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New Player, Need Suggestions For Mech

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#1 LostEngineer

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Posted 03 July 2018 - 04:36 PM

New Player needs suggestions for a better mech.

WARNING BAD JOKES AND REQUESTS FOR OPINIONS. Following

Well, hello there, I started last month and I’m the guy whose usual contributions to the game are opening with “Good luck and Happy hunting” followed by tortured screaming and sudden and probably very preventable grizzly death.

I’d appreciate any input on how to build a better mech. I’ve stalked the forums and watched youtube channels but I am apparently a “Special needs” engineer.

To explain, I’ll use by best mech (well “Best” as in fastest French soldier in a retreat way) I can’t get any other mech to behave, no matter how much I bribe them and tell them how good a girl they are (A word of the wise, never take dating advise from me).

I have a fully armored Catapult K2 with 2 ER PPCs, AMS, and a RAC2 and a light machine gun and this little thingy that tells time. Now, I know it makes as much sense as an Amish nudist, but I can explain.

The ER PPC weigh less and cough up less heat than the original 2 PPC’s + 2 medium lasers, they also shoot closer and a lot further than the original PPCs, so there’s that. I like that, since, at range, LRM dealers look at me salaciously like I’m a body builder at a cannibal convention. At brawl distance, assaults want to handle me roughly like this one time at band camp ... In... prison.

Did I mention, I like the range? I come from Warthunder and world of tanks, where angry 3 pixel tanks KO whack you from 3 kms out. These assault mechs standing out in the open at 600 meters, like a swimsuit model at a Comic Con, are just too tempting. I also like the unlimited ammo, since I’m past 30, have the reflexes of agitated rock moss, and tend to miss more than I connect. That said, I understand the ER PPCs are kinda hot and cranky (like a democrat in a Georgia county church) and tend to make my mech take emergency cat naps, but that’s where the RAC comes in.

In short, it’s my panic button for when any mech violates my personal safe space (anything under 500 meters) I can just hold down the trigger while the mechs cools, and channel bullets and bad feelings (and my agape fear and loathing) at the offending mech until the PPCs are ready again, or the red mech apologizes, or I’m somehow ghostly spectating a better player. I appreciate that the gun is at eye level, and cuddled up close to the cockpit. First because, the smoke obscures sight lines (If I can’t see them, they can’t see me right? Please say I’m right) Second, because any time the weapon is dangling off some distant arm it seems to be a ground-to-friendly-backside seeking weapon which is generally considered impolite by all parties. I also tend to use it more than I’d like because I end up danger close like the Spanish inquisition. (Hey if I got lost yet again and didn’t expect to be this close, than NOBODY ELSE EXPECTED IT!)

Lastly the machine gun is my end game weapon. As in it’s usually the only weapon I have at the end of the game. The RAC is like crack to piranhas and fleas, they usually sneak it, and steal it off before I’m even aware of the safe space violations. The ER PPCs I lose through heroic one on one dueling action or by walking too close to walls, whichever is manlier.

I found I need lots of armor, since these red marked mechs tend to shoot at me when I shoot at them. They don’t like getting shot at, I figured that one out all by my lonesome. Lastly, I’ve found I need reasonable speed (anything faster than 85 kph is like trans-warp drive to my crotchety reflexes) for retreating …… er …… I mean French style tactical repositioning.

In my first month’s playing, I’ve gone from 50 damage to 500 damage in this one mech, but I haven’t gotten such a climb from any others. I’m pretty woeful on kills, but the game gave me this “Big brother award” for stripteasing bad guy armor, I guess? Obviously there’s something wrong with me, so I need to compensate.

FYI, I also have an orkish Marauder with 3 Rac2s. I usually do about 700-900 damage in it (mostly to unsuspecting walls and hapless trees, but hey, they had it coming). The thing is, that thing attracts attention like a golden retriever puppy dresses as thor at a comic book store and as a result I don’t live very long.

So the requirements are. Long range, lots of shots, a panic weapon, an auxillary back up to the back up’s back up secondary panic weapon, lots of armor, good speed, eyesight borescope weapons, and hopefully not too much of a burden on my team, and hopefully not too much attention from those dastardly reds. Somehow the homely K2 weirdly works for me, but I think it’s time I start seeing other mechs (it’s not the mech, it’s me). Any suggestions?

#2 SuperMCDad

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Posted 03 July 2018 - 06:13 PM

Welcome. I'm not the normal welcome wagon, but can probably put you completely off track, until people who know what they are talking about come by. Most people will probably tell you that PPC's in general are rubbish. I quite like them myself, but they aren't generally liked by the meta crowd.

I'm assuming you have converted to endosteel and double heat sinks, and hopefully a light engine. This is a build I would suggest (noting that I just threw it together, and haven't tested it):

CPLT-K2

I run my K2 in a similar setup, but use dual HPPC, 2xML and 2x LMG.

I don't know how effective a single RAC2 and MG will be, that's why I suggested the other build. It's probably limiting the number of heatsinks you can pack in as well, which may be hampering things.

You may be tempted to put the PPCs in the torso's, but the high arm mounts allow for better hill humping ability, even though they are more vulnerable.

Try not to get too separated from your buddies, or the minimechs will still try to hump your legs. It's easy to do while you're focussed on those ER shots.

Good luck.

Edited by SuperMCDad, 03 July 2018 - 06:31 PM.


#3 Cloves

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Posted 03 July 2018 - 06:55 PM

Mediums tend to be ignored, the bushwhacker is a mini-marauder, tanky for
its weight. It can also run some of the same type of kitchen sink builds, but at later
Tiers folks mostly carry weapons for one range band and stick to it (with exceptions). Inner sphere mechs will be heartier than clanners but the weapons weights on the clans might appeal if you feel the need for a bracket build.

Edited by Cloves, 03 July 2018 - 06:58 PM.


#4 IllCaesar

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Posted 03 July 2018 - 07:21 PM

So a long-range mech, backup weapons to deal with pesky lights, not a burden on your teammate, and direct-fire weapons?

Well, my Catapult-C4 build accomplishes three of those four pretty well.

https://mwo.smurfy-n...56d170eb3302bbb

I wouldn't have brought it up for only meeting three of your criteria except that you already have a Catapult. It deals good indirect damage but better direct damage with TAG (as most LRMboats do). It can tear apart any light that thinks you're an easy kill with BAP and TAG - hit them with streaks and as they run hit them with both the streaks and the LRMs. Good LRM fire support is always appreciated, streaks allow you to defend yourself against most mediums, and the streaks allow you to run in for mop ups towards the end of a match and get a lot of component destructions because their armour will be open.

For something a little lighter you could try a Blackjack-1 along these lines:

https://mwo.smurfy-n...a4c80e090a45d43

The Blackjack-2 is also worth looking at as well:

https://mwo.smurfy-n...3496b8d93cf118a

The Blackjack line is extremely squishy so you have to make up for it by using those high mounts to hit hard and from afar.

For the nxt two Shadowhawk recommendations you have to forego backup weapons,though you can always drop one of the trio to add a SSRM6 or MRM20.

RAC2's generally need three or more of them to be any good and the Shadowhawk-2H is the lightest chassis available to do so effectively, having extremely high weapon mounts and room for jumpjets if you please.

https://mwo.smurfy-n...6d0e2d7be098aac

The triple PPC 2K may also be up your alley. Personally I prefer to run it with three ERLLs but PPCs have the poptart potential.

https://mwo.smurfy-n...12c85d1fce30237

The hero Enforcer, the Ghillie, sounds like something you would like as well. ECM, gauss rifle with quirks, four backup lasers, and that all coveted C-bill bonus. It's stock variant alone would probably please you.

The Raven-3L runs a bit light on armour and backup weaponry but with it's ECM and small profile it can be a prolific sniper with a simple 2 ERLL build.

https://mwo.smurfy-n...540d0f3773d3dd4

Also just so you know the K2 is a reasonably popular dual Gauss Rifle carrier as well, in case you didn't know. It's ballistic hardpoints are very high up yet not in the arms so they're reasonably well protected.

#5 Dragonporn

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Posted 03 July 2018 - 07:23 PM

Welcome LostEngineer.

SuperMCDad posted pretty good build and valid advices, as other folks, but I picked his build and modified a it a bit, because that's what you run now, will explain why: CPLT-K2

Firstly you need to understand that MWO works in such a way that having more weapons, backups of backups and etc is just eating up your space and fail in effectiveness hard. More same weapons you have (boating) the better, easier to manage, stronger alpha strikes, etc. PPCs aren't considered rubbish really, they are just not very beginner friendly, because they require full Velocity nodes to be more effective and very good aim, plus ability to anticipate enemy movements. I personally prefer PPCs on something more fast, agile and jumpy, like Shadow Cat or Arctic Wolf. But if you enjoy this weapon system, stick with it, you will learn and get better with it eventually.

Now, you need as much armor on your central torso as you can get, 4 on the back is fine, since if anything gets in your back, you're dead anyway, 2-4-6-10 armor there, doesn't matter. Then you need less armor on the head. Always go not more than 8-10 because headshot are extremely rare and only few chassis suffer from regular headhitting, CPLT is not one of them. Another thing is if you're running ER PPCs, you need as many heatsinks as you can get, I would even ditch Med Pulses for more heatsinks, but it's not very necessary, med Pulses are rather cold, and gonna be helpful backups. I'd also trade LMG for MG because it costs less and you get more ammo per tonnage. MG damage doesn't really matter, you use it to shoot open (unarmored) components to score critical hits, which will kill enemy mech pretty quickly, and that's where LMG comes in handy because of superior range.

This is Inner Sphere mech, so ranges on most weapons sucks, so you need as long as you can get for higher potential damage and longer range for critting, hence damage dropoff. Important stuff is to avoid putting ammo either in your central torso or side torsos, sometimes you will be forced to, but it's inadvisable for Heavy mech in particular. Put ammo in your head or legs, these are two spots that get hit the least, and so it won't explode. Your CT will be taking lots of hits, so keep it empty of ammo or important equipment as much as you can. And since LMG gives more ammo per tonnage, plus you can drop few skills in dakka ammo nodes, plus won't be shooting LMGs too much, 0.5 tons should be all you need. Might scrap off few more armor points from your legs if you want 1 ton of ammo for LMG, but that maximum and don't take armor away from any other component.

On Marauder note, 3R with x3 RAC/2s is super-duper-fun, very newb friendly and has insane DPS, plus Marauders are generally the toughest mechs, in my experience anyway, so you can brawl, and have good presence for facetime while unloading RACs. Something like this MAD-3R should do nicely.

P.S. Have fun, MWO is amazing game.

Edited by Dragonporn, 03 July 2018 - 07:31 PM.


#6 Phoenix 72

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Posted 03 July 2018 - 09:34 PM

Some random, non build advice:

Being shot at is great! In moderation. ;) As long as you survive the exchange with your weapons still there, you did a valuable service to your team and potentially more damaged team members.

If you keep getting swarmed by Lights, chances are you are out of position and considered an easy kill because there are no teammates around to help you. Even while sniping (especially while sniping) you should be with your team, rotating in and out of the front line to help others survive longer and protect each other. It improves your chance of winning.

Try out different Mech types and different weapons, even if they are something you are not comfortable with. If you know what they can and cannot do, you know how to beat them when people are using them on you.

Use voice to provide information, as well as the command wheel ingame.

Save your MC until there is a MechBay sale. You are eventually going to need a lot of them.

Welcome aboard. Have fun. Posted Image

***EDIT: If you can, always try to provide your complete build when you ask for build advice, it helps spot problems. Use Smurfy, like the examples provided above.***

Edited by Darakor Stormwind, 03 July 2018 - 09:47 PM.


#7 Pain G0D

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Posted 04 July 2018 - 12:24 AM

Welcome to happyland Lost engineer

What useless knowledge do i have to offer ? Lets see . Check out mechspecs .com , they have great build ideas and star
ratings for the best builds .


1.I think ER PPC and Rac2 are a bad combo , they are both heat hogs and horrible panic button combo . If i may suggest , normal autocannon 2 instead of Rac2 . Your choice of course .

2. You need to buy your mech skills in the firepower and survival tree until you capped at 91 . Until then it pretty much sucks . Sorry bro , thats the FTP grinding part .

3. Put 5 points in your back armour and all the rest forward Armour . You just need a bit of back armour to notice you being shot in the back so you can turn around and face the loser . Sounds risky ? not really , you have a very low chance of being back attacked to death but if all else fails reverse into a rock , the rock is your back armour and it has infinite armour points . make sure you have a rock or wall close by .

4. Always try to keep your position in the middle of the mech herd . Its the safest spot . Matters not if you are a sniper bull or LRM cow , stay in the middle and with your herd .

5. There is a concept in MWO called Boating . A boat is a mech that uses a bunch of the same weapon and nothing else . See what weapon hardpoints your mech has , swop out all his weapons and give him more than one of the same weapon and nothing else . A few super size weapons or a bunch of small weapons , it does not matter as long as you can alpha strike , hopefully more than once .

6. Sooner or later you gonna get the "warning Incoming missle" message . Somebody is trying to LRM you to death and there is no more disgusting or dirty death than Da LURMS . I would know , cause i love to LURM NOOBZ

Whats the best possible answer you might ask ? POWER DOWN YOUR MECH ASAP count to ten or twenty and power up your mech again . LRMS cannot track when you go cold . The Lurmer will most likely switch to someone else .
You will probably get that salvo but it wont kill you and i promise you will get less damage than running for cover or whatever else you think will work.

This trick only works if you in the middle of your herd and your mech is fresh . Posted Image

Edited by Pain G0D, 04 July 2018 - 12:27 AM.


#8 LostEngineer

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Posted 04 July 2018 - 11:25 AM

View PostDarakor Stormwind, on 03 July 2018 - 09:34 PM, said:

Some random, non build advice:

Being shot at is great! In moderation. ;) As long as you survive the exchange with your weapons still there, you did a valuable service to your team and potentially more damaged team members.

If you keep getting swarmed by Lights, chances are you are out of position and considered an easy kill because there are no teammates around to help you. Even while sniping (especially while sniping) you should be with your team, rotating in and out of the front line to help others survive longer and protect each other. It improves your chance of winning

Welcome aboard. Have fun. Posted Image

***EDIT: If you can, always try to provide your complete build when you ask for build advice, it helps spot problems. Use Smurfy, like the examples provided above.***


Thank you all for advise, i should be a better target from here on. Heres my k2, if the link works.

http://mwo.smurfy-ne...ef81331f28f7950

#9 Phoenix 72

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Posted 04 July 2018 - 12:17 PM

Well, that's not how I would build this Mech, but then, I for one can not hit worth crap beyond 600m. Which is why I choose weapons with an optimal range of 400-500m most of the time.

What is your accuracy with those PPCs? If you are not sure, you can take a look at your accuracy with every weapon type in your profile.

For example, for me, using Medium Lasers, it looks something like this:
Weapon Matches Fired Hit Accuracy Time Equip. Damage
MEDIUM LASER 454 19,072 12,752 66.86% 2 days 10:40:25 50,382

EDIT: If I was building this for myself, it would probably look like this.

https://mwo.smurfy-n...06bfc5ee59d90b0

I would use the 2 RACs as mid range suppression/dps and the medium lasers for anything that comes close. If you target a Light's legs, they often start running away quite quickly, as long as they are still able to. I would use the RACs because I cannot hit at long range too well. If you accuracy is good, there are plenty of other builds you can use, though.

Edited by Darakor Stormwind, 04 July 2018 - 12:33 PM.


#10 SuperMCDad

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Posted 04 July 2018 - 01:46 PM

View PostDragonporn, on 03 July 2018 - 07:23 PM, said:

Welcome LostEngineer.

SuperMCDad posted pretty good build and valid advices, as other folks, but I picked his build and modified a it a bit, because that's what you run now, will explain why: CPLT-K2

Firstly you need to understand that MWO works in such a way that having more weapons, backups of backups and etc is just eating up your space and fail in effectiveness hard. More same weapons you have (boating) the better, easier to manage, stronger alpha strikes, etc. PPCs aren't considered rubbish really, they are just not very beginner friendly, because they require full Velocity nodes to be more effective and very good aim, plus ability to anticipate enemy movements. I personally prefer PPCs on something more fast, agile and jumpy, like Shadow Cat or Arctic Wolf. But if you enjoy this weapon system, stick with it, you will learn and get better with it eventually.

Now, you need as much armor on your central torso as you can get, 4 on the back is fine, since if anything gets in your back, you're dead anyway, 2-4-6-10 armor there, doesn't matter. Then you need less armor on the head. Always go not more than 8-10 because headshot are extremely rare and only few chassis suffer from regular headhitting, CPLT is not one of them. Another thing is if you're running ER PPCs, you need as many heatsinks as you can get, I would even ditch Med Pulses for more heatsinks, but it's not very necessary, med Pulses are rather cold, and gonna be helpful backups. I'd also trade LMG for MG because it costs less and you get more ammo per tonnage. MG damage doesn't really matter, you use it to shoot open (unarmored) components to score critical hits, which will kill enemy mech pretty quickly, and that's where LMG comes in handy because of superior range.


Good call re. the LMGs. I normally run these with ML on my HPPC K2, as the ranges sync up better. They also sync better with the MPL, even though it has a bit shorter range. I do find that I can run out of ammo, even at one ton for 2 LMGs, so at half a ton you will have to hold them back until you see those exposed components. The extra heatsink may well be worth it though.

#11 DFM

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Posted 04 July 2018 - 03:51 PM

Learn to hit the "O" button and watch your heat instead of just relying on the shutdown to save you. Cuz sure, you won't pop from heat(most times...) but you probably just powered down in front of the guy who's pissed you just shot him. Taking some overheat damage while backing out/away can actually be lower damage than "playing it safe".

#12 Horseman

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Posted 04 July 2018 - 10:38 PM

View PostDFM, on 04 July 2018 - 03:51 PM, said:

Learn to hit the "O" button and watch your heat instead of just relying on the shutdown to save you. Cuz sure, you won't pop from heat(most times...) but you probably just powered down in front of the guy who's pissed you just shot him. Taking some overheat damage while backing out/away can actually be lower damage than "playing it safe".

Yep. Learning how to ride the heat scale without overheating too much and learning to build your mechs with that in mind is important to getting the most out of your lifespan in a match.

OP, while there are better chassis for it in that tonnage range and techbase (Jagermech DD), how about stripping the arms and using your torso hardpoints for 2xUAC/10 and 2xML? I run 4ML, but that's with an XL Engine.

Edited by Horseman, 05 July 2018 - 02:15 AM.


#13 Joanna Conners

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Posted 05 July 2018 - 03:05 AM

Quote

Did I mention, I like the range? I come from Warthunder and world of tanks, where angry 3 pixel tanks KO whack you from 3 kms out. These assault mechs standing out in the open at 600 meters, like a swimsuit model at a Comic Con, are just too tempting. I also like the unlimited ammo, since I’m past 30, have the reflexes of agitated rock moss, and tend to miss more than I connect. That said, I understand the ER PPCs are kinda hot and cranky (like a democrat in a Georgia county church) and tend to make my mech take emergency cat naps, but that’s where the RAC comes in.


Have you ever played World of Warships? I find it's a much better comparison to MWO than World of Tanks. Range is great! But if you open up on that appealing target, then you make yourself the appealing target to the rest of the team. Pick your battles. Be aware of your situation and surroundings. Know where your teammates are. If you're in a bad situation and alone, it's not the best idea to make everyone aware of you (at least where you're coming from, there's players who excel at that).

I think I'm just reiterating what you already know, but I thought I'd at least offer. I wouldn't beat yourself up for being over thirty. I'm closer to forty myself and my reflexes aren't suffering terribly... yet. :P That being said I do understand having issues with speed and accuracy... have you considered an LBX? Having a widespread shotgun blast can be really nice. I favor them myself. I used to be able to snipe a light's cockpit at 1,000 meters with a gauss rifle while it was moving flat out... but I'll also admit I was in the 20s and MWO was young. The LBX has that wide spread, it's powerful, it reloads fast, it's easy to learn. Give it a shot? Pun intended. Us old people like wit. :P

#14 Ruccus

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Posted 05 July 2018 - 03:40 AM

Using the limitations of not switching out the light ferro or endo steel, I whipped up a few builds that might give you some ideas:

CPLT-K2: 2xHPPC, 2xSPL, 2xMG. HPPCs are the main damage; SPLs and MGs for those underrunning the HPPC minimum range. You can also opt to remove the MGs and ammo to add an AMS and a ton of ammo.

CPLT-K2: Dual Gauss. Simple and old school. Could also drop down to a 250LFE and add a pair of small lasers for close combat but that makes it a touch slow for a heavy.

CPLT-K2: Heavy Gauss plus 4 MLs. Just a fun little build if you want to try out the Heavy Gauss. If you don't have a 280 engine you could also opt to put the stock 260 engine in and add some extra stuff like heatsinks and extra AMS ammo.

CPLT-K2: 2xRAC5 plus 2 MPLs. You seemed to like the RAC2 in the original build and I really like dual RAC5s in my Bushwackers, so you might want to try out a pair of RAC5s in your Catapult. The MPLs are just there for supplemental damage when the RAC5s jam.

#15 IllCaesar

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Posted 05 July 2018 - 01:21 PM

View PostDFM, on 04 July 2018 - 03:51 PM, said:

Learn to hit the "O" button and watch your heat instead of just relying on the shutdown to save you. Cuz sure, you won't pop from heat(most times...) but you probably just powered down in front of the guy who's pissed you just shot him. Taking some overheat damage while backing out/away can actually be lower damage than "playing it safe".


The reverse can be true if you back armour has been popped and they did some internal rear CT damage. I'm sure you already know this but I think it's worth pointing out to new players.

Of course if you have any ammo left in your CT it will probably cook off and kill you instantly so that's a notable concern.

#16 SilentFenris

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Posted 05 July 2018 - 09:02 PM

View PostLostEngineer, on 03 July 2018 - 04:36 PM, said:


I’d appreciate any input on how to build a better mech. I’ve stalked the forums and watched youtube channels but I am apparently a “Special needs” engineer.

I have a fully armored Catapult K2 with 2 ER PPCs, AMS, and a RAC2 and a light machine gun and this little thingy that tells time.

The ER PPC weigh less and cough up less heat than the original 2 PPC’s + 2 medium lasers, they also shoot closer and a lot further than the original PPCs, so there’s that. I like that, since, at range, LRM dealers look at me salaciously like I’m a body builder at a cannibal convention. At brawl distance, assaults want to handle me roughly like this one time at band camp ... In... prison.

Did I mention, I like the range?

In my first month’s playing, I’ve gone from 50 damage to 500 damage in this one mech, but I haven’t gotten such a climb from any others. I’m pretty woeful on kills, but the game gave me this “Big brother award” for stripteasing bad guy armor, I guess? Obviously there’s something wrong with me, so I need to compensate.

FYI, I also have an orkish Marauder with 3 Rac2s. I usually do about 700-900 damage in it (mostly to unsuspecting walls and hapless trees, but hey, they had it coming). The thing is, that thing attracts attention like a golden retriever puppy dresses as thor at a comic book store and as a result I don’t live very long.

So the requirements are. Long range, lots of shots, a panic weapon, an auxillary back up to the back up’s back up secondary panic weapon, lots of armor, good speed, eyesight borescope weapons, and hopefully not too much of a burden on my team, and hopefully not too much attention from those dastardly reds. Somehow the homely K2 weirdly works for me, but I think it’s time I start seeing other mechs (it’s not the mech, it’s me). Any suggestions?


Glad you are enjoying the Catapult and the Maurader. You may also want to try some Clan Mechs with high hardpoints that can also do a AC/PPC combo: Sunspider, Ebon Jaguar, and Night Gyr.

As for trying out something a bit different Clan Omni Mechs are great because you can change out the pods to get new hardpoints:
- Mad Dog 60t is that many pilots use for Missiles, but can be given Ballitics pods for double UAC10s.
- Stormcrow 55t is a fast medium mech, can do laser vomit and has great hitboxes. Can switch to SRMs.
- Shadowcat 40t gives you benefit of ECM. Usually used as a guass rifle or PPC sniper. Can swap to lasers/machine guns for close range chewing on opponents.
- Arctic Cheetah 30t has ECM & can sport PPCs for long range sniping. Most players put short range weapons on instead as lasers mixed with SRMs or Machine Guns.

Edited by SilentFenris, 05 July 2018 - 09:14 PM.


#17 LostEngineer

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Posted 05 July 2018 - 09:09 PM



"Have you ever played World of Warships? I find it's a much better comparison to MWO than World of Tanks. Range is great! But if you open up on that appealing target, then you make yourself the appealing target to the rest of the team. Pick your battles. Be aware of your situation and surroundings. Know where your teammates are. If you're in a bad situation and alone, it's not the best idea to make everyone aware of you (at least where you're coming from, there's players who excel at that)."

Love world of warship, its the only game ive ever tried where i have a respectable win/loss ratio. The problem is the other players, they are a lesson in misery. Now you guys, are all too nice to be real. Ill stick around just to be around tue other players.

#18 Brethren

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Posted 06 July 2018 - 12:29 AM

View PostLostEngineer, on 05 July 2018 - 09:09 PM, said:

Love world of warship, its the only game ive ever tried where i have a respectable win/loss ratio. The problem is the other players, they are a lesson in misery. Now you guys, are all too nice to be real. Ill stick around just to be around tue other players.

Fun observation 1: The communities of Battletech and MechWarrior go well back and it is not unusual to find gamers in their 40s or even 50s. For that reason discussions tend to be more civilised around here than in communities that are not that... well aged. Posted Image (That's not always the case, of course.)
The german ghost bears (GCGB) I'm with, I often get called "a young one"... at 35!

Fun obersvation 2: The topics here in "New Player Help", I find, are the most civilised on this forum. There's hardly any noob bashing since everyone here either acknowledges his or her newbie status or is participates to honestly help said new players. Posted Image

Anyway. Have you considered movin the ER PPCs on your -K2 to the torso? I know the mounts are lower but losing an arm would be hardly worth mentioning then. Plus you could the armor value on the arms, maybe to about 10. That would give you enough tonnage to up that RAC2 to a RAC5.
In the end RACs (long face time) and PPCs (long cooldown) don't mix perfectly but as long as it works for you, keep it.

Edited by Brethren, 06 July 2018 - 12:31 AM.


#19 MTier Slayed Up

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Posted 06 July 2018 - 01:00 AM

Welcome Ladies and Gentlemen to Drty's tips to quick success in MWO!

F2P Tips!

1. If you haven't already, complete the tutorial free moniez. The tutorial gives you the bare minimum basics but it isn't enough to find true success.

2. Faction Play = Free Mech Bays & CBills. Play this mode and play different factions frequently. There are merc units out there that would be happy to pick you up, which leads me up to my next tip:

3. JOIN A UNIT! Seriously, power in numbers. You can be a pug stomping machine, but you can only do so much against a coordinated 12 man.

4. Metamechs.com is still relevant! It's a good site to build off from. Laser vomit for example is probably the easiest playstyle to master. Alpha, torso twist/take cover. Rinse and repeat.

But that isn't what you want is it? You want game play tips right?!

1. LOOK AT YOUR SETTINGS! Seriously, take a few minutes to look at your settings and see your sensitivity. Roll with Arm Lock on or off. Personally, I virtually have no sensitivity other than my mouse settings, and I have arm lock on. I'm pretty damn accurate 90% of the time. Play around with it to see what suits you best. A good way to determine this is just go to testing grounds, pick a mech, and circle it while trying to maintain your reticle on a certain component IE - An Awesome's CT.

2. Roll with your team, but don't be the leader of it. Meaning, you want to stay somewhere in the middle (assuming you're piloting anything but a light). Follow the NASCAR, and if you're in an assault, assume where the NASCAR is going before you get left behind.

3. Alpha strike all day, everyday. There's no point in chain firing anything unless you're trying to avoid high ghost heat or you already have high heat in general.

4. Treat this game like it's a tank simulator. Because it kind of is except with pew pew beams and big boomers. In tank warfare, you want to have a height advantage. I cannot stress this enough how important this is and it's somehow ignored regularly.

5. Invest early into Aux and get those artillery strikes! These things will make light pilots poop their pants if they try to swarm you, and they're great at getting easy early damage on bunched up teams.

What if I'm willing to buy mechs with real currency?

Fear not my friend, for I suggest you to get these following mechs -

Commando - Death Knell. I've seen people use this frequently and do wonders with it.

Mad Cat - Death Strike. Probably the best assault in the game currently (This does not mean you'll be perfect when you pilot this. The pilot makes the mech, not vice versa).

Cyclops - Slepnir. Throw quad LBX 10's on this sucker and watch people fall apart. Or do Dual Heavy Gauss. This is a pretty godly mech.

Of those 3, I'd recommend the bottom two. The added benefit of piloting these two is that you get a hell of alot more C-Bills.

Good luck out there, future potato engineer!

Anymore questions - Feel free to PM me.

Edited by DrtyDshSoap, 06 July 2018 - 01:03 AM.


#20 Spheroid

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Posted 06 July 2018 - 08:32 AM

The I.S. range game is best served by ER Large, not PPCs. Buy something like a Battlemaster or Warhammer-6D.

Also why snipe? If you are consistently doing 700-900 damage with RACs that is a very good game. This game rewards damage over longevity or number of kills.

Other options are paired gauss/light gauss or boated AC-2 on the Rifleman/Jagermech.

Edited by Spheroid, 06 July 2018 - 08:59 AM.






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