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A List For All New Players Of Some Of The Best Mechs - After About 11,000 Games Played


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#1 Blue Pheonix

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Posted 19 August 2017 - 09:17 AM

This thread is for new players as a starting place and who are looking at piloting really good mechs. Note: a good pilot can make any mech work and play decent but in my opinion, there are mechs that stand out. The below spreadsheet will attempt to show this.

I finally got around to completing my list of the best mechs in the game for each weight class.

Here is the spreadsheet and a list (I am linking it because there is too much to show up on a picture)

First:

Some things about my individual stats
1. Because of the below facts, many of my stats may be lower comparatively to someone who plays in a different tier, hasn’t played many matches in a particular mech, pays cash or GXP to level mechs, has different builds or plays a lot of games on a team vs. random pug games

a. 99.9% of my games are played on random PUG games with random players and not on any teams

i. Team pug drops and team CW games will yield higher K/D ratio’s and W/L ratios, so if you are interested in these stats be sure you are on a team

b. I never paid for any mechs except for the Oxide, Pirates Bane and Black Widow

c. I grinded and never artificially leveled any of my mechs through GXP or any other means

i. All of these mechs stats were earned from grinding through basic, elite and finally mastery skill trees of each mech

ii. Most of these mechs were played back before the new skill tree was added – so I had to grind hard

iii. Grinding a no skilled mech meant it performed worse then a fully skilled mech – this affected stats

d. Most of these mechs stats where earned and played in tier 1 – arguably the hardest tier

e. While I like to play competitively, I really play this game more for fun

i. In each session I play, I never stick to just one mech or just one weight class

1. I usually check the wait time queue and pilot various mechs in the lowest weight time queue weight class

a. It is hard switching back and forth between slow mechs and faster mechs and between weapons you have to lead with (PPC, AC, gauss rifle) and weapons that you adjust midfire

b. I would probably do much better if I did what a lot of people do and just use one or two mechs, hone my skills in them and use little to nothing else







2. Now that I know which mechs work and which do not I could do what a lot of people do and mech an alternate account and only use the good mechs with a positive kill to death ratio and win to loss ratio.

a. This would be smart for anyone to do if you want an account that has great stats. Cut off the dead weight. Cut the mechs bringing your overall K/D ratio down and your W/L ratio down.

b. I say this so that if you are one who is concerned about your stats, figure out which mechs work for you, then create an alt account and use only those mechs

i. I may go this route, not sure

Here is the spreadsheet and a list (I am linking it because there is too much to show up on a picture): https://docs.google....dit?usp=sharing



This post and my findings continues in the next post below.

Edited by Blue Pheonix, 19 August 2017 - 05:56 PM.


#2 Rogue Jedi

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Posted 19 August 2017 - 10:56 AM

this is aimed at the new players looking at the list linked above.
this is useful information, but bear in mind, just because one persion does well in a specific Mech does not mean you will.

I go into more detail in the spoiler
Spoiler

Basicly my point is just because another player says a Mech is great (and is absolutely correct, that Mech is great for him/her) does not mean it will be great for you.

As a new player it is quite possible you will try a Mech and think it is completely useless, then a few months later try it again and find it to be a great Mech because you have skills/experiance you did not have when you first tried the Mech.
I have had chassis where I tried a Mech, did not like it, tried it again a few months (or years) later and now it is one of my all time favorates (in my case the Spider, my all time favorate and most played MWO chassis, and the Hunchback)

Edited by Rogue Jedi, 19 August 2017 - 10:57 AM.


#3 Blue Pheonix

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Posted 19 August 2017 - 11:41 AM

Continued from the original post:

Please keep in mind, that while this is over 11,000 games played in all weight classes combined, what works for me may not work as well for you and vice versa. I do think this is a good starting point though.

Some Takeaways from my MechWarrior stat spreadsheet (original post in this thread)




The mech builds used are based off the of the Meta builds at Meta mechs.com

These are my opinions from my personal experience only. Your experience and opinions may differ.

Some takeaways from Clan vs. Inner Sphere
  • Clan mechs seem to hold a significant advantage over inner sphere mechs in PUG matches
    • While Clan mechs do run hotter, the two following advantages are indispensible
      • Clans are faster than inner sphere
        • I can’t tell you how many times this has helped me run from enemies and/or rush/push and/or counter a rush, peek, poke, re-hide, repeat
      • Clans have longer range then inner sphere
        • One may not think this is a strong advantage but it is
          • PGI is moving away from brawling maps and towards bigger, further spaced maps
            • This is evidence by the removal of old frozen city (strong brawl map) and re-doing the map to make it bigger and more wide open, as well as adding polar highlands.
              • PGI is on a trend to make maps bigger and more open
                • Because of this, better range most certainly does matter
  • Brawlers can still thrive, but their role is increasingly more situational now
    • As PGI continues this progression, the brawlers will see less and less of an opportunity and they will be more heavily disadvantaged
Some takeaways from each weight class
  • Light weight class
    • Removing the dead weight (underperforming mechs and builds – those with a negative W/L and K/D ratio average):
      • The light class has the second highest Win to Loss ratio (W/L) in the game at: 1.11
        • This class is the second most influential weight class in the game regarding winning games
      • This weight class has the HIGHEST K/D ratio in the game at: 1.27
        • This is a testament to a lights speed and maneuverability, keeping it alive, allowing it to strike when best
      • This weight class has the second lowest K/D and W/L ratio in the game at: 1.19
        • This makes this class the second lowest effective class when trying to win games and get kills
      • I piloted a total of 12 mechs in this weight class. Out of the 12:
        • The light class has 9 mechs with a positive W/L and K/D ratio
        • The ratio of total mechs piloted to mechs with a positive W/L and K/D ratio is: 75%
          • This is the HIGHEST percentage of total piloted mechs vs. effective mechs
            • This weight class has the second highest level of effective mechs
  • Other “takeaways” regarding the light weight class
    • Lights are the least dependant on teamwork for their kills and own personal deaths
    • Lights are the most under rated weight class in the game
    • Lights are one of the hardest classes to effectively pilot in the game being so fragile with so little firepower
      • One really has to work with moving, scouting, situational awareness, use of terrain and picking your battles to get that damage and match score
  • Medium weight class
    • Removing the dead weight (underperforming mechs and builds – those with a negative W/L and K/D ratio average):
      • The medium class has the HIGHEST Win to Loss ratio (W/L) in the game at: 1.18
        • This class is the MOST influential weight class in the game regarding winning games
      • This weight class has the second highest K/D ratio in the game at: 1.34
      • This weight class has the HIGHEST K/D and W/L ratio in the game at: 1.26
        • This makes this class the MOST effective class when trying to win games and get kills
      • I piloted a total of 9 mechs in this weight class. Out of the 9:
        • The medium class has 6 mechs with a positive W/L and K/D ratio
        • The ratio of total mechs piloted to mechs with a positive W/L and K/D ratio is: 66%
          • This is the second highest percentage of total piloted mechs vs. effective mechs
  • Other “takeaways” regarding the medium weight class
    • The medium and heavy weight classes are the “sweet spot” in this game
      • The medium and heavy weight classes have the best combination of speed, firepower, mobility and armor
  • Medium are the second least dependant on teamwork for their kills and own personal deaths
  • The medium weight class is the most effective at influencing wins and has the second highest kill to death ratio
  • Heavy weight class
    • Removing the dead weight (underperforming mechs and builds – those with a negative W/L and K/D ratio average):
      • The heavy class has the 2nd lowest Win to Loss ratio (W/L) in the game at: 1.05
      • This weight class has the HIGHEST K/D ratio in the game at: 1.35
      • This weight class is the most effective at getting kills and not getting killed
      • This weight class has the second highest K/D and W/L ratio in the game at: 1.2
      • I piloted a total of 14 mechs in this weight class. Out of the 14:
        • The heavy class has 8 mechs with a positive W/L and K/D ratio
        • The ratio of total mechs piloted to mechs with a positive W/L and K/D ratio is: 57%
          • This is the second highest percentage of total piloted mechs vs. effective mechs
  • Other “takeaways” regarding the heavy weight class
    • The medium and heavy weight classes are the “sweet spot” in this game
      • The heavy weight class has the best combination of speed, firepower, mobility and armor
  • The heavy weight class has the most “great” mechs compared to other weight classes
    • The heavy weight class has the most variety of competent mechs in the game
  • The heavy weight class, while not the most effective as the light weight class in getting kills, it is the second most effective at getting kills (vs. deaths)
  • The high variety of competent mechs in this class and their effectiveness in getting kills are strong reasons why this is the most piloted weight class in the game (according to queue wait times)
  • The downside to the heavy weight class seems to be that it is the second least class in affecting wins
    • The light and medium classes seem to hold the most significant impact on whether a game will be a win or a loss
      • This may be because lights can both scout effectively, giving a team an early heads up and the faster classes can better harass and divide a team’s focus and grouping
  • Assault weight class
    • Removing the dead weight (underperforming mechs and builds – those with a negative W/L and K/D ratio average):
      • The assault class has the LOWEST Win to Loss ratio (W/L) in the game at: .99
        • This weight class actually has a negative W/L ratio for me – even using only positive stat mechs
        • This class is the LEAST influential weight class in the game regarding winning games
      • This weight class has the LOWEST K/D ratio in the game at: 1.21
      • This weight class has the LOWEST K/D and W/L ratio in the game at: 1.12
        • This makes this class the LEAST effective class when trying to win games and get kills
        • This is a testament to how quickly an assault gets killed
      • I piloted a total of 7 mechs in this weight class. Out of the 7:
        • The assault class has 5 mechs with a positive W/L and K/D ratio average
        • The ratio of total mechs piloted to mechs with a positive W/L and K/D ratio is: 43%
          • This is the second highest percentage of total piloted mechs vs. effective mechs
          • The assault class has the second least options in the way of effective mechs
  • Other “takeaways” regarding the assault weight class
    • Assualts are the MOST dependant on teamwork
    • The meta for the assault class is moving from a “brawling class” to a ranged class
      • Ranged Assault classes are LRM assaults and PPC, Gauss and other ranged weapons vs. SRMs, lasers and the like
      • With this shift, if you are a brawling Assault, you will often find yourself alone up on the front lines
        • This is a tremendous disadvantage for pilots who prefer brawling builds like myself
          • You will often find yourself alone on the front line with your Charlie lance mates hiding behind buildings a square or two away
        • If you have a brawling assault build this shift in overall game play will negatively affect your stats
    • Aside from a few exceptions, overall, I believe the assault class is arguably the worst class to play and pilot in the game
      • As an assault you are the biggest target so are the easiest to hit
      • You are to slow to get anywhere with the team quickly
      • You are too slow to get out of a bad spot
    • In my opinion, the ability to add an extra weapon or two over the heavy class does not warrant the tremendous disadvantages the Assault class has
      • My sentiment and opinion seems to be a regularly held one as one only has to look at the wait times for each of the weight classes to see the most and least desired weight classes to pilot
        • While there are the exceptions, the assault and light classes regularly have the lowest wait times
  • Too offset these tremendous disadvantages, I see players running Assault LRM boats to get their damage
    • While frowned upon within the PUG community as a whole, running at least some LRMs on an Assault really may be one of the only ways to effectively make this weight class more viable and fun
    Some more "take aways" from the game

1. If you have above average (or even great aim) use ballistics over lasers – almost always

a. I am a laser guy myself and unfortunately, it took me over 9,000 games to really try ballistic weapons. It’s a shame really. I should have tried them first

b. All lasers have a problem with damage registration

i. Ballistics is a sure fire way to ensure the damage registers

2. As evidenced by my mechs with a high (above the number 1) K/D ratio, but still a losing (or slightly above the number 1) W/L ratio, the algorithm in random matchmaker (playing with all random players) does indeed try to get each player as close to a 1/1 or (1) W/L ratio as possible

a. This does mean that the higher performing you are in your mech overall, the less skilled players matchmaker will pair you with

b. You will be expected to carry more until the matchmaker just overwhelms one team vs. yours







Mech with highest K/D ratio: Firestarter Ember
Mech with highest W/L ratio: Hunchback Grid Iron (GI)
Most influential weight class for wins: Mediums then lights
Least influential weight class for wins: Assault



Most underrated mechs in the game currently
Light - Fire starter ember, Kit Fox – C (for wins)
Medium – Hunchback GI, Storm Crow, and Ice Ferret (with small pulse lasers)
Heavy - Black Widow and Grasshopper
Assault – Stalker 5M

Edited by Blue Pheonix, 19 August 2017 - 11:51 AM.


#4 ImperialKnight

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Posted 20 August 2017 - 01:43 AM

Points for effort, but "best mech guides" will just be outdated with every major update or re-quirking. Unless you plan on updating every time for the current meta.

#5 Blue Pheonix

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Posted 20 August 2017 - 08:18 AM

This list and my observations have held remained about the same for about 2 years now.

#6 stealthraccoon

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Posted 20 August 2017 - 12:15 PM

I admire the amount of work you put into this project, really pretty impressive. Thank you for sharing.

(but I'm still sticking with my Urbanmechs, Commandos and Javelins) :)

Edited by stealthraccoon, 20 August 2017 - 12:17 PM.


#7 Blue Pheonix

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Posted 20 August 2017 - 01:03 PM

View Poststealthraccoon, on 20 August 2017 - 12:15 PM, said:

I admire the amount of work you put into this project, really pretty impressive. Thank you for sharing.

(but I'm still sticking with my Urbanmechs, Commandos and Javelins) Posted Image


Thank you.

You know I want to get an Urbie simply because of that cool looking police skin they have for it. Which version of the Urbie is the cop one?

Also, I just bought a commando a few days ago. The one with missile cooldown quirks. I am running 2 SRM 4s on it. Which commando do you recommend?

Never tried the Javaline. Is it good?

#8 Alex Morgaine

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Posted 20 August 2017 - 06:01 PM

Javelin is like a 30 ton srm commando with missile options. Laser models give little variety but you could go something like well... A commando. Woth jump jets XD

#9 Jay Leon Hart

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Posted 26 August 2017 - 04:39 AM

View PostBlue Pheonix, on 20 August 2017 - 01:03 PM, said:

You know I want to get an Urbie simply because of that cool looking police skin they have for it. Which version of the Urbie is the cop one?

The Hero K-9, which is available here

#10 Le Chuck

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Posted 26 August 2017 - 11:34 AM

Try Metamechs.com

Edited by Le Chuck, 26 August 2017 - 11:35 AM.


#11 Serpentine Shel Serpentine

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Posted 29 August 2017 - 09:27 AM

I admire the effort and appreciate it .. but just as a caution about how YMMV: for me the experience is almost the opposite of this. For me assaults are the consistently the best performing mechs and lights almost the worst (mediums being the worst). I think this reflects different skills and play styles. If you don't like running around and turning a lot lights are not for you. If you like dealing out a lot of firepower, fighting with the group and choosing your moment to commit (hopefully correctly) assaults are for you. I agree that assaults are he Most dependent on teamwork which can spell early death in a PUG match with a team that is disorganized or does not support the assaults.
That's just my two cents, after a lot of trial and error over about six months and now just getting into tier 3.

Edited by Serpentine Shel Serpentine, 29 August 2017 - 09:29 AM.


#12 mailin

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Posted 30 August 2017 - 04:04 AM

This is a pretty handy place for new pilots to start who are overwhelmed by the variety and customization options for mechs. While I don't personally agree with A LOT of the things that Metamechs has to say, about which mechs to take and how to equip them, I do understand that there are a lot of people who use metamechs. Just know that all mechs have their weak spots. The more experienced pilots understand this and can exploit the emeny weaknesses, while doing what they can to minimize their own.

#13 Fiona Marshe

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Posted 26 September 2017 - 04:37 PM

Biggest issue that new players need to immediately check:
1. Your in-game ping (use F9 key). If it is under 100ms, lights are possible. If over 220ms, forget it. You lose too much reaction time.
2. Your framerate (use F9 key). Lights MUST be getting at least 60fps. Less than that, you cannot hold aim while travelling at 160kph and get screen tearing and jerking frames.

If you have a bad ping and low framerate, your best options become large lasers and LRMs/Streaks. Although the "tryhards" don't like it, learning the correct skills for this makes you a valuable contribution. NOTE: 100 tubes and 900m range static location is not how to play support weapons.

Edited by Fiona Marshe, 26 September 2017 - 04:38 PM.






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