Posted 16 July 2017 - 12:24 AM
HBK LLC
Nova-prime with the s model arms
BUT id recommend just holding tight, There are going to be very very big changes in the next few days..
Id like to give pgi more credit but In my experience every weapon add/change has brought with it a slue of other problems... So i think its gonna get crazy for the next 5 or 6 weeks
#14
Posted 16 July 2017 - 12:42 AM
I am not saying do not play faction play just be aware that there could be a far more significant imbalence between the teams than you have encountered in quick play.
The biggest force multiplier you can have, far more important than owning Mechs and even more important than your piloting skill is teamwork, as such it would be beneficial for you to find a group to drop with before tackeling faction play, the easiest way to do this is to join a unit, however joining a unit will make it harder for you to do the Mech Bay Tour which I will go through below.
You are currently Clan Ghost Bear, here is a link to there forum where you can find recruting units.
With regards to doing a "Mech bay tour", you get the first Mechbay at level 2 and I beleive every 4 levels thereafter.
Most people can get level 2 in an evening and level 6 inside a week, but the level 10 bay may take a few weeks, look at how fast you are progrssing it takes a week to break a perminant contract, and as I understand it there are 10 games after taking a perminant contract before you start gaining faction loyalty points,
This is worth knowing so you can decide when it is worth breaking contract and taking one with another faction, also breaking a contract costs you, I think, 25% of loyalty points with that faction, so choose the one you want to stick with last.
There are 4 Clan factions and 6 IS factoins at current but that will probably change with the time jump on Tuesday (
Edited by Rogue Jedi, 16 July 2017 - 04:04 AM.
#15
Posted 16 July 2017 - 01:51 AM
ThundrGod, on 16 July 2017 - 12:15 AM, said:
TBR-D
Hope that link works right.
Thanks everyone for the help.
As someone who paid attention to your most recent post...
That looks like a walking bomb. (Excessive amounts of ammo that you'll never use in the span of a normal quickplay game, and might be able to use if you survive the entirety of a faction play on a single 'Mech.)
You can probably drop 3 and a half tons (Edit: of ammo) and still have enough to last a full 15 minutes. That's 650 missiles you're carrying.
This can probably let you upgrade the missile launchers or the lasers, or even let you consider at least a single long range option so that you're not completely powerless at range, or you'll find yourself in a severely sore situation when a long range map comes up on a mode such as domination where if you try to brawl too early you'll be ripped apart by your target's 6 or 7 nearby friends, or those situations where catching the light is impossible as he harasses you from 3x+ your range.
Beyond that, the build is fine. (I think 4 SRM-4s is safe from ghost heat. Not really sure though, to be honest I chain fire my SRMs.)
Edited by Koniving, 16 July 2017 - 01:52 AM.
#16
Posted 16 July 2017 - 01:59 AM
ThundrGod, on 16 July 2017 - 12:15 AM, said:
TBR-D
Hope that link works right.
Thanks everyone for the help.
looks OK, but I would hold off on making changes until after the patch on Tuesday.
If you want a brawler you would be better off with the Heavy Machine Guns (coming Tuesday, shorter range but MUCH higher DPS) rather than the regulars you have on that, also I find 1 ton of ammo per SRM4 is usualy plenty (yes I run out occaisionaly but if you never run out you are wasting tonage on too much ammo), so you can drop 2.5 tons of SRM ammo and still have enough which would allow for the heavier and more ammo hungry HMGs as well as 1-2 extra heatsinks, as that build still looks a bit warmer than I would be comfortable with.
#17
Posted 16 July 2017 - 02:24 AM
From the video up above using the TBR-S, you can see the general strategy and gameplay technique I use. I pepper the enemy at range to soften them and close in for a brutal slaughter. Yet it still cools fast enough to start it right back up after an overheat and then start butchering other people, like a rabid wolf....or a Mad Cat.
Now, high damage scores are good, but they are also indicative of being sloppy with kills. You want 100 to 150 damage per kill as a way of gauging efficiency in something that actually kills stuff, like a brawler build.
A sleep drunk game from late last night.

I confess the income is a bit inflated, still have a few days premium time that I got over the event and it is my Timber Wolf Prime (Invasion) variant, so there's the cbill bonus to consider from both of those.
Last guy was down to a leg, a CT and a head, another hit would have gotten him, thus he was "saved by the numbers." So I almost had 3 kills. Which isn't bad since I found my non-skilled (didn't unlock anything) Timber Wolf to be really sluggish compared to what I was used to in days of old. Frequently found myself unable to get close to most of the threats simply due to how much faster they were, so I relied kinda heavily on LRMs until I could get a 'passing' shot of my ER MLs and SRMs as they speed by me as if I'm not even there.
After unlocking the skill tree, things'll be better, as much as I try to tank myself (my PSR/tier rating), I'm still too high up to be sluggish.

The build isn't the most efficient. The extra unused ton is intended to be consumed by the HMGs that are about to release and maybe some armor for the slack. As you can see though, I have a long range option to ensure I can at least get 'something', no matter the situation. This way I'm ready for any map.
I have 2 tons for the SRMs, and I have yet to run out of missiles for them. My ER MLs can handle out to 405 meters without a skill tree and they do well enough for brawling as well. The LRM covers long range, and is fully effective down to 180 meters and can still damage decently at around 90 meters. The extra ton for the MGs is a bit excessive, though again it's really in anticipation of the HMG, it also lets me spray as much as I please indiscriminately (hence how I accidentally got 17 team damage). The LRM ammo is only slightly excessive, but even so I still run out of it.
And here's what it looks like.

The last is just to show off my new paintjob.
Good luck.
Edit: I just noticed my forward/rear armor got put to a default of 12 rear... huh. I used to have that as 2 rear and the rest front, no wonder why my front armor seemed to shred easier than normal. I recommend 2 to 8 rear, depending on what you're comfortable with. Yes the rear is huge, but lets be honest... there's no concern if you don't let them get behind you.
Edited by Koniving, 16 July 2017 - 02:27 AM.
#18
Posted 16 July 2017 - 04:01 AM
EDIT: On another note, I tweaked the build a little TBR-D
Most experienced players might argue that it now has too little SRM ammo, but if it was my build then it would still be enough since if I'm close enough to be using them, then more than likely I'll die before I use all of it. Also removed the active probe since there's not as much of a need for it if you aren't running streaks or LRMs, but you can put it back on if you like the versatility of jamming ECM mechs
Edited by Audacious Aubergine, 16 July 2017 - 04:07 AM.
#19
Posted 16 July 2017 - 08:57 AM
#20
Posted 16 July 2017 - 03:29 PM
Thanks again for all the replies, i appreciate everyone taking the time.
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