Edited by MechWarrior Daddoo, 16 February 2018 - 10:40 AM.
Medium Mech Guide.
#21
Posted 16 February 2018 - 10:38 AM
#22
Posted 16 February 2018 - 10:46 AM
MechWarrior Daddoo, on 16 February 2018 - 10:38 AM, said:
Easiest thing to do, is play around in http://mwo.smurfy-net.de/mechlab
As you work on different builds, watch the weapon numbers, if they go from blue to yellow, you know you are going to take ghost heat if you fire everything.
Another good part of Smurfy, is this page here: http://mwo.smurfy-net.de/equipment
about half way down, you get to a chart that shows you heat per weapon, and what happens when ghost heat takes effect.
For instance, 1 AC/20 is 6 heat, so by that you would think that 2 AC/20's would generate 12 heat, yet due to ghost heat it generates 23.5 heat
#23
Posted 16 February 2018 - 10:56 PM
MechWarrior Daddoo, on 16 February 2018 - 04:32 AM, said:
1. Don't play with override on (O key, you will see a giant red "OVERRIDE ENGAGED" flashing on the top of your HUD) until you've learned to manage your heat better. If you go over 100%, your mech will start taking internal damage until you cool back to under 100%. Override is used in situations where it's preferable to take internal damage than turn yourself into an easy kill for the enemy.
2. In the mechbay loadout screen, you will see a yellow alert in the top left if any of your weapons are above the Ghost Heat threshold (note that some weapon types are linked with each other, eg Gauss Rifle counts for PPC ghost heat).
3. Group your weapons so that no single group can trigger Ghost Heat.
#24
Posted 17 February 2018 - 07:24 AM
#25
Posted 17 February 2018 - 07:58 AM
MechWarrior Daddoo, on 17 February 2018 - 07:24 AM, said:
For now, keep the AMS, as you play more, you will learn the tricks for making LRM's a non issue, then you could drop the AMS.
As for the armament, try it out and experiment.
#26
Posted 17 February 2018 - 08:48 AM
You can fire up to six combined C-ER small, C-ER medium, Clan medium pulse, and Clan small pulse lasers before incurring ghost heat. You can only fire five heavy smalls, and you can only fire four heavy mediums.If you add even one C-ER small laser to a group of four heavy medium lasers, the game will react as if you had fired five heavy medium lasers and apply that penalty to you. Likewise, if you add a single heavy medium laser to a group of five C-ER smalls, the game will behave as though you had fired six heavy medium lasers and slap you with a massive heat penalty spike.
If all that sounded confusing, well... it kinda is. Some of the linkings appear arbitrary, the damage limit of the groupings is wildly inconsistent (the limits yield 40 damage with 4 heavy mediums, but 48 with 6 C-ER mediums or 6 Clan medium pulse, 30 with 6 C-ER smalls and 30 with 5 heavy smalls, but only 24 with 6 Clan small pulse, a pitiful 19.2 with 8 C-ER micro, and 21.6 with 8 Clan micro pulse... and they're all in the same ghost heat group), and the game does a frankly terrible job of explaining its own inner workings.
If you see that warning appear in mechlab, check which weapon put you over the line, and which weapons it is linked with on the heat penalty table I linked in my last post. Whichever weapon is hotter, that is the one you're going to get the penalty for, even if the cooler weapon was the one which put you over the limit. Some weapons only incur a token penalty, but others will straight up end you.
The TL;DR is this: when it comes to ghost heat, err on the side of caution until you are well acquainted with the game mechanics. The inner workings of the ghost heat system are pretty convoluted and absolutely merciless.
#27
Posted 17 February 2018 - 10:52 AM
WrathOfDeadguy, on 17 February 2018 - 08:48 AM, said:
You can fire up to six combined C-ER small, C-ER medium, Clan medium pulse, and Clan small pulse lasers before incurring ghost heat. You can only fire five heavy smalls, and you can only fire four heavy mediums.If you add even one C-ER small laser to a group of four heavy medium lasers, the game will react as if you had fired five heavy medium lasers and apply that penalty to you. Likewise, if you add a single heavy medium laser to a group of five C-ER smalls, the game will behave as though you had fired six heavy medium lasers and slap you with a massive heat penalty spike.
If all that sounded confusing, well... it kinda is. Some of the linkings appear arbitrary, the damage limit of the groupings is wildly inconsistent (the limits yield 40 damage with 4 heavy mediums, but 48 with 6 C-ER mediums or 6 Clan medium pulse, 30 with 6 C-ER smalls and 30 with 5 heavy smalls, but only 24 with 6 Clan small pulse, a pitiful 19.2 with 8 C-ER micro, and 21.6 with 8 Clan micro pulse... and they're all in the same ghost heat group), and the game does a frankly terrible job of explaining its own inner workings.
If you see that warning appear in mechlab, check which weapon put you over the line, and which weapons it is linked with on the heat penalty table I linked in my last post. Whichever weapon is hotter, that is the one you're going to get the penalty for, even if the cooler weapon was the one which put you over the limit. Some weapons only incur a token penalty, but others will straight up end you.
The TL;DR is this: when it comes to ghost heat, err on the side of caution until you are well acquainted with the game mechanics. The inner workings of the ghost heat system are pretty convoluted and absolutely merciless.
I think I saw this come into play on my Stormcrow. I've been running 2 er larges in the torsos and 4 er mediums in the arms. I have one more er medium in the head. I fire it in a third group when/if I remember it's there. I tried firing the arms and torsos at the same time -- 6 er lasers in my mind -- but I failed to take the ghost heat of the larges combined with the mediums and almost shut down with one shot. Thank you all again for the advice. I have been applying it in matches and it has helped me.
Edited by MechWarrior Daddoo, 17 February 2018 - 10:53 AM.
#28
Posted 17 February 2018 - 07:17 PM
MechWarrior Daddoo, on 05 February 2018 - 04:01 PM, said:
this is a premade canned answer
New medium ‘Mech pilots often mistakenly use their higher speed to get into trouble early and die right away. Mediums can start to pack the big boy guns but lack the raw firepower and protection to solo fresh heavys and assaults head on. Don’t stray too far from your teammates but try to find new angles of attack without beelining into the enemy. Their high versatility makes them great workhorses when used properly.
It sounds like you already have the right idea.
Edited by Kin3ticX, 17 February 2018 - 07:42 PM.
#29
Posted 17 February 2018 - 08:00 PM
Kin3ticX, on 17 February 2018 - 07:17 PM, said:
this is a premade canned answer
New medium ‘Mech pilots often mistakenly use their higher speed to get into trouble early and die right away. Mediums can start to pack the big boy guns but lack the raw firepower and protection to solo fresh heavys and assaults head on. Don’t stray too far from your teammates but try to find new angles of attack without beelining into the enemy. Their high versatility makes them great workhorses when used properly.
It sounds like you already have the right idea.
Thanks for saying that. I have done exactly what you said about getting too aggressive. I got into a bad position and died early. One of my early cadet match teammates even recommended I un-install the game. That pissed me off a little and drove me to learn to play smarter and get better. I've really learned from watching my buddy play, even though he only plays assaults. I've been trying to follow the tips i've been given here. I've also learned a great deal from watching MWO videos/streams. What I like the most about medium mechs is that I can avoid being the focus of the enemy. So long as I stay with bigger mechs. I can then step up to share armor -- and take the focus off of them -- after they've taken a beating.
#30
Posted 17 February 2018 - 08:18 PM
#31
Posted 17 February 2018 - 08:56 PM
Best advice I can give you is: Keep moving, don't stay in one place too long. Use your speed advantage to out-maneuver your opponent.
If you grow tired of Mediums and want to start playing with Heavy mechs, I'd suggest the QKD as it has the speed and handling of a 50-55 ton Medium, but greater capacity for armor and weapons. The 5K is my personal favorite loaded with 6 MPL.
Enjoy the much maligned Medium class, I know I do!
Jody
#32
Posted 18 February 2018 - 09:55 AM
#33
Posted 18 February 2018 - 03:47 PM
#34
Posted 19 February 2018 - 09:11 PM
#35
Posted 20 February 2018 - 09:11 AM
To someone that wants a challenge, I recommend learning to
Dragons really teach how to work with less than great hit boxes, as they have an easy to hit CT/ST from almost any angle thanks to their nose. To help mitigate this, they are extremely agile, like more agile than some medium mechs, so if you can learn how to twist to spread damage (the Centurion is a fantastic teacher of this skill), you can mitigate this down to make the mech viable. The second skill they teach is a bit harder to get down, but it is using your arms to shoot behind you, when you are being chased (as a cavalry mech, this will happen). The trick to it, is to have your FoV setting back far enough that you can use your side windows and have arm lock off, if you can get this skill down, it really helps on mechs like the Bushwacker (if you use that RA ballistic and LA missile mounts) and the Storm Crow... but again those two mechs don't really stress this skill, as they are very strong as head on mechs.
#36
Posted 20 February 2018 - 12:32 PM
Metus regem, on 20 February 2018 - 09:11 AM, said:
Dragons really teach how to work with less than great hit boxes, as they have an easy to hit CT/ST from almost any angle thanks to their nose. To help mitigate this, they are extremely agile, like more agile than some medium mechs, so if you can learn how to twist to spread damage (the Centurion is a fantastic teacher of this skill), you can mitigate this down to make the mech viable. The second skill they teach is a bit harder to get down, but it is using your arms to shoot behind you, when you are being chased (as a cavalry mech, this will happen). The trick to it, is to have your FoV setting back far enough that you can use your side windows and have arm lock off, if you can get this skill down, it really helps on mechs like the Bushwacker (if you use that RA ballistic and LA missile mounts) and the Storm Crow... but again those two mechs don't really stress this skill, as they are very strong as head on mechs.
#37
Posted 20 February 2018 - 02:13 PM
Horseman, on 20 February 2018 - 12:32 PM, said:
This has been my DRG-5N since the tech update, I run her as a hit-and-run mech / squirrel chaser.
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