Nilaos' Quick Start Guide
This is written with the intention as a basic guide for players who have already completed the tutorial, and has some basic definitions & tips to just get into playing MechWarrior, without too much pain.
For more advanced information, try the MWO Guides subforum, and the unoffical guide to MWO. Both are good sources of information, and feel free to ask questions if there is anything you're not sure about.
I'll start with the basics:
Movement
Health - Armour & Structure
Where's my HP bar? Why did I die so quickly?
What's that bar on the right side of the map?
With that out of the way, and before you continue, it's important to understand the engagement ranges, as they determine which weapons are effective. This is, of course, based of my own experience, but should be relatively accurate.
Close-Quarters: <250m - This can be difficult to get into, unless the team as a whole makes a determined push - or you're in a very fast mech. (The range where IS smiles grimly)
Standard engagement range: 300-400m - This is typically where you will spend most of your time engaging the enemy, and where you set up for a push.
Intermediate range: 400-500m - The range where you will fire while moving to close with the enemy/get to cover near them to prepare for a push. (The range where Clan starts to go LOL at IS)
Long Range: >550m - Sniper battle/LRM duel range. (The range where Clan laughs louder at IS)
In addition, whenever you want to shoot at an enemy 'mech, always start by pressing 'r'. It allows you to get valuable targeting information, so you can get the kill quicker. In addition, it also can make your team aware of the enemy, and draw fire to them to make the kill happen even quicker.
You may also want to refer to the tactics comics. These are a valuable resource for all levels, and can make your life easier as a new player finding your way around the maps. If you are ever unsure, just stay with the bulk of the team, but don't hesitate if someone says 'push!'.
Weapons
There is a wide variety of weapons in MWO, many of which have different behaviours, and the vast majority of which are viable, at least somewhere. Due to the number, I'll spoiler them so you can look by category.
Energy
The most common weapon class of MWO, there are energy weapons for nearly every situation.
Ballistics
Guns. These are all physics weapons, and you may need to lead and adjust for shell drop at long range, but these can be very punishing weapons if used well. Requires ammunition.
Rockets & homing missiles. These come in all flavours, and are slower projectiles than ballistics. Requires ammunition.
Information ("is ammunition")
A distinguishing feature of the game is the importance of information to victory. Best used to support LRMs or ATMs in hurting enemy 'mechs. These usually feature in more advanced play, and thus are not the most useful for newer players, with the exception of Artemis. Active Probe & TComps also offer useful buffs, but the priority should always be making sure the 'mech build is viable before equipping them.
Engines - What are they, and What's an XL?
Engines provide speed, and bigger engines weigh more. The size & type of engine used in any mech can vary greatly, but there are only a few types.
Consumables
What do these do? How do I use them?
Current Trial 'Mechs (21/1/18) [TODO:UPDATE]
As a new player, you will only have access to the trial 'mechs to start with. Don't worry, over you first 25 matches you will also receive a bonus, which will go a long way to letting you get your own 'mechs, but the trials are all tried and tested builds, and a good place to start. For each weight class, I'll list the two Clan 'mechs, then the two IS ones.
Lights
Small & Fast, but squishy. Low tonnage limits weapon options, but smaller ones can speed-tank. All can be focused to death if too close though, and it's not recommended to go alone unless you can go unseen (Requires ECM).
Jack-of-all-trades 'mechs. Able to move at a decent speed, while still having solid firepower, but limited armour. Try to avoid getting focused, as you will die quickly.
Moderately large targets, less mobile than mediums, but tougher & nastier than mediums. The core of any team.
Big & Slow, but the most armour & guns you'll see on anything. Typically relied on to deal & take damage and lead team attacks.
Edited by NILAOS, 28 December 2020 - 06:09 AM.