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#21 Canned Beans

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Posted 28 August 2017 - 02:08 AM

View PostProf RJ Gumby, on 28 August 2017 - 02:02 AM, said:

One note - Inner Sphere ER lasers don't have longer duration than the standard ones anymore (July patch). They have longer cooldown and are way hotter.

Canned Beans - while speaking of medium lasers, I actually most often use the STD version. ER is just too hot for what it's worth on most builds, at least in my opinion



A simple (but extreme) example: my hunchback 4p has 9 med lasers (i have to fire them in groups of 6 and 3, because shooting too many weapons at once triggers additional heat). With that hunchback I can shoot all my lasers 4 times very rapidly to overheat just a little bit on a normal temperature map (waiting a second or two would allow me to fire 4th time without overheating). This allows me to do 180 total damage in rapid succession. With 4 er medium lasers, I overheat heavily after the 3rd shot, so I can quickly do only 135 damage, and that would send me to shutdown for quite a while (extremely dangerous) or cook up like half of my internal structure (can result in self-destruction). To not cook myself up at all , I would have to limit myself to 120 damage.

Ah alright so ER lasers are not 100% default better choices.

Is this the same for clan? So ER = more heat in clan but more range? Or is this only for IS?

#22 Prof RJ Gumby

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Posted 28 August 2017 - 02:18 AM

Clans simply do not have standard lasers. They 'only' have 'ER' ones, pulses, heavy and micro. Clan ERs are very hot in general and would be too hot to bother, but due to way their tech works, they can usually install more heatsinks than IS mechs, what mitigates this problem to an extent.

Edited by Prof RJ Gumby, 28 August 2017 - 02:20 AM.


#23 Tarogato

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Posted 28 August 2017 - 02:24 AM

View PostCanned Beans, on 28 August 2017 - 12:42 AM, said:

Just leave? I'd rather not deal with you? I am both way too new to figure out if you're actually being rude or not so please get out?


He's quoting a line from the training missions in Mechwarrior 2. Roleplaying, if you will.


View PostCanned Beans, on 28 August 2017 - 02:08 AM, said:

Ah alright so ER lasers are not 100% default better choices.

Is this the same for clan? So ER = more heat in clan but more range? Or is this only for IS?


As you'll see, clan do not have "standard" lasers. They have "ER" lasers, "pulse" lasers, and "heavy" lasers.

Standard lasers = better heat efficiency
ER lasers = more range at expense of heat
Pulse lasers = more DPS at expense of range
Heavy lasers = more upfront damage at the expense of pretty much everything else



In my opinion, in the current state of balance, your mileage may vary:

IS mechs:

Small laser = crap
ER small laser = crap
Small pulse = crap

Medium laser = very very very good
ER medium = ranging okay to good depending on application
Medium pulse = okay

Large laser = okay
ER large laser = okay
Large pulse = okay



Clan mechs:

Heavy small = crap
ER small = very very very good
Small pulse = crap

Heavy medium = crap
ER medium = very very very very very very very very good
Medium pulse = okay

Heavy large = very very very very very very very very very very very very very very good
ER large = good
Large pulse = very very very very very very very very good

also,

ER micro = decent, but niche
Micro pulse = half-decent, but niche






Keep in mind that every weapon has a different limit affecting how many you can fire at once. If you fire more than the allotted limit, you incur a heat penalty (referred to as "ghost heat", because it basically comes out of nowhere). You can review the limits here http://mwo.smurfy-ne...eapon_heatscale

Edited by Tarogato, 28 August 2017 - 02:27 AM.


#24 Canned Beans

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Posted 28 August 2017 - 02:42 AM

View PostTarogato, on 28 August 2017 - 02:24 AM, said:


He's quoting a line from the training missions in Mechwarrior 2. Roleplaying, if you will.




As you'll see, clan do not have "standard" lasers. They have "ER" lasers, "pulse" lasers, and "heavy" lasers.

Standard lasers = better heat efficiency
ER lasers = more range at expense of heat
Pulse lasers = more DPS at expense of range
Heavy lasers = more upfront damage at the expense of pretty much everything else



In my opinion, in the current state of balance, your mileage may vary:

IS mechs:

Small laser = crap
ER small laser = crap
Small pulse = crap

Medium laser = very very very good
ER medium = ranging okay to good depending on application
Medium pulse = okay

Large laser = okay
ER large laser = okay
Large pulse = okay



Clan mechs:

Heavy small = crap
ER small = very very very good
Small pulse = crap

Heavy medium = crap
ER medium = very very very very very very very very good
Medium pulse = okay

Heavy large = very very very very very very very very very very very very very very good
ER large = good
Large pulse = very very very very very very very very good

also,

ER micro = decent, but niche
Micro pulse = half-decent, but niche






Keep in mind that every weapon has a different limit affecting how many you can fire at once. If you fire more than the allotted limit, you incur a heat penalty (referred to as "ghost heat", because it basically comes out of nowhere). You can review the limits here http://mwo.smurfy-ne...eapon_heatscale

Thank you for the info! I am wondering though, could you or anyone else really, tell me if this build is okay or not?

Posted Image

#25 Prof RJ Gumby

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Posted 28 August 2017 - 03:07 AM

Crabs do look cool don't they? Posted Image

Sorry, but the build is rather bad.
Firstly, double hit sinks are a must (upgrade drop down lists on the left. Double hit sinks affect your heat even if you didn't put any heatsinks on the mech yourself (250+ engines come with 10 internal heat sinks that are noticeably better than the ones you can add manually).
Secondly wepon cohesion is very bad. RACs and LRM 5s are stream weapons, but one requires leading your target (aiming where it will be in a short while), while LRM5 requires you to hold your reticle directly on a target. They don't go well together. When fighting fast targets, you won't be able to use both your weapons systems, because one will miss or the other will loose lock.
Thirdly, LRMs are bad on most assaults, beacause you are big and slow target that shoots a stream of missles that say "hey, I'm a big, slow juicy target that sacrificed a lot of tonnage for long range weapons, that doesn't work well in a brawl, come brawl with me for easy kill. Not exactly the case in your build, but you still don't want to lure lights and fast meds to your location - it will be the death of you.
Fourthly, you picked the single hardest kgc to build on. 000B has 4 slots for guns in arms, 000 has 6(!)
EDIT: fifthly - I wouldn't recommend starting with (edit2:) KING crabs. They are one of the hardest mechs to master

Edited by Prof RJ Gumby, 28 August 2017 - 03:14 AM.


#26 Tarogato

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Posted 28 August 2017 - 03:30 AM

View PostCanned Beans, on 28 August 2017 - 02:42 AM, said:

Thank you for the info! I am wondering though, could you or anyone else really, tell me if this build is okay or not?

Spoiler



Actually, that build is so terrible that I could easily assume that you're just trying to troll us.


One of the biggest problems you have is you forgot Double Heat Sinks. All mechs in the game require DHS. Never try to use SHS. You also have wayyyyyyyyyyy too much ammo. And you have a Standard engine in a mech that could easily run a Light engine. If we fix those three problems, you can get your mech looking like this:

http://mwo.smurfy-ne...40363d4eeafe2c7

Notice I also shaved 19 points of armour off the legs to get more tonnage, because people rarely target legs.


The easiest way to too well in this game is to pick one single weapon, specialise in that weapon, and do everything to maximise the potential of that weapon. But here you have three completely different weapons. You have RACs, which are mid-to-short range high-DPS high-heat ballistics that require lead, you have MLs which are mid-to-short range lasers that are hitscan (require no leading) and you have LRMs which are long-range and require locks to maximise their potential.

RAC5s and MLs pair together reasonably okay. But the LRMs don't synergise. The easiest way to improve the build from here is to swap out the LRMs for SRMs instead. http://mwo.smurfy-ne...387b2ad495fddf5

That was a simple swap. From here, you have several options:

- choose to focus on SRMs and concentrate on your brawl potential
- choose to focus on lasers by adding DHS if you'd rather not be hamstrung as a dedicated brawler
- choose a different variant of the KGC to focus entirely on RACs
- decide on a different main weapon that is not RACs. This is only one example, there are many many options.

RACs are kinda bad and hard to use effectively, so I would lean toward the last option.

Edited by Tarogato, 28 August 2017 - 03:32 AM.


#27 The Basilisk

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Posted 28 August 2017 - 03:43 AM

View PostCanned Beans, on 27 August 2017 - 10:50 PM, said:

Okay damn that is a lot of information. I will be coming over this a lot more later. Can you folks answer me a few questions more?

As an IS is there a point to normal lasers? aka isn't the ER-Medium laser just a straight upgrade to the regular Medium laser?

Also, if I don't like the Humpback what should I go for? I really love how the bushwacker looks, and I enjoy lasers. I kind of like missiles and lasers the most. I am not sure if my aim is good enough for any of the ACs.

Can you guys judge my match here? I took screenshots of the whole team and me too. I understand I didn't do nearly as well as most of the people on this team but, I am in trail mechs and I guess I'm still learning to aim.



I try to give you a short description of weapon classes and their ups and downs.

Hunchback is simply the most generic... most averange Battlemech in the game able to do all kinds of loadouts on its different variants without many ups and downs.

Your match was okish. 1200 dmg is ok for an beginner.
1200 dmg divided by 5 most dmg means max 240 dmg to criticaly damage an enemy...thats realy good. You even got a solo kill (thats most damage pluss killshot)
What pulls this down a bit is that you also did 13 assists and 4 killshots in total.
That means you fired at 13 mechs that did not die by you nor where criticaly damged by you.
You also killed 3 mechs that where not primarily damaged by you.
So you have to distribute 1200 damage over 17 mechs. That is an averange of 70 dmg per mech. That isn't much.
Since you did a solo kill this number even grows smaler when you now take into acount you also did 5 most damage.
That meens you realy damaged 5 mechs seriously and scratched the paint on 9....

If you now compare to the others dmg numbers in your team I would say most of them used primaryly LRMs on the only Map and in the only position where they thend to function.
If you too used LRMs and used all of your 4 mechs 1200dmg isn't much. (You can pretty easiely do 1200dmg with lrms in a solo match with one mech and you still did nothing exceptional)

But for a beginner it was a good start.


Now to the weapons:

>The Energy Family: Subcategorys Lasers and PPCs

General Upsides are no ammo requirements and low weight.
Downsides are tremendous heat buildup and low dps.

- Lasers come in 4 different kinds:

-- standart Lasers: The "oldest" type of laser that come in smal, medium and large sizes
Generaly standart Lasers give you a well rounded performance between burntime (time you need to stay on target to deliver the lasers full damage), recharge time, damage output and waste heat emmission.
Clans do not have standart Lasers.
In most situations you will tend to use a more speacialized weapon.

-- Extendet Range Lasers: Better range on cost of heat and burntime. Clan Lasers do more damage and weigth less than IS Lasers but also do even more heat and have even longer burntimes.

-- Pulse Lasers: Lasers that emit compressed pulses instead of an continus stream to deliver their damage over a shorter time on cost of range and heat. As with ER Lasers Clan Pulselasers do more damage and are lighter than IS but run hotter and have a longer burntime.

-- Heavy Lasers: Only Clans have them. HLasers have the same Range profiles as standart Lasers but doubble damage and burntime....not to speak of their heat emmisions.

--->In general Lasers are the mainstay of most loadouts and you should always consider to carry at least a few of them as backup weapons or suplemental weapons.
On Clan side they are flat out the best you can bring in most situations. While they do run hot there is no other weapon with that combination of dmg/weight/dps ratio, not to speak of your independence of ammo.

- Particle Projector Cannons: The closest thing to reallife would be a flash gun (wireless taser). A PPC fires a burst of supercharged Ions at a Target. They come in light, normal/ER, snubNose, Heavy sizes for IS. The Clans only have their ER PPC. Fire 2 at a time without penalty except you solely use LPPCs.

--light PPCs: 3 light PPCs = 1 Heavy PPC only that they require 2 more slots and a tonn less than a heavy.
Further light PPCs have a minimum range of 90m where they do not do any damage. 5dmg at 5 heat for 3 tonns and 2 slots and 540m range.
LPPCs can be quite good as addon weapons on very large mechs for some frontload damage or as primary weapons on smal mechs. You can fire 3 at a time without heatpenalty.

-- standart: The ancient basic PPC model. 10 dmg for 10 heat at 7 tonns and 3 slots. 90m minimum range and 540 effective. You can fire further with reduced damage till the blast expires.
Same as with standart lasers you will tend to use a weapon that is better for a certain task.

-- Extended Range: More range for more heat. The Clan Version of the ERPPC does 5 spash damage (2,5 to the neighbouring sections) on hit, has more range and requires one slot less. Clans have only this model.
A pretty good longrange support weapon...but quite hot.

-- snub nose: A standart PPC with shortened barrel that weights one ton less and has only half the standart effective range but without a minumum range. 10 dmg for 10 heat at 6 tons and 2 slots. Mixes quite good with SRMs and other splat weapons like LB20X. A good wapon for mixed frontload loadouts.

-- Heavy PPC: Massive Weapon with massive damage and heatoutput. 10tonns for 15 damage and 15 heat at 4 slots and 540m effective range and with 90m minimumrange.
Basicaly this is the energy alternative to Gauss weapons.

>Missiles and Rockets:

General Ups and downs: lighter than ACs but heavier than lasers, they all make spreaded damage but also can have an increased crit damage, they require lots of ammo but are cooler than lasers

LRMs, ATMs, SRMs, SSRMs, MRMs and Rocketlaunchers.

-- LRMs: Easy to use hard to master. While those things seem to require the least skill to be used, since they are autoaim weapons, they also have the most hard and soft counters and can't realy be used without autoaim.
An enemy that knows what he is doing when droping in Quickplay will have his radardeprivation and AMS skilled and will either be impossible to keep locked and fired at or simply near invulnerable due to muliple AMS removing the fired missiles from existance.
Since there are lots of ppl thinking Points and Tonnage invested in AMS and Radardep are a waste there are always some dudes around to get eaten by slavering LRM boat.
LRMs come in RAK sizes of 5,10,15 and 20 missiles per salvo. Clan LRMs are lighter than IS LRMs but are fired in ripples rather than large clouds.
LRMs can be upgraded with Artemis fire controll systems to reduce their spread.
This only works on sighline. Any interruption whil cancel the effect.
Your or an other mech in your team may carry and use a TAG laser on an enemy with the same effect as an Artemis in addition to a TAG laser breaking through enemys ECM. TAG And Artemis do not stak.
Last but not least a mech with missile slots may carry a narc beacon launcher to mark an enemy with a radio transmitter that lasts a while and will render the marked enemy visible for its duration except when he gets shielded by an ecm.
NARC and TAG stak. NARC and Artemis stak.

UP sides: Can be used by people with aiming problems..even to some limited effectiveness when they know what they are doing. Inexperienced foes might panic when shot at with LRMs.

Downsides: ammunition ineffective and very heavy in relation to their REAL acheavable damage.
Unreliable since there are so many factors that can make them work or not.

-- ATMs: Mechanic like LRMs but with a flatter flight curve and higher missile speed. ATMs have a dynamic dmg profile of 3dmg per missile at 120 to 270m, 2dmg per missile from 350 to 540m and one dmg from 620 to 1100m.
TAG and Narc work with ATMs. They require no Artemis because its build in by default. (TAG will not reduce ATM spread therefore only its lock time and ECM penetration.)

UPs: higher speed and flatter curve make them reach your target much faster than LRMs reducing the time you need them to hold on lock. Their high damage output on short and medium ranges can be crippling with a few good hits.
Downs: Like LRMs you either are very ineffective or very exposed. Also their low missile count makes them vulnerable to ams and they require a target to be sensor lockable for your missiles to be effective.
Their ammo efficience is even worse than LRMs.

--SRMs: straight flying missiles that try to fly to the point where your reticle was when you triggered. Come in RAK sizes of 2, 4, and six missiles. Can be slaved to Artemis for less spread. They do 2 dmg per missile and will be a good friend if you like it close and personal. Clan Raks wight half as IS but have considerably longer cooldown times.

Ups: Hardhitting frontload damage with averange to good ammo efficiency and medium heat. They are not effected by ECM, Radardep and nearly not at all affected of AMS.
Downs: you need a lot of them and you spread your damage --> the closer you are the better

--Streak SRMs: SRMs with a lock on mechanic. Since every missile locks to a different part of the enemy mech their spread can be ridiculous. Also YOU HAVE TO LOCK ON TO FIRE AT ALL. But if you got the lock you will mostlikely hit the target...if it doesn't vanish behind a wall...behind a friend...behind you or if you ever get a lock at all.

Ups: Deadly against lightly armored mechs.
Downs: ineffective against larger mechs. Clan SSRMs got ridiculous reload times.

--MRMs: Pretty much SRMs with larger raks, lower dmg per rocket and higher range. While SRMs are fired as blobs MRMs are fired as streams. There are no electronics to improve their performance.

Ups: You can flood an enemy with fire steel and death....
Downs: hillarious spread, high heat, ammo inefficiency, facetime

--Rocketlaunchers: Oneshot hybrids between SRMs and MRMs with a minrange of 50m....use an additional Heatsink or more ams ammo or an ams system instead of an RL.

>Autocannons:

General Ups and downs: They are pretty cool running if seen as single weapon and deliver better dps and burst than all other weapons at the cost of high weight and low ammo.

There are standart ACs, Ultra ACs, LBX ACs and rotarry ACs

-- Standart ACs: IS standart ACs come in sizes of 2, 5, 10 and 20. The larger you go the less range you got but the more damage you do. There is something on clanside duped as standart AC. That is outright bullsh.. Those things are non spreading LBX that fire either 1, 2, 4 or 5 slugs.
Standart ACs deliver pinpoint damage over decent ranges at comparably low heat and with a good refire rate.
Your main problem might be to lead them correctly and their ammo requirements.
Upsides: low facetime, high flexibility, good heatmanagement
Downsides: lots of weight and slots required, smaler ACs need to be boated to be effective (at least 2for AC5 or 3 for AC2)

-- Ultra ACs: UACs can be fired 2 times in the same refire cycle at the cost of an potential ammo jam. They unjam after a time but the chance is random.
IS UACs fire one slug for the AC2 and 5, 2 slugs for the 10 and 3 for the 20. Clan UACs fire one slug for the AC2, two for the 5, 4 for the 10 and 5 for the 20 ... they also are a bit lighter and smaler than IS UACs.
Your upsides are hillarious burst damage at the cost of ridiculously high ammo consumption rates, potential jam and distributed damage.

-- LB-X ACs: Those are automatic explosives shotguns in Battlemech format.
They too come in sizes of 2 to 20 like the other ACs.
The larger your bore is the greater your pellet spread. The smaler you go the more range.
While your refire rate is similar to the standart AC you do not need to aim that exact due to the LBX-es spread.
So you basicaly forgoe pinpoint damage to get a higher projectile speed and spreded damage.
LBX pellets have also an increased crit chance to destroy the enemys internals if they penetrate enemys armor.

Upsides: cool, easy to use, good dps, Critchance
Downsides: spreaded damage, parts of your blasts may miss the target at longer ranges
You need to boat smaler LBXes

>Gauss Weapons:

Light Gauss, standart Gauss, Heavy Gauss
Clans only have the standart but with lighter weigth and less slots than IS.

-- Gaussrifle: An EM linear accelerator that simply throws an heavy nonexplosive ferronickle slug at your enemy at incredible speeds. To fire the rifle you need to push and hold the fire button till the gun is charged when you release it fires.
If you hold too long the charge is lost (not the ammo though) 15tons at 7 slots for IS Gauss, 12t at 6 slots for Clan Gauss. It gives you 15 damage at 1 heat and high range.
Ups: Very high dmage at very low heat and high range.
Downs: large, heavy, low refire rate

--Light Gauss: IS only weapon that weights 12 tonns at 5 slots and does only 8 damage but at higher range and faster refire rate. Also has faster charge up. Its an odd weapon I found no real use for. (except my rapid fire quadlightgauss KGCPosted Image )
Very very high ammo efficiency though.

-- Heavy Gauss: Its as dangerous as it is hard to use. A single HGauss does 25 dmg and weights 18 tonns at 11 slots. Slower charge, same reload rate like normal Gauss.
While having only 270m full effective range your dmg decline is so slow that you do nearly as much dmg as an normal gauss at doubble your effective range. Also your ammo efficiency is very very low.

>Suplemental Weapons:

Those weapons where inherited by Mechwarriors lore of the Battletech universe and aren't primarily for doing damge against Battlemechs or armored vehicles at all.

-- MGs: They come in light, normal and heavy sizes with more dps for bigger MGs and less for lighter. Vice versa light MGs have more range and bigger ones less than standart.
A unique feature is that MGs have defacto no projectile speed. The speed you see in their stats is pure cosmetics.
Their behavior makes them like continuous stream lasers with a cone of fire (spread)

Flamers: ATM there is only one type. Flamers do little to no damage but heat up the target.
When you fire them you have some time where you get no heat yourself (yellow bar grows) when its full you get heat every second a bit more till you fload yourself.
They can be usefull at some situations but normaly are skipped to use something that actually hurts.

NARCs: Radiobeacons that are fired from a single tube missile launcher and cling to a target for a time.
They can be hidden by ecm but will stay active.
They increase lock on missile tracking strength (LRMS SSRMS and ATMS will follow a Narced target better) and reduce their spread. Also NARCs will make the enemy visible on your minimap without sightline.

AMS and Laser AMS: Radarcontrolled automatic rapidfire Guns and lasers that target incomming missiles and try to shoot them down. Different missiles and rockets have different hitpoints. LRMs have the least and ATMs the most hitpoints.
AMS requires ammo...lots of ammo. Laser AMS generates heat..lots of heat.

Edited by The Basilisk, 28 August 2017 - 07:23 AM.


#28 The Basilisk

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Posted 28 August 2017 - 03:48 AM

View PostCanned Beans, on 28 August 2017 - 02:42 AM, said:

Thank you for the info! I am wondering though, could you or anyone else really, tell me if this build is okay or not?

Posted Image


Sorry but no.
You get eaten by lights that cant be tracked by your missiles or your RACs effectively if you try that and smashed your face due to the long facetimes your RACs require.
Also using several smal LRMs (wich was once the way to go) is completely ineffective now.
I know ppl thing of the cool effect and the splosions and shake but as soon as someone has ams they wont reach an enemy and in addition its always better to kill than to hurt.

#29 Jingseng

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Posted 28 August 2017 - 04:25 AM

View PostTarogato, on 28 August 2017 - 02:24 AM, said:


He's quoting a line from the training missions in Mechwarrior 2. Roleplaying, if you will.




As you'll see, clan do not have "standard" lasers. They have "ER" lasers, "pulse" lasers, and "heavy" lasers.

Standard lasers = better heat efficiency
ER lasers = more range at expense of heat
Pulse lasers = more DPS at expense of range
Heavy lasers = more upfront damage at the expense of pretty much everything else



In my opinion, in the current state of balance, your mileage may vary:

IS mechs:

Small laser = crap
ER small laser = crap
Small pulse = crap

Medium laser = very very very good
ER medium = ranging okay to good depending on application
Medium pulse = okay

Large laser = okay
ER large laser = okay
Large pulse = okay



Clan mechs:

Heavy small = crap
ER small = very very very good
Small pulse = crap

Heavy medium = crap
ER medium = very very very very very very very very good
Medium pulse = okay

Heavy large = very very very very very very very very very very very very very very good
ER large = good
Large pulse = very very very very very very very very good

also,

ER micro = decent, but niche
Micro pulse = half-decent, but niche






Keep in mind that every weapon has a different limit affecting how many you can fire at once. If you fire more than the allotted limit, you incur a heat penalty (referred to as "ghost heat", because it basically comes out of nowhere). You can review the limits here http://mwo.smurfy-ne...eapon_heatscale


As taro notes, this is HIGHLY subjective. I would disagree with some of those ratings, and I know others would too. As such, I would suggest to Beans to take this with a huge grain of QQ.

#30 Canned Beans

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Posted 28 August 2017 - 04:59 AM

Alright that first build was bad, so I tried the regular crab with lasers and I think the results rare pretty good.

Thoughts? Build changes? Here is my first mech build, and first match played with it in Quickplay.
Posted Image

Edited by Canned Beans, 28 August 2017 - 05:12 AM.


#31 TooDumbToQuit

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Posted 28 August 2017 - 05:16 AM

View PostCanned Beans, on 26 August 2017 - 11:11 PM, said:

These are some good answers, thank you everyone. Another question comes to mind, why is this game so expensive? If I plan on putting money into it that seems like a waste. To buy a single color costs 1,000 MC? Is this a joke? There must be something I am not getting about this.



IMO. there is only one color and it is Camo.

But I've won colors and decals in events.

You got some great advice here, a couple of them I even saved for later.

#32 Koniving

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Posted 28 August 2017 - 05:20 AM

View PostCanned Beans, on 28 August 2017 - 12:42 AM, said:

Just leave? I'd rather not deal with you? I am both way too new to figure out if you're actually being rude or not so please get out?

He's quoting the instructor in MW2 on the line below the video. I think above it he is quoting Dead Eye, the instructor from Mechwarrior 2 Mercs (not sure)and then the year is when development on MW2 first made its shift from development by Dynamix and Sierra to Activision and started over from scratch; MW2 is the game that made Mechwarrior as mainstream as it ever possibly became. (Dynamix and Sierra took what they had already developed for MW2, changed a bunch, created a new lore and then called it Earth Siege, later Star Siege).

Unfortunately as fun as the instructor is to listen to, the actual video doesn't have any information relevant to playing the MWO (or MW2) as it is all funny quotes from a Clan instructor whose compliments are condescendingly funny ("Congratulations, you have successfully demonstrated the ability to do what I tell you to. I like that. My dog does what I tell it to. I like my dog.") and various quips.

Granted I would love to have that instructor in MWO's Academy, or Dead Eye, or hell...anyone with some personality, but meh.

View PostTarogato, on 28 August 2017 - 02:24 AM, said:

Heavy large = very very very very very very very very very very very very very very good


Not sure how fair some of those are.... honestly I find IS SPLs to be really good.

This said:
This is the first time I ever heard someone have something positive to say about Heavy lasers.

I have yet to use them myself, but the general consensus is "Buff heavy lasers", blah blah blah...

#33 Koniving

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Posted 28 August 2017 - 05:23 AM

View PostTarogato, on 28 August 2017 - 03:30 AM, said:



I figured you wouldn't try to synergize LRMs. Use them when unable to actively participate in combat, such as the long time it takes an assault to get up to the field. Soften them up before getting in close.

#34 Canned Beans

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Posted 28 August 2017 - 05:26 AM

View PostKoniving, on 28 August 2017 - 05:20 AM, said:

He's quoting the instructor in MW2 on the line below the video. I think above it he is quoting Dead Eye, the instructor from Mechwarrior 2 Mercs (not sure)and then the year is when development on MW2 first made its shift from development by Dynamix and Sierra to Activision and started over from scratch; MW2 is the game that made Mechwarrior as mainstream as it ever possibly became. (Dynamix and Sierra took what they had already developed for MW2, changed a bunch, created a new lore and then called it Earth Siege, later Star Siege).

Unfortunately as fun as the instructor is to listen to, the actual video doesn't have any information relevant to playing the MWO (or MW2) as it is all funny quotes from a Clan instructor whose compliments are condescendingly funny ("Congratulations, you have successfully demonstrated the ability to do what I tell you to. I like that. My dog does what I tell it to. I like my dog.") and various quips.

Granted I would love to have that instructor in MWO's Academy, or Dead Eye, or hell...anyone with some personality, but meh.


Not sure how fair some of those are.... honestly I find IS SPLs to be really good.

This said:
This is the first time I ever heard someone have something positive to say about Heavy lasers.

I have yet to use them myself, but the general consensus is "Buff heavy lasers", blah blah blah...

Well I don't know much about clan lasers as I am Inner Sphere, that also being said I won't know much about RACs either because lasers seem to be my calling.

Edited by Canned Beans, 28 August 2017 - 03:13 PM.


#35 Koniving

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Posted 28 August 2017 - 05:28 AM

View PostCanned Beans, on 28 August 2017 - 04:59 AM, said:

Alright that first build was bad, so I tried the regular crab with lasers and I think the results rare pretty good.

Thoughts? Build changes? Here is my first mech build, and first match played with it in Quickplay.


Reduce head armor by 8. Place on front torso to maximize it. If you want, reduce it by a total of 16, and upgrade the armor on the side torsos. Possibly reduce rear armor on the side torsos as well and funnel them to the front.

Consider that the Crab has this layout, similar to many Clan mechs... That tiny yellow square is where someone has to funnel a minimum of 33 damage (with full armor) to kill you. Often higher than that. There's 15 units of structure there, so that tiny thing is about impossible to hit. Especially with the way the Crab bounces (go on Quickplay or any non-faction game mode, switch to third person and run; yeah ain't nobody hitting that head unless you hold still).
Posted Image
Light blue being rear side torsos. Orange being front side torsos.
Up to you if you think you should reduce the rear CT and funnel forward. It just depends on how you "Retreat" from an overwhelming fight.

One more thing. Side torsos that are huge aren't good for XL engines, since if you lose an ST you die instantly as the IS side. However, with LFE or STD engines (since it is possible to live after losing a side torso), the damage delivered to a "Destroyed" body part reduces all damage by 60%, before transferring the remaining 40% over to the next body part (in the case of a side torso, it transfers to the CT).

RACs are... well... I'll share it sometime soon. They are good fun. There's a rev-up time for the barrels, then there's a goofy mechanic for when it jams and a length of time that they're good before they risk jamming and just before that they spike tremendous amounts of heat. Definitely a weapon system you have to pay attention to when using... but damn good fun.

Edited by Koniving, 28 August 2017 - 05:36 AM.


#36 Prof RJ Gumby

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Posted 28 August 2017 - 05:38 AM

Some armor tweaking similar to what Konivig said, otherwise it seems like a decent build. Lasers are generally a user-friendly weapons. Your score is really good, you seem to catch on pretty fast.

#37 Koniving

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Posted 28 August 2017 - 05:41 AM

A recommendation I have is to take a visit to Mechlab - Skill Tree and give it a once over.

These nodes serve to provide little enhancements. There's 200+ if I'm not mistaken, of which you're allowed to use 91 at any given time. There's videos on youtube with walkthroughs of how to use it.

#38 Koniving

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Posted 28 August 2017 - 05:57 AM

Anyway, in addition to the Marauder (IS and Clan versions) videos I said I'd do... and something else besides the Orion that another person wanted (did the Orion video... think it was Hunchbacks but if it is I have dozens upon dozens of Hunchback vids), I'll throw my 4 Crabs into a video and I've been meaning to do a King Crab.

The original King Crab build proposed seems to be gone, but the tweaked build which fixed the "three problems" described with it (found here) seems intact and I'm willing to put it to the field. I love doing stuff like that. My only gripe is that the King Crab in MWO lacks lower arm actuators, which means it lacks the ability to aim left and right independent of the torso and that I'm not a fan of when I know I'll be using RACs (arms can correct aim much faster than torsos can.) So I'll run a video with it too.

My most recent videos.
Spoiler

Edited by Koniving, 28 August 2017 - 05:58 AM.


#39 sgtarkeus

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Posted 28 August 2017 - 10:09 AM

Hey Canned Beans, I'm glad you found the Crab CRB-27B. It's my favorite mech and I have found 6 ER Medium Lasers, AMS with 1 ton of ammo, a STD 275 engine, max armor and double heatsinks to fill the rest of the weight to be best for myself. granted that is just me. I don't tend to like the XL engines as I tend to torso twist too far (from piloting my orion and cyclops) and end up losing a side torso on most matches. The thing is super tanky though. I usually end the match with around 30-40% health left on the thing. Doing almost 800 damage is no joke in a crab though. Good job.

#40 Tarl Cabot

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Posted 28 August 2017 - 02:10 PM

Just FYI, on the trial mechs, even though you can not SAVE changes you can still look over the details in the Mech Lab.

Many Trial mechs (C) are Champion mechs configured by players and voted on.

Edited by Tarl Cabot, 28 August 2017 - 02:11 PM.






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