Good point about the Resistance 2. I got the Crab and Wolfhound since I absolutely adore Crabs and King Crabs. The Resistance WLF and Resistance CRB are still among my highest performing mechs, even though nowadays I own many mechs that are technically better, since they are so simple and reliable that piloting them well doesn't take much effort.
Unlike most other packages, all of the 4 mechs in the Resistance pack are solid. None of them are competitive-level good, but they are all still good at their roles. For example, WLF-2 with 6 ERMLL has no gimmicks that set it apart, but if you want laser vomit on a low tonnage, its the safest choise. All the other mechs in that pack are similarly simple, but solid in what they do. The crab and black knight just suffer from bad hardpoint geometry and the mauler suffers from low maximum engine rating, otherwise they'd be top tier.
I don't know why you are undervaluing the Wolfhound and Mauler.
The Wolfhound is the best light mech in the game currently. Its 6ERML build allows it to poke from anywhere, its 5MPL and 6ML builds allow it to get in close and tear apart other mechs. It isn't as flashy as the MG clan lights, but it can do its damage more reliably and has far more health.
The Mauler is one of the best IS assaults, able to carry 6UAC2, 4UAC5, 5AC5, 2UAC54ASRM6, 2UAC104ASRM4, 2GAUSS6ML. And that is not including the subtle variants of each of those builds that can be customized to your liking. Its speed is barely an issue too.
I second (or third) the above user's reccomendations. The Black Knight is outclassed by the Grasshopper and difficult to use, but it looks cool. And the Crab is a unique and extremely tanky medium mech. If there is any mech pack you want to buy, Resistance 2 is probably the most balanced.
Edited by yuujiroassistant, 30 August 2017 - 02:23 PM.
The Wolfhound is held back by lack of jump jets, but I do admit it is the strongest mech of the bunch. If the lack of jump jets ends up not being a deal breaker, it will be seriously competitive. We'll soon see if it turns up in MWOWC, if not with ML, maybe with ERLL.
It's a matter of personal taste, but the small engine is an absolute deal breaker for me with the Mauler. If it could fit a LE375 or even a LE350, it would be obnoxiously good, but 325 is just so damn slow. it's hardpoints are nevertheless amazing, which is why its still good despite the drawback.
I am glad group que has a skill rating, at least. What's really weird is I am doing very well in faction warfare with my friend, yet in quick play we get stomped constantly, it's really disheartening to realize your ques that you do well in take 10-20 minutes a pop vs a few minutes for quickplay. Play more and lose, or play much less but win?
Each are different beasts but in each TEAM PLAY is OP.
Solo Queue - regardless of those who complain about the MM/PSR, the side that has a drop caller and most of the team wanting to work together, follow directions, communicate and are AGGRESSIVE will win most of the time.
Group Queue - It is always players grouped up in smaller co-ops. But units/people who do drop together does not always mean there will be effective communicate nor tactics, be it among themselves or with the rest of the team. The same holds about working together as above.
Faction Play - Combined solo and group drops - same as above but there are 4 waves of mechs. Faction play can become extremely difficult for solo/small groups when they face off against full vet/elite units.
What about the sales going on right now? More MC? Uuh, champions? I dunno why I would want 30% more exp when getting a mech maxed out doesn't seem to be that much of a problem. Dunno what I would do with the exp afterwards.
Also, what about that 15 dollar crab pack in the shop under Resistance I? Why Resistance II? I noticed it has ballistics which, might make me feel bad.
Also what is the light mech I see people use all the time, it has really chunky arms and has like 3-6 machine guns on each arm, it always destroys me like every time I see it, and it's so damn tanky!
What about the sales going on right now? More MC? Uuh, champions? I dunno why I would want 30% more exp when getting a mech maxed out doesn't seem to be that much of a problem. Dunno what I would do with the exp afterwards.
MC sale and mech bays are good value. Champions are indeed a bit pointless.
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Also, what about that 15 dollar crab pack in the shop under Resistance I? Why Resistance II? I noticed it has ballistics which, might make me feel bad.
You are probably thinking of Florentine under the Resistance Heroes. I bought it just because I really really like Crabs, but its not very good compared to the others.
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Also what is the light mech I see people use all the time, it has really chunky arms and has like 3-6 machine guns on each arm, it always destroys me like every time I see it, and it's so damn tanky!
Its the Mist Lynx. It used to be bad but gained arms with 4 ballistics each in the latest patch so people are having fun spamming machine guns with it.
What about the sales going on right now? More MC? Uuh, champions? I dunno why I would want 30% more exp when getting a mech maxed out doesn't seem to be that much of a problem.
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Also what is the light mech I see people use all the time, it has really chunky arms and has like 3-6 machine guns on each arm, it always destroys me like every time I see it, and it's so damn tanky!
(...)
premium - not everyone adapts to the game as quickly as you, for many newbies or casuals levelling up takes a lot of time. Also, some mechs/builds are more painful to master. Also, as you go up in tiers, you'll meet more capable opponents and teammates, so getting good scores may prove to be harder.
that mech - as said above - Myst Lynx. Best strategy against the MG cheetahs and myst lynxs is to shoot of their arms first. It's the easiest and fastest way to remove them as a threat. Especially with Lynxes - as you noticed, their arms are big.
EDIT: Machine guns don't do a whole lot of damage, but they do a lot of critical damage (very good at destroying equipment after the armor is gone, so if you have open components with something valuable in it, like your guns, try to stay way from Lights with MGs - you'll most probably loose many of your weapons and become an easy target. If you're fresh, you shouldn't be too afraid of them, as long as you are able to shoot off their arms quickly. Just don't let them shoot you in the back, that almost guarantees you will loose some equipment. So, if you're in a slow mech, get you back to a wall. If you can't do that, remember that the best way to try not to get circled by a light that got close is to walk backwards while turning your front towards him - a standing or moving forward target is much easier to circle and to shoot in the back.
Edited by Prof RJ Gumby, 31 August 2017 - 01:38 AM.
What about the sales going on right now? More MC? Uuh, champions? I dunno why I would want 30% more exp when getting a mech maxed out doesn't seem to be that much of a problem. Dunno what I would do with the exp afterwards.
Also, what about that 15 dollar crab pack in the shop under Resistance I? Why Resistance II? I noticed it has ballistics which, might make me feel bad.
Also what is the light mech I see people use all the time, it has really chunky arms and has like 3-6 machine guns on each arm, it always destroys me like every time I see it, and it's so damn tanky!
Because resistance II, has tons of extras, 24 paints, 6 faction camo to use on the mechs, 4 +30% c-bill mechs, 12 bays, and 2 months of premium you can activate 1 at a time through the web site.
And It gives you access to top teir loyalty package, which most likely will be an extra heavy and assault with +30% premium, but we won't know for sure till the list comes out soonish.
The 15 dollar crab is just a single hero, with the bonus, But if its a mech you want and want to play they are a good value, especially if you play them a lot.
for me Clan wave III is a great clan pack, same as above, but only 12 colors, and 4 faction camo's. Arctic cheeta, shadow cat, ebon jab and Executioner are included. Personally i love the EXE, but it is a assault that plays more like a heavy, and the shadow cat, is more of a fast sniper. that package is also 120, verse 80 of the resistance II. BUT being omni mechs, you can really make the bonus exactly how you want. That is another reason why the clan heroes are a little better in value, you can make tons more mechs with a hero like bonus.
champions were more valuable in the past when they helped you earn GXP to unlock modules, now that you have hte Skill point system they aer not as valued.. But again if you play a mech a ton, you can earn gobs of GXP with it, and power unlock new mechs, or get a good jump on unlocks, like taking mobility in a new assault for example. they also can come with double heat sinks, endo, and great engines right out of the gate, so you save money there.
for instance, the commando 1D is a great mech. It comes with the full unlocks which is a bit over 2m, for a few bucks its a good deal. or the locust champion which comes with an xl engine, and upgrades saves you like 4m or more, for a little mroe MC than a mech bay.
Other champions have great XL engines which can cost 5m+, and the upgrades which is another 1.5m for double heat sinks, and 500-600 on average for endo.. so with the mech, it can be a value of 10-15m easy for like 5 bucks.
Because resistance II, has tons of extras, 24 paints, 6 faction camo to use on the mechs, 4 +30% c-bill mechs, 12 bays, and 2 months of premium you can activate 1 at a time through the web site.
it has up-to 36 paints, if you purchase the full Resistance 2 pack
What about the sales going on right now? More MC? Uuh, champions? I dunno why I would want 30% more exp when getting a mech maxed out doesn't seem to be that much of a problem. Dunno what I would do with the exp afterwards.
Also, what about that 15 dollar crab pack in the shop under Resistance I? Why Resistance II? I noticed it has ballistics which, might make me feel bad.
Also what is the light mech I see people use all the time, it has really chunky arms and has like 3-6 machine guns on each arm, it always destroys me like every time I see it, and it's so damn tanky!
Champions kind of fall under the "wealthy man with little time's" shortcut. You can basically recreate them entirely with cbillls and the only reason they are MC only is an experience bonus. Since the experience is locked to the mech... you'd have to pay to get it freed up to use on other mechs. (sure it also enhances GXP rate, but honestly you'll get that over the whole course of your gameplay anyway so that isn't really that big a deal).
Ballistics on a crab -- that would be the Crab hero. It's a way to get it directly for cash rather than the fluctuating prices of MC (which the typical MC amount bought can come out to the Crab's price being 15 dollars and 1 cent when the mech is 30% off the MC price in game). So it's cheaper to get it direct-cash.
Once upon a time the mechs released in four packs with long delays in between, with 1 of each class, and a tier you had to climb to get them. So the first would be 20, then 40, then 60 then 80 total... But if you just wanted the assault, the "A la carte" was equal to 35 dollars for just one, 30 for 2, and 25 for 3... So, yeah... This changed to the current one chassis system of 20 bucks (15 if it is a light). Back then though there wasn't any heroes for them, though the primary variant was effectively the collector's edition included instead of separate (and was physically unique instead of just unique in pattern.)
"Resistance" is the name of one such pack. "Resistance 2" became the second pack in that category. That's why it is called Resistance.
The packs each had a name.
Founders or "Operation Inception" (as incepting something is to create a starting point).
Phoenix (revival), the first of "Unseen" mechs (Mechs made "invisible" due to legal ramifications [or fears] about the issues with licensed art; and reviving them through making them unique from the original licensed art).
Invasion. The initial waves of Clan invaders. The order is somewhat off, but understandable since they wanted to value assaults as higher. (First mech encountered is the Masakari, aka the Warhawk.) Wave I and II are the initial mechs encountered, with Wave III being newer ones encountered later. The first two waves are ordered in terms of rarity, with the highest being the least common on the field.
Resistance.. these mechs played interesting roles in Battletech history at or close to the era that the Clans invade. Came in two waves since packs only include 4.
Origins; while Clan tech in lore is superior, the resources are very finite and so they begin getting the dust off of old mechs in storage. These happen to be upgraded versions of IS mechs from when the Clan ancestors, the former Star League of the IS, exiled themselves to take the bulk of the military might away from the individual houses in the hopes that they would stop fighting over who would become the next fuedal lord. (That plan obviously failed).
I'm sure there's more but bah.
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There's a number of light mechs that can use multiple machine guns. If it is using 6... I don't think any can have six on the arms, but there is oen that can have 6 total. The Arctic Cheetah Omnimech using one or two of the "Hero" omnipods.
Similar IS mechs include: Locusts (not tanky), Spiders (...depends), Firestarter hero (these would be in the torso though).. Raven Hero (this would be very distinct looking though).
Canned Beans, on 01 September 2017 - 09:25 PM, said:
Me and my buddy are really getting tired of the match making.
When we solo que, we almost win every match. When we group que it is extremely rare to win even a single match the entire day.
How can it be this bad, I know there are different ques but how? How can two people lose >90% of matches.
Easy.
Solo queue is all players by themselves.
Group queue has 2 minimum, to 10 and 12 player teams. (No 11 player teams for obvious reasons).
There is minimal to no skill based match making, only tonnage based.
Larger groups are more limited in their tonnage, but the coordination they have basically outdoes all else.
As two players, you're basically 2 guys doing your own thing... while your team could have 10 people doing theirs... or 8 people and 2 more doing theirs... or 6 and 4 or 6 and 2 and 2, or 4 and 4 and 2, or 4 and 2 and 2 and 2... etc.
And the other side may be in the same boat. But no matter what, the team with the most coordination will always win. Talk, get them on comms, find out what they need and fulfill those needs. Group combat is hard.
Here's an example.
We engaged a single person who wasn't communicating with his team, blissfully ignorant to all that goes on around him. His group member, the Dragon we encounter seconds later coming to stop us, is also obliterated. The original guy we killed gets on the public channel and says "Dude these ****** just killed me!" Suddenly 8 mechs are rushing over to deal with us.
Here's a group queue example where the enemies are NOT communicating, and the allies are not communicating, but me and my buddy are...
7 kills, 711 damage. Filmed by the buddy. I'm in the Hunchback 4G (this is why Hunchbacks are the most recommended medium in the game for new players.)
A barely coordinated casual group play, where the enemies are almost completely uncoordinated... notice they engage me individually and each die because of it. You must engage assaults as a group, you cannot win against the average assault in a pure one on one fight. And when you take assaults, you will get engaged by many enemies at once because that is the only way they will take you down without suffering losses of their own.
This was a 12 man. Unfortunately my mic did not record. We split our group into 3 lances, each with a lance commander. We had them in 3 sections of teamspeak with the Commanders able to communicate in between lances. I was, overall, the Assault Commander. I would coordinate between the Fast Lance and the Flank Lance. This is why I think it sucks that my mic didn't record. Lordred was head of the Fast Lance. I don't remember who was head of the Flank Lance.
We're using exclusively IS mechs.
This has a bunch of group queue matches with a decently sized group.
Each are different beasts but in each TEAM PLAY is OP.
Solo Queue - regardless of those who complain about the MM/PSR, the side that has a drop caller and most of the team wanting to work together, follow directions, communicate and are AGGRESSIVE will win most of the time.
.....................
Be satisfied when your W/L breaks even.
This! I have had so many games where everyone just huddled together behind some cover and got chipped away sniping, and then rolled with a coordinated push. Sometimes even if you suggest something like "Flank Left" people will just ignore you. This goes with the territory of random teams and they may have their reasons for the lack of team-play. And the game does mercilessly punish individual aggression (no better way to get instagibbed), while rewarding team aggression. In that sense -- although I regrettably have never been a real soldier -- I think the game mechanics simulate broadly actual combat dynamics. The group that takes risks together is rewarded (i.e., courage), individual recklessness is punished, and the team with too many "cowards" loses. In this context "cowards" are the players who play in an overly self-interested fashion: over-value staying alive (surprising since its only a game but people really really do not like to die in game) and hanging back until the late game after the enemy has been weakened by the "courageous" (or just impatient) players who have died. Bottom line: the team that pushes together as early as is tactically feasible wins.
Edited by Serpentine Shel Serpentine, 02 September 2017 - 06:29 AM.
I would love to play with more than just one other person but this game is a very, very, VERY hard game to sell to my friend groups. It's a slow paced tactical shooter being sold to a group of people who enjoy quake.
Like, it's kind of an uphill battle and the only option I can see is finding new people in-game which is equally hard because I've gotten so comfy in my own friend group I've almost forgotten how to engage new people.
Canned Beans, on 02 September 2017 - 06:48 AM, said:
I would love to play with more than just one other person but this game is a very, very, VERY hard game to sell to my friend groups. It's a slow paced tactical shooter being sold to a group of people who enjoy quake.
Like, it's kind of an uphill battle and the only option I can see is finding new people in-game which is equally hard because I've gotten so comfy in my own friend group I've almost forgotten how to engage new people.
Speaking of which do any of you lot want to play?
I'll play. Side note:
Sell them on Light mechs.
A light mech + a big engine + jump jets... With a single big gun or a few little guns and you're basically playing Quake.
Just uh... sell the "one life" as an additional challenge.
This is not the best example, but since I don't play light mechs that often and when I do, I'm terrible at high speeds...
So..
And why I suck at high speeds.
That versus me at almost stationary with the same mechs and weapons)
Gotcha. And yeah, anyway long story short there's a number of mechs that can be suited to quakees. I'm not so good with them unless I'm sporting missiles or lasers so I don't run them much myself. It does give some added flavor.
If we go into group queue together with just the two of us, go as big as you can get; our only advantage over the big guys is tonnage. Possibly communication if I strap my headset but my toddler likes to pull on the cord and my computer is on top of a book shelf to keep it out of her hands. Hopefully she'll be asleep by then. If you have MWO on steam or just have steam, message me on it. I use the same name. If not, well i refresh the forums pretty regularly so a private message will pop in my face on here when I refresh, so you can use that method to let me know when you're ready.
(Still seemed to be a decent shot even in that fast paced action, especially with trying to fend off two lights, and alternating between chasing the Raven and being chased by the Raven, and fending off the heavies and mediums that chased me, and chasing the Raven and the enemy Spider again, and... so much chasing, jumping and twitch shooting that it hurts to even watch.)