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Mech Selection Question From Newbie


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#41 Koniving

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Posted 02 January 2018 - 05:11 AM

(About the Uziel emphasis found in the video: Uziel was just released at the time and was an unknown entity of unknown potential. I had no idea what to make of it. So when I first encountered one here, I didn't want to be the person that finds out first hand so I hesitated to move into its line of fire while it was backed up by the Jagermech. By the time of the Orion video, I had enough experience with Uziels to know that like Mad Cat MK IIs, they're just pushovers to well placed DPS and patience.)

Uziel hitbox; this is why the butt shots took out the left torso. I didn't know it was this big but I was aiming for the left side of the butt deliberately to get the left torso.
Posted Image

And here's the precious Mad Cat MK II that people say is so good.
Posted Image
Sort of explains why they are so easy to slaughter.
Like many Clan mechs of a similar shape, I just aim for the nose. Pretty easy to hit, can't protect itself from the sides, blinds the pilot pretty often, and best of all -- all these phallic Clanners have a big CT nose hitbox. So the narrow CT groin doesn't hinder me much.

Sadly the hitbox for my NightStar isn't out yet... Very curious about it.

Edited by Koniving, 02 January 2018 - 05:13 AM.


#42 Horseman

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Posted 02 January 2018 - 07:28 AM

View PostDragonporn, on 02 January 2018 - 03:11 AM, said:

After some more digging, I found out that Artemis system gets bonuses only if engaged in LOS (that true?),
Partially true. As far as I know (and I may be wrong on it), Artemis provides two types of bonuses - lock speed (always) and missile clustering (if you have LOS)

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But the problem I see that with heavy mech I need loads of jets to have acceptable ascend time.
They're not built for sustained flight. LRM poptarting does not require you to hold LOS the whole time - quickly get that lock, fire a salvo and use the remainded of your thrust to avoid leg damage when falling.

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Since Nova is in trials, I took it for a spin. Thanks to the fact that it's medium, it has quite impressive speed, is rather small and makes it good for flanking. It also has jets installed, so going around, above and re-position for quick shots without drawing attention of entire enemy team works, while with heavy I have to stay in bunch, because if I stray too far, couple of light can take me apart laughing.
Then you might want to try faster mediums in general - Nova has a 5x engine-to-mass ratio, which can be outdone by mechs like Griffin, Assassin, Phoenix Hawk, Shadow Cat, Ice Ferret and Viper.

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Btw, isn't any LRM boat completely defenseless against rushing, brawlers and DPS builds in general?

That depends on several factors.

Rushing: If you've been too static, then yes. A good LRM boat will stay on the move, always trying to get a better firing position.

Brawlers: If you let yourself be isolated from your team and have no backup weapons. The secondary hardpoints depend on the mech, obviously, so on some mechs you can carry more close range weapons than on others. Most of my LRM boats carry at least 20 points worth of brawl-range alpha.

Ranged DPS: To shoot you, they have to see you. If you're doing it right, they either never get to see you for long enough to focus or you're the least important target in their sight.

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And on gonads, since they are covered with 88 armor, and usually obstructed by legs, while twisting, is it really that vulnerable target? I mean there were much more spectacular results when I got my leg shot off, where I store LRM ammo... Or left/right side of the torso which is less armored and I either lose heatsinks or main weapon systems leaving me completely defenseless.
On most mechs, firing there lands the damage either on CT or legs.

Edited by Horseman, 02 January 2018 - 07:32 AM.


#43 The Basilisk

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Posted 02 January 2018 - 08:20 AM

View PostKoniving, on 31 December 2017 - 10:29 AM, said:

Invented as in having the ability to change it. Before the detection range was tied to X distance from the ECM range with a strong and weak layer. The strong layer basically being no detection and the weak layer being a malleable distance which sensor improvements can 'overcome' in the old pilot skill tree with advanced sensors one and two.

Thus before the only ability to separately change that range was as an enemy to the ECM using advanced sensors to overcome the malleable "weak" layer of ECM. This "ECM" thing allows us to change the "Strong" layer's size over the malleable weak layer, growing it back to something close to the original layer.

The old malleable layer was within 200 meters 180. Later advanced sensors was given the ability to affect it, increasing the malleable layer range to 220ish and 250 meters respectively.

When ECM initially got nerfed to 90 meters, the malleable weak layer was still 70 meters beyond the within ECM range, and anything beyond that was still undetectable. Not sure how close to civil war this was changed, but as such... a new mechanic... if you consider duct taping a new variable to a previously hardset number a 'mechanic'.

According to you, we can now increase the strong distance from 600 something meters (which is strange but cool to find out) to 213 meters, meaning the malleable range is then >213 down to 90 meters.

So yeah, that's a pretty new mechanic (being able to mess with it... as before it was not a number that the ECM user could change.)


You are mixing things Kon.
The 90m bubble is where the ECM is effectively disrupting enemy communications and electronic equipment like Artemis, NARC and the ability to lock on to an enemy with missiles at all.
Also the 90m bubble is where the ECM protects friendly Units.
This does not change with the ECM skill in skilltree.
Only thing affected is the sensor disrupting effect of ECM aka the range reduction on wich you are detected by enemy mechs.

#44 Koniving

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Posted 02 January 2018 - 08:41 AM

View PostThe Basilisk, on 02 January 2018 - 08:20 AM, said:

Only thing affected is the sensor disrupting effect of ECM aka the range reduction on wich you are detected by enemy mechs.

Also described as the "Malleable weak" ECM range, just outside of the "low signal range", but inside the range where the ECM user shows up on your sensors as a flickering pain. The range where sensor advances can be increased in order to overcome sooner rather than later, allowing you to lock the user outside of the True Jam range, but inside and past the "No Target" window.

I didn't mix anything.

#45 BTGbullseye

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Posted 03 January 2018 - 12:04 AM

View PostKoniving, on 02 January 2018 - 05:11 AM, said:

And here's the precious Mad Cat MK II that people say is so good.

It's good for reasons other than "best borderline OP hitboxes in the game"... You may be able to target it fairly easy, but when it's putting 150+ damage into you in under a second, for several seconds, it tends to make people run away. (I can do this with all of the MCIIs)

It's not meant to be a tank, but a walking weapons platform with great weapon layouts.

Edited by BTGbullseye, 03 January 2018 - 12:04 AM.


#46 Koniving

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Posted 03 January 2018 - 08:01 AM

View PostBTGbullseye, on 03 January 2018 - 12:04 AM, said:

It's good for reasons other than "best borderline OP hitboxes in the game"... You may be able to target it fairly easy, but when it's putting 150+ damage into you in under a second, for several seconds, it tends to make people run away. (I can do this with all of the MCIIs)

It's not meant to be a tank, but a walking weapons platform with great weapon layouts.

And what weapons are delivering 150+ damage in under a second for several seconds?

#47 CFC Conky

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Posted 03 January 2018 - 09:03 AM

View PostKoniving, on 03 January 2018 - 08:01 AM, said:

And what weapons are delivering 150+ damage in under a second for several seconds?


Yeah, I want to get some! Posted Image

#48 Dragonporn

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Posted 03 January 2018 - 02:22 PM

Man, I love this game, it so much fun. Really sorry I didn't get into it earlier. The only gripes I have are random framerate drops, but from what I hear it plagues pretty much everyone and a little too heavy on microtransactions, but it's expected from F2P and at least it's not plain P2W, from what I can judge.

Anyway, went for this build:
http://mwo.smurfy-ne...630ac7527c0f1df
https://kitlaan.gitl...9d7cc#s=Weapons
I know it's not the best (probably sucks), but it works for me so far. If team is decent I end up with 700-1k damage done pretty often. On plus side: this mech is INSANELY tanky, also I didn't expect that I can actually survive and even kill some brawlers, unless they kamikaze charge me, with LRM + TAG and a bit of help from L-Lasers. I was really underestimating TAG, this thing is magic. Overall build isn't too hot, so I can sustain fire, well... better than my previous builds anyway.

Now I seriously thinking about getting Nova, will wait for a sale a bit, if not, I'll grab it anyway. This build looks pretty sexy to me:
http://mwo.smurfy-ne...a95d4f89b86bec2
What do you say? Not sure about skill tree, guess will figure something out.

And couple of side questions:
- If I get lucky and win one of few free mechs, which one would you suggest? In all honestly I'm not very interested in any of them, so can I grab most expensive one to sell or take it for parts? Anything else?...
- What's the best thing to buy for MC? People say that they're running out of mech bays like water and they are on sale, worth picking?
- Is there any sense in opening Supply Caches? 50k C-Bills looks like a best deal to me, but if anyone has better idea...

Edited by Dragonporn, 03 January 2018 - 02:23 PM.


#49 BTGbullseye

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Posted 04 January 2018 - 08:26 AM

View PostKoniving, on 03 January 2018 - 08:01 AM, said:

And what weapons are delivering 150+ damage in under a second for several seconds?

I was able to do it with dual UAC20, 6x ERSL, (or 2x-4x HML) and an airstrike. Averaged to about 150 damage per second for 4 seconds. (110 initial burst from main weapons, the rest from the airstrike, was done to 3 mechs though because of the airstrike placement)

I know, I cheated. Posted Image

Average for this build is 110 over 3-4 seconds, all dealt in the first second. Repeatable several times before UAC jamming occurs. (it takes almost a minute of near-constant firing to overheat)

View PostDragonporn, on 03 January 2018 - 02:22 PM, said:

Man, I love this game, it so much fun. Really sorry I didn't get into it earlier. The only gripes I have are random framerate drops, but from what I hear it plagues pretty much everyone and a little too heavy on microtransactions, but it's expected from F2P and at least it's not plain P2W, from what I can judge.

Anyway, went for this build:
http://mwo.smurfy-ne...630ac7527c0f1df
https://kitlaan.gitl...9d7cc#s=Weapons
I know it's not the best (probably sucks), but it works for me so far. If team is decent I end up with 700-1k damage done pretty often. On plus side: this mech is INSANELY tanky, also I didn't expect that I can actually survive and even kill some brawlers, unless they kamikaze charge me, with LRM + TAG and a bit of help from L-Lasers. I was really underestimating TAG, this thing is magic. Overall build isn't too hot, so I can sustain fire, well... better than my previous builds anyway.

Now I seriously thinking about getting Nova, will wait for a sale a bit, if not, I'll grab it anyway. This build looks pretty sexy to me:
http://mwo.smurfy-ne...a95d4f89b86bec2
What do you say? Not sure about skill tree, guess will figure something out.

And couple of side questions:
- If I get lucky and win one of few free mechs, which one would you suggest? In all honestly I'm not very interested in any of them, so can I grab most expensive one to sell or take it for parts? Anything else?...
- What's the best thing to buy for MC? People say that they're running out of mech bays like water and they are on sale, worth picking?
- Is there any sense in opening Supply Caches? 50k C-Bills looks like a best deal to me, but if anyone has better idea...

Not a bad missile build for that mech, glad you're enjoying it. Posted Image

I think a dual PPC build for a Nova is a bit of a waste... I'd go for one that had a ton of medium, small, or micro lasers, and use it as a superbrawler. (that is what they're best at) There are other mechs that do dual PPC better.

Edited by BTGbullseye, 04 January 2018 - 08:36 AM.


#50 Koniving

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Posted 04 January 2018 - 08:33 AM

That you did.

Also that Airstrike provided you with abysmal hits. You're aware each airstrike hit does (or at least used to do) 40 damage per bullet, right?

#51 Dragonporn

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Posted 07 January 2018 - 09:19 PM

Need some advice from you guys again. Just got King Crab, it is probably best looking Assault in the game for me, plus it was on sale, I'd grab it at some point anyway, why not now? So, I went for this build (btw, guess there's something wrong with smurfy, since I did exactly this build and I had more tonnage leftover which I put in armor):
KGC-000

- RAC seems nice dps-wise, but spin up time can screw you, it takes very accurate timing. Would it be better idea to swap for AC/UAC or better stick with RAC?
- Not sure about snub-nose PPC, I wanted to test this thing out, but I have x2 ER PPCs in my stock, which I think might work better, or maybe just standard PPC? Light?
- This mech is slow, so the only chance I have against missiles is reducing barrage damage with AMS, does it makes sense?
- I'm not sure CASE helps with this build, and yes, losing arm is common practice...

What I wanted is something that can fight on close-mid range, be tanky, slow but onload solid damage. Literally speaking, something without lasers and missiles. I read up somewhere that 000 is good with ballistics in particular, so I went for it. If you know some good builds based on these ideas, lay it on me, please.

On the other note, I'll hold out on Nova for now. I want to concentrate on IS mechs first and then, when I level 2-3 of them at least I might transit on Clans. So, since in Medium IS there are only Bushwacker and Crab (Cicada supposed to be bad choice for begginer) what builds would you recommend?

#52 Horseman

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Posted 08 January 2018 - 01:17 AM

View PostDragonporn, on 07 January 2018 - 09:19 PM, said:

Need some advice from you guys again. Just got King Crab, it is probably best looking Assault in the game for me, plus it was on sale, I'd grab it at some point anyway, why not now? So, I went for this build (btw, guess there's something wrong with smurfy, since I did exactly this build and I had more tonnage leftover which I put in armor):
KGC-000

Drop Light Ferro and take a Light Fusion Engine, then you'll have more tonnage to work with (and quite possibly a bit of extra top speed). 2xUAC10 or 4xUAC5 are common choices for main weapons on the KGC. 6xUAC2... not recommended, runs hot as hell and is less effective than 2xRAC5 you're using right now.

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- Not sure about snub-nose PPC, I wanted to test this thing out, but I have x2 ER PPCs in my stock, which I think might work better, or maybe just standard PPC? Light?
RACs run hot - you don't want to pair another set of heavy, hot weapons with them. Medium Lasers or Medium Pulse Lasers, perhaps.

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- This mech is slow, so the only chance I have against missiles is reducing barrage damage with AMS, does it makes sense?
Bigger engine and points in the Mobility tree for Anchor Turn and Speed Tweak

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- I'm not sure CASE helps with this build, and yes, losing arm is common practice...
If my memory serves - and I may be wrong on this - CASE only stops damage from transferring if the ammo explosion was in the same component.

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What I wanted is something that can fight on close-mid range, be tanky, slow but onload solid damage. Literally speaking, something without lasers and missiles.
Mauler and Annihilator are also popular options.

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I read up somewhere that 000 is good with ballistics in particular, so I went for it. If you know some good builds based on these ideas, lay it on me, please.
You can always try the default 2xAC20 (not UAC/20), since the mech is specifically quirked for that. 40 points of pin-point damage HURTS like hell.

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So, since in Medium IS there are only Bushwacker and Crab (Cicada supposed to be bad choice for begginer) what builds would you recommend?
There are other options - Enforcer, Centurion, Griffin, Hunchback, Shadow Hawk, Assassin and Blackjack all have useful variants. The big question is what do you expect your medium mech to do.

Edited by Horseman, 08 January 2018 - 01:19 AM.


#53 Leone

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Posted 08 January 2018 - 08:41 AM

View PostDragonporn, on 07 January 2018 - 09:19 PM, said:

- RAC seems nice dps-wise, but spin up time can screw you, it takes very accurate timing. Would it be better idea to swap for AC/UAC or better stick with RAC?
You pretty much already covered the why of switching. Without the hefty ppcs, you could take four ac5s or uac5s (to taste.) I feel that Rotaries are lower overall dps, but higher burst damage, better for mediums or fast heavies. As an assualt you'll wanna be able to hit folk the moment the pop outta cover. You're too slow to hide an poke yourself.

View PostDragonporn, on 07 January 2018 - 09:19 PM, said:

- Not sure about snub-nose PPC,
I would counsel against it. The King Crab can overheat offa ballistics alone, so I always want lower heat lasers or missiles, and plenty of heatsinks for serious sustained fire.

View PostDragonporn, on 07 January 2018 - 09:19 PM, said:

- This mech is slow, so the only chance I have against missiles is reducing barrage damage with AMS, does it makes sense?
Correct

View PostDragonporn, on 07 January 2018 - 09:19 PM, said:

- I'm not sure CASE helps with this build,
Correct, the case is useless, since there's no ammo in that location to protect. Awesome job losing arms though, the King Crab is easy enough to blow the torso offa, so that means your shielding well.

So, here's KGC-Uac. I used the same bones as your build, so no need to mess with engine or light ferro. That said, you'll probably run outta ammo if you're doing well. You could switch to ac5s. Try 'em out, play around, figure out which you like best.

~Leone.

Edited by Leone, 11 January 2018 - 08:22 AM.


#54 Feezou

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Posted 09 January 2018 - 11:28 AM

My first was a Night Gyr. Not too friendly, but kicks ***.

#55 Dragonporn

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Posted 09 January 2018 - 11:31 PM

Put x2 AC/20 and x1 ER PPC on my King Crab. I think it works absolutely wonderfully, especially with 000 quirks.

Now I also tried to build Bushwacker into something like this (what's wrong with smurfy? In-game armor/weight distribution is different):
BSW-X2 (SRM 6)

Also been thinking to switch for something like that:
BSW-X2 (LB 10X)
But it doesn't seem like it will feel much different. With SRM I get 3 mounts instead of 2 and higher burst damage I think.

SRM 6 build works quite alright in FP Scout missions, but in QP or Invasion it doesn't. To be completely honest - I have absolutely no idea how to handle Medium Mech. My Heavy MAD feels very natural and perfect for me, KGC is rock solid as well. I even have some idea how to play Light ones, did lots of test drive with Trials and they feel quite comfortable as well, but Medium doesn't. It is too slow for hit & run and because of that it isn't very good for taking out isolated mechs. Too fragile to go toe to toe with heavies and lacks maneuverability in brawls to avoid hard strikes that can instakill or put to near death, but I suspect I'm just bad at it.
The only luck I had with it was catching Lights out of position and mercilessly murdering them 1 on 1, as well as successfully defending Heavies or Assaults from Light attacks. Other than that, if caught out of position, you're as good as dead, while Heavy or Assault have a fat chance to back out and Light can dodge lots of stuff because it's small, fast and very agile. While I don't see Medium as a good mech for brawl, I don't fancy an idea of it being sniper/missile boat. What am I supposed to do with it? How are you guys using Mediums?

Edited by Dragonporn, 09 January 2018 - 11:32 PM.


#56 Ruccus

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Posted 10 January 2018 - 12:40 AM

The Bushwacker armour is different on Smurfy's because it doesn't add armour quirks into the build data. It shows the same amount of armour that any other 55 ton mech would have. You have to go into the 'Mech Quirks' section of Smurfy's to read each mech's quirks to find the Bushwacker's extra 72 points of armour.

For my BSW-X2 I like to run things like dual LB10X, dual AC10, and dual RAC5s. With dual AC10s you'll either have to go with an XL engine or a 225LFE (which puts you at 66kph). With dual LB10Xes or dual RAC5s you have enough tonnage left to go with a 250LFE or higher. My 'missile' Bushwackers are the BSW-P1 and the BSW-S2, but if I were to run my X2 with missiles maybe something like an MRM60 build might work.

Another nice build that I use on the BSW-X1 which fits on the X2 is the AC20+SNPPC build. It's a nice 30 point Pin-Point Front-Load Damage loadout.


Edit: For general medium mech tactics, I'd suggest to start that you just follow around an assault mech teammate and be his wingman. Fire at what he fires at, support him in a push, attack lights that come to harass him. Stick by his side and try to keep him alive for as long as possible.

Edited by Ruccus, 10 January 2018 - 12:45 AM.


#57 The Basilisk

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Posted 10 January 2018 - 12:57 AM

View PostDragonporn, on 09 January 2018 - 11:31 PM, said:

Put x2 AC/20 and x1 ER PPC on my King Crab. I think it works absolutely wonderfully, especially with 000 quirks.


Combining brawling and longrange Weapons on a slow chassis while both weapons do high heatbursts is....unwise.Posted Image
If you want to combine AC20 with an energy component use MPulse lasers or Mlasers and additional heatsinks.
The only remotely sane reason to use a longrange "sniping" weapon like the ER PPC on your KGC would be farming assists in the first match phase to optimize your match gains, expecting to be droped on maps where you never will be able to use your short range weapons anyway....and quite honestly in that case change the mech or remove both ACs, install a second PPC and some big MRMs and additional heatsinks.

View PostDragonporn, on 09 January 2018 - 11:31 PM, said:

Now I also tried to build Bushwacker into something like this (what's wrong with smurfy? In-game armor/weight distribution is different):
BSW-X2 (SRM 6)


There is a ton free in your build and you have armor on an unused arm. --> remove armor upgrade both lasers to pulse since you plan that mech for brawling in scout anyway.


View PostDragonporn, on 09 January 2018 - 11:31 PM, said:

Also been thinking to switch for something like that:
BSW-X2 (LB 10X)
But it doesn't seem like it will feel much different. With SRM I get 3 mounts instead of 2 and higher burst damage I think.


That build is okish if you have troubble aiming or if you just want to go for high damage scores.

View PostDragonporn, on 09 January 2018 - 11:31 PM, said:

SRM 6 build works quite alright in FP Scout missions, but in QP or Invasion it doesn't. To be completely honest - I have absolutely no idea how to handle Medium Mech. My Heavy MAD feels very natural and perfect for me, KGC is rock solid as well. I even have some idea how to play Light ones, did lots of test drive with Trials and they feel quite comfortable as well, but Medium doesn't. It is too slow for hit & run and because of that it isn't very good for taking out isolated mechs. Too fragile to go toe to toe with heavies and lacks maneuverability in brawls to avoid hard strikes that can instakill or put to near death, but I suspect I'm just bad at it.
The only luck I had with it was catching Lights out of position and mercilessly murdering them 1 on 1, as well as successfully defending Heavies or Assaults from Light attacks. Other than that, if caught out of position, you're as good as dead, while Heavy or Assault have a fat chance to back out and Light can dodge lots of stuff because it's small, fast and very agile. While I don't see Medium as a good mech for brawl, I don't fancy an idea of it being sniper/missile boat. What am I supposed to do with it? How are you guys using Mediums?


Well you do not go toe to toe anywhere in mediums.(except scouting)
You either do strafing runs on engaged mechs, you peek, you "jumpsnipe" or you try backstabbing ensnared enemys.
The key is to keep moving in your fights. never stay and fire. Or if you do so for longrange fire move as soon as your salvo is out. Never stay on a spot (except the enemy is blind, has obviously broken leggs or is otherwise so incapacitated that he can not get to you in any way possible)
Firesupport for heavys also works quite well (not for assaults .. or only for the faster ones) you just have to learn how to move with them..and I do not mean from A to B but rather how to do armorsharing and doing combat as a team.

The last thing you can do requires the most skill.
Meds are a bit faster and more agile than most heavys.
Use this to do position fighting and flanking attacks.
A Flanker/harrasser is a mech that has comparable speed and weapons to most heavys but not their staying power when it comes to conti fire...also you realy need to know the maps well.
The moment you notice an enemy going into standard positions you have a pretty good idea where most of his friends will be in most ocassions. You now select a route to them that has sufficient cover and multiple free firing lanes on their possible positions to fire on them and hinder them to group up or form a murder ball.
Some will try to follow you others will hold or retreat.
Essential is the choice of the right distance and to know when to break of. If you realize that their formation is breaking or if you notice a portion of them giving chase swing back to your friendlys.
As soon as that happened go into support formation with heavys or meds.

#58 Horseman

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Posted 10 January 2018 - 05:50 AM

View PostDragonporn, on 09 January 2018 - 11:31 PM, said:

Now I also tried to build Bushwacker into something like this (what's wrong with smurfy? In-game armor/weight distribution is different):
Smurfy doesn't show quirks or skill tree bonuses in the mechlab. Allocate armor by remaining points rather than by allocated points (eg, if Smurfy shows you have no points left to allocate, then your armor in that location should be maxed out in the mechbay), with the exception of rear torso where the allocated value in Smurfy is what you should use in Mechlab.


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SRM 6 build works quite alright in FP Scout missions, but in QP or Invasion it doesn't.
Not surprising. QP and Invasion are very different from Scouting - while there are builds that work in all modes, there are also some that aren't as versatile.

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To be completely honest - I have absolutely no idea how to handle Medium Mech.
Scout, flanker, skirmisher, fire support for heavier mechs. With a short range brawler, keep your head down and stick with your team, conserving as much armor as possible until the enemy is close enough for you to engage.

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The only luck I had with it was catching Lights out of position and mercilessly murdering them 1 on 1, as well as successfully defending Heavies or Assaults from Light attacks.
Yep.You're also a counter to Heavy and Assault mechs due to your superior mobility if you use it right.

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While I don't see Medium as a good mech for brawl, I don't fancy an idea of it being sniper/missile boat. What am I supposed to do with it? How are you guys using Mediums?
I've got multiple successful medium mech builds, and most of them are short to medium range:

ASSASSIN ASN-21 - "fat light" with 42-point alpha
BLACKJACK BJ-1 - Sniper with 2xAC2 + 4xML
BLACKJACK BJ-1X - Extremely fast 8xML laservomit
BLACKJACK BJ-2 - Streakboat
BUSHWACKER BSW-P1 - SSRM DPS brawler with 6xSSRM4 + TAG
BUSHWACKER BSW-X2 - dakkaboat, currently running 2xUAC10 + 2xML
CENTURION CN9-A - UAC10+2xML+3xSRM2 brawler
CENTURION CN9-AH - UAC20 (or AC20, preference may vary) + 3xSRM2 brawler with LFE. Currently skilling it out, durable as hell.
CENTURION CN9-D - Glass cannon LB10+2xMRM10+2xML skirmisher.
ENFORCER ENF-4P - Agile UAC20+4xML brawler. Can do LFE255, can do XL300. Not dissimilar from Centurion AH, but has a bit of horizontal movement on its' arm-mounted AC20 which the Cent doesn't.
ENFORCER ENF-5P - Dakkaboat or LBX boat - I've ran builds with 2xRAC5 and builds with 2xLB10X, both performing decently.
GRIFFIN GRF-2N - ECM brawler with 2xML + 4xSRM6 and enough agility to deploy them in the enemy's rear armor.
GRIFFIN GRF-5M - MRM (40, I think? Might be 30...) + 2xML brawler with 4xLMG
HUNCHBACK HBK-4P - 9xML Laservomit (duh)
HUNCHBACK HBK-4SP - MRM brawler with 2xMRM20 + 4xML + LFE 225
HUNCHBACK HBK-4J - LRM boat (duh)
KINTARO KTO-18 - SSRM DPS brawler
SHADOW HAWK SHD-2K - 2xLL + 3xSRM6 sniper/brawler
TREBUCHET TBT-7M - MRM60 fire support. It's basically a mech-sized Claymore mine with a pair of legs.

Edited by Horseman, 10 January 2018 - 10:17 AM.


#59 Leone

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Posted 10 January 2018 - 08:56 AM

View PostDragonporn, on 09 January 2018 - 11:31 PM, said:

While I don't see Medium as a good mech for brawl, I don't fancy an idea of it being sniper/missile boat. What am I supposed to do with it? How are you guys using Mediums?

I offer this match as an example. Now, don't get me wrong, I made plenty of mistakes, but someone way back had wanted to know what I thought of the Nova, which is a favourite of mine, so I went out and captured my next match. . The first mech I drop in had some lrms cuz I was screwing around, and gets defeated by massed ams, as it should. Note however, how my mech stays near the front, holding my own locks as I can, but behind the advancing heavies. That's what you wanna do, note the lack of incoming fire. Think vulture, you wanna play as an oppourtunist.

Second mech has some decent range, so I play more of the hide an poke gameplay which I'm not a fan of. Note the constant displacing, rather'n staying in one spot. I could do it better, move around more. Third mech gets impatient with my allies, gets skylined, focus fired, and gets dead. Last mech I said screw it, offered to go out with honour, had my request accepted and flanked to engage. You can brawl with a medium, just don't expect to last. Think ambush predator. Note how the second and fourth mechs are the ones who really brought the hurt. Notice what the first and third did wrong. Learn from the mistakes as well as the successes.

~Leone.

Edited by Leone, 10 January 2018 - 09:07 AM.


#60 Burning2nd

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Posted 10 January 2018 - 11:05 AM

when you can drop a few million a few times a day..

day after day after day.... it wont matter..

there are a lot of combinations that you guys dont do because you use the stupid *** online mech builder ****....

Dont come here and act like you have figured out how pgi works.. lol cause you lie'n

and if you spend less time posting and more time in the seat.. you would know





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