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Help Against Clan Mechs


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#1 Guardian_Namick

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Posted 20 August 2017 - 10:13 AM

I need help to fight clan mechs in faction play, so any suggestions on how to fight and counter them would be great.

Also when choosing a contract should I go for more C-bill bonus or more population.

Edited by Smathader, 20 August 2017 - 10:23 AM.


#2 Koniving

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Posted 20 August 2017 - 10:30 AM

Sure thing.

Some quick tips:

1) Unless they already have weakened body parts, aim for the pelvis. This always hits center torso and therefore is the most sure fire way to kill one. They can survive losing a side torso, but all mechs die on losing the center torso.
2) Since it is faction play, you can get away with just destroying a leg and then leaving the area. They will eventually "eject" to get their next mech since fighting with only one leg is not effective. You don't get the kill, but they die anyway.
3) If they are fast, destroy their leg(s). Just makes life easier.
4) Do not get in front of the "big guys" at any range. Get around them. Most of the big guys can't turn very well. There are some exceptions but in general you can run circles around them if you can do at least 86 kph. If you MUST get in front of them, they need to have at least a side torso without armor for you to stand a chance, once that ST is gone you can generally blast 'em to death if needed. Also move diagonally, not directly at them and not sideways. Too easy to get hit in those directions.

If you can afford it, being able to call artillery or air strikes can provide some significant benefits in a pinch. Even so much as a UAV in close proximity to the enemy, if it goes unnoticed, can provide valuable intel on enemy positions.

If you have a mech that can easily sneak into enemy territory unnoticed, be sure to try out the Seismic Sensor in the skill tree. Only works while stationary, but incredibly useful.

#3 Koniving

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Posted 20 August 2017 - 10:35 AM

A couple more:

Clans excel at range and their lasers require more time on target but will outdo you in damage per shot. A long range engagement is suicide.

Get in close, where your faster shooting front loaded weapons can really deliver the pain. At close range, most IS mechs can generally outdo Clan mechs provided you're not sporting an XL engine (and if you are you better be moving because the only real reason to use an XL engine is to be faster than them).

This is not faction play, nor is it against Clan mechs exclusively. However, take note of how to quickly dispatch enemies as situations like this come up VERY often in faction play.

I hope this helps.

Edited by Koniving, 20 August 2017 - 10:37 AM.


#4 Koniving

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Posted 20 August 2017 - 10:43 AM

View PostSmathader, on 20 August 2017 - 10:13 AM, said:

Also when choosing a contract should I go for more C-bill bonus or more population.

Currently... it doesn't really matter until Intra-Faction warfare begins. Right now you just have inter-faction warfare (IS vs Clan). So literally all IS factions are the same, either you get paid more or you get paid less.

#5 Guardian_Namick

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Posted 20 August 2017 - 03:03 PM

Thank you Koniving for this info and it has helped quite a bit. Posted Image

#6 Champion of Khorne Lord of Blood

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Posted 20 August 2017 - 04:13 PM

The Inner sphere is all about specialists. Koniving was right about IS mechs in general, but there are some that are quirked to excel at long range and will dominate Clan long range builds.


In faction war you have 2 drop decks, one should be your short range deck, for Clan this usually consists of mid range skirmishers loaded up with 400m range loadouts, for IS it mostly consists of shorter ranged skirmishers that tank more or brawlers with much shorter range but extreme damage up close. This fits very well with the traditional Clans = range/IS = brawler setup that Koniving explains.

However, the other deck should be the long range deck, this is where the lines blur a bit between the sides and a lot of knowledge on builds and chassis quirks comes into play. Clans generally run CERLLs and ERPPCs at long range, occasionally also packing gauss rifles and UAC2s. IS mirrors that by bringing their own versions but on mechs quirked up for it. For example, a Warhammer 6R gets 10% less heat and 20% more velocity on its PPCs and can run a decent 4 ERPPC build. You can use the higher velocity and lower heat to trade against the Clan's equivalents such as the Summoner, which would only bring 2 ERPPCs, or the Hellbringer, that would bring 4 ERLLs, by peeking out, taking your 2 shots avoiding ghost heat, then getting back behind cover and spreading incoming damage.

There's 3 main setups for long range, Frontloaded, Duration, and DPS.

Frontloaded consists of PPCs and Gauss, it puts out medium damage in a volley that is fire and forget, no need to hold lasers on target or face the enemy for a long time. This type of setup is great for avoiding incoming damage and out trading enemy mechs but puts out the lowest total damage. It is very defensive.

Next up would be the Duration types, those would be your ERLL builds, they require a duration that you must hold the beam on your target but usually put out more damage than PPC builds for less heat. You can fire your duration then get back to cover. You won't out trade some players using PPCs, but some that are not so aware or are in a bad position will lose trades to you if you put out all your damage. This setup puts out pretty average damage and is rather balanced.

Last would be the DPS builds. These usually consist of players boating 3 or more UAC2s, preferably on Chassis with quirks for them or for Clans just anyone who can run 4 or more. For these builds you will sit in overwatch, waiting for any enemy to peek out, when they do you pelt them with a withering barrage of shells, putting out very high DPS at long range. This setup is set to be fully offensive, you'll only really fall back behind cover when you can't get a good shot on the enemy, are overheating, or are faced with far too much return fire, but you'll be suppressing the enemy team as much as possible. I do recommend having at least 3 UAC2s minimum to get DPS levels that will be able to out trade enemies who are playing defensively, else you'll only tickle them.



Also, often times, especially at long range, you'll never see enemy legs, in this case you'll want to focus on the enemy center torso as best you can if you don't know if the enemy is running an Asymmetric build. If they are running a build that has most of the firepower on one side then focus down that side in particular, this works well when targeting Hellbringer left torsos (your right) which contain their ECM along with the majority of their firepower on average. You can also usually figure it out after seeing them shoot at something, just make note of which side the most damaging guns are coming from and focus it. Also on the long range maps losing a leg isn't as important, as there isn't as much movement, and if you're attacking a defending team then their legs are even less important, as they don't have to move much at all. You'll want to focus on taking out their CTs so they are able to be oneshot next wave or ripping off the majority of their weapons so that they won't have the firepower to stop your incoming wave.



Just going a bit indepth here, had some matches yesterday where people didn't understand the concept of long range decks and they were bringing dual AC20 brawling mechs to a match in which enemies never move into even their max range. It wasn't pretty.

#7 Tier5ForLife

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Posted 20 August 2017 - 04:13 PM

Die to me and go to the Heaven of your choice. This is a deal for you.

I also go with a Hot Weather/Cold Weather deck but the long-range/short-range decks are also very good.

Edited by LikeUntoBuddha, 20 August 2017 - 04:16 PM.


#8 Jman5

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Posted 22 August 2017 - 08:51 AM

Try not to think of this game as a rock paper scissors with hard counters. How to defeat a clan mech running lots of lasers isn't a whole lot different than learning how to defeat an Inner Sphere mech with lots of lasers. In fact how to defeat a laser build isn't really all that different than beating a ballistic build. There are plenty of differences of course, but they are secondary to the main stuff that's more general. The last thing you want is to get bogged down in minutiae before you have a solid foundation.

1. Alphastrike more. One of the most surefire ways I can spot a less experienced player is that they unnecessarily use too many weapon groups when they attack. it lowers your damage and increases damage you take. I can go more into the why if you want, but I'm trying to keep this brief. There is a time and a place for weapon groups, but it shouldn't be your default attack when you've got a clear shot to unload.

2. Torso twist more. You can always get better at it even if you do it some already. I find a good way to get comfortable with it is to just practice out of combat. Think about which way you want to twist by default and as you're walking toward the fight in the first couple minutes, just practice twisting away.

View PostSmathader, on 20 August 2017 - 10:13 AM, said:

Also when choosing a contract should I go for more C-bill bonus or more population.


Choose the largest contract bonus.





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