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Just Entered Tier 2 - Need Help


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#1 Sagara Sousuke 011011001

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Posted 05 March 2019 - 11:17 AM

Horseman recommended I post here. I've recently popped up to tier two and I am getting hammered. Would love some advice...I'll try and give as much info as I can.


I use two mechs predominately. A Bushwacker-x2 and a Warhammer-6r.

The Bushwacker started life as a RAC 5 build but in the hunt for DPS I went UAC 10 + 3 srm 4s. Then I went (2) UAC 10s and just this week I've pushed further and am running 2 UAC 10s + 2 srm 2. XL 270. I have missile and ballistic nodes, full armor, some radar derp and extra consum. (I use an artie and a uav)

The Warhammer started as a (2) AC 10 + 4 med lasers which worked well through to tier 3. At tier 3 I didn't feel I was getting enough DPS so I pushed in 2 uac 10s + med pulse lasers. I originally had a LE but when the update occured I went to an XL 275. I have UAC and laser nodes, speed tweak, mostly full armor a bit of operations and an extra consum. (I use an artie and a cool shot)

Obviously neither build is all that good for peaking. In a game like mine collective I typically try to take top early and shift right to take cover at the building to keep ramp open. For River City I try and take the middle area of the citadel and hold it for the team etc. I have serious problems on canyon network I noticed - slow to the fight...the longer ranges of fire etc.

Gameplay-wise I know how to torso twist damage. One weakness I am aware of is I aim for center of mass when I know I should go for components unless the target is cored. I remember last night for instance squaring up against a mc II with acs and i stupidly went center instead of taking off the arms.

You can look up my stats - generally excluding bad experiments on other machines, the two mechs above generally help me with a 1.2 and 1.3 KD and positive WL with scores in the low 260s. But since hitting tier 2 (which happened in the last week of last season) I'm struggling to get over 400 damage per game. (last night was better - i played about 6 matches KD was 1, I think we won 4 and had two matches with over 500 score)


Would appreciate any advice or if you have played me and have feedback I'd love to hear. Since hitting tier 2 I feel i've hit a wall and am not having fun.

Edited by Sagara Sousuke 011011001, 05 March 2019 - 11:27 AM.


#2 Andivari

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Posted 05 March 2019 - 01:12 PM

I know exactly how you feel...

When I moved up from tier 3 to tier 2 it very much felt like hitting a wall.... the addition of those tier 1 players were a noticeable difference. My match scores dropped drastically, my ktd tanked, and I did the same thing you did... tweaked my fits and got frustrated.

Ultimately I had rethink how I was playing.
  • I stopped looking at my listed stats
  • Stopped (still trying honestly) YOLOing in thinking I could manage.
  • Did my best to never be alone.
  • Used fits from some of the streamers, tweaking to taste.
  • Used in game comms.
Granted, none of that is probably revolutionary and some might not be applicable to you, but I'm closing in on tier 1 now and my match scores are looking so much better than where they were previously.... and I'm having fun.

Edited by Andivari, 05 March 2019 - 01:13 PM.


#3 Sagara Sousuke 011011001

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Posted 05 March 2019 - 01:33 PM

View PostAndivari, on 05 March 2019 - 01:12 PM, said:

I know exactly how you feel...

When I moved up from tier 3 to tier 2 it very much felt like hitting a wall.... the addition of those tier 1 players were a noticeable difference. My match scores dropped drastically, my ktd tanked, and I did the same thing you did... tweaked my fits and got frustrated.

Ultimately I had rethink how I was playing.
  • I stopped looking at my listed stats
  • Stopped (still trying honestly) YOLOing in thinking I could manage.
  • Did my best to never be alone.
  • Used fits from some of the streamers, tweaking to taste.
  • Used in game comms.
Granted, none of that is probably revolutionary and some might not be applicable to you, but I'm closing in on tier 1 now and my match scores are looking so much better than where they were previously.... and I'm having fun.



No. 5 I am a complete failure at...I need to get a mike. I do communicate via text but its limiting....

#4 Fleisy

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Posted 05 March 2019 - 01:56 PM

May I suggest an alternate loadout for the Warhamster? WHM-6R

LB10's have great damage and dps for their tonnage and heat, and their range and velocity matches PPC's rather well, allowing you to combine them with the LPPC's for some serious pinpoint alpha with decent ballistic dps to fall back on.

Edited by Fleisy, 05 March 2019 - 01:57 PM.


#5 Andivari

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Posted 05 March 2019 - 01:58 PM

Yeah, text usually works fine before and in the very early stages of the match, but once that first contact ping occurs it might as well not exist.

#6 Tesunie

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Posted 05 March 2019 - 02:09 PM

View PostAndivari, on 05 March 2019 - 01:12 PM, said:

I know exactly how you feel...

When I moved up from tier 3 to tier 2 it very much felt like hitting a wall.... the addition of those tier 1 players were a noticeable difference. My match scores dropped drastically, my ktd tanked, and I did the same thing you did... tweaked my fits and got frustrated.

Ultimately I had rethink how I was playing.
  • I stopped looking at my listed stats
  • Stopped (still trying honestly) YOLOing in thinking I could manage.
  • Did my best to never be alone.
  • Used fits from some of the streamers, tweaking to taste.
  • Used in game comms.
Granted, none of that is probably revolutionary and some might not be applicable to you, but I'm closing in on tier 1 now and my match scores are looking so much better than where they were previously.... and I'm having fun.




To be clear here, you've been able to have T1 players in your match since T3...

I would like to support your bullet points.

- Stats are fun and all, but don't let them dictate the game for you. Most times, that leads to frustration and "less fun". It's a game, play it for fun. I like to observe my stats just for progress on build development and how well I utilize some mechs. Beyond that, they are nice to know but not to be worried about.

- Never rush in alone. That rarely turns out well. It's a team game, and you've got the right idea. Work together as a team with your allies. They can't do it alone either...

- I don't mind people taking inspiration from someone else's build, but I also encourage one to devise their own builds as well. Experiment and explore different options and concepts. If something isn't working, do something else. What is there to lose with a bit of experimentation? (Besides some stats, and some C-bills you'll be able to earn back anyway.)

- Though I'm guilty of not using the comms, it's never a bad idea to get a little communication going in a match. Team game and all. Generally, just being near teammates is a really good idea, and listen to others if they do make a call. A plan, even a bad one, can often be better than no plan at all.


To be honest, I blasted through T2 right into T1 very quickly personally. T3 I recall being the hardest tier to get through, but at that time I was experimenting a lot with weapons I wasn't familiar with at the time. I went back to familiar builds and tactical applications, which is what saw me through to T1 (and I've now maxed out that bar.. which I don't think is where I belong).

For me, that reverting to more comfortable builds and tactics was going back to my LRM builds, as well as the release of the Huntsmen (one of my best performing chassis). For anyone else, it might be SRMs, ballistics, lasers... Often times, I find a person's performance is more about how comfortable they are with a build, rather than the build itself or even the tonnage of the mech. (For example, place me in an assault, and I normally have a poor performance. Place me into a Huntsmen, even a "weak" built one, and I tend to do better overall.)

Edited by Tesunie, 05 March 2019 - 02:11 PM.


#7 KursedVixen

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Posted 05 March 2019 - 02:43 PM

My only tip is, mostly what Tesunie pointed out, use a mech build your comfortable with, but never be afraid to try new things or even other peoples builds ,but always try to tune a build you got from someone into something better for you, i can relate to that with my Blood-ASP A i tried a couple of diffrent builds with it then i saw another build i really liked but decided to edit it to my liking and now i have a useful mech that i was seriously considering selling since i didn't have any luck with it til now.

#8 Phoenix 72

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Posted 06 March 2019 - 12:15 AM

Hello Sagara, if you enjoy the RACs, the Bushwacker X1 is a really nice mech to field Triple RAC2s. It is fairly powerful, allowing you to put out around 1200 damage purely with RACs, depending on your accuracy. And 3 RAC2s are producing less heat than 2 RAC5s for (almost) the same damage.

The Warhammer is quite a good Mech, too. But I would never put an XL engine into it, it is just not sturdy enough to warrant it. I play mine with 2LBX10s with 5 tons of ammo, 4 medium lasers, one AMS and the rest is engine and heatsinks. Strip the arms to save weight. In the early game, you will mostly be sanding off armour with the LBXs, but in the mid game the crits on all those open components are awesome. You just need to make sure you survive long enough. ;)

If you are having trouble with the game, I suggest to try to pick the most sturdy IS Heavy Mechs you can find (Marauder, Roughneck, Orion come to mind) and see how you do with them. Whenever I had problems, I picked those Mechs that took the most effort to put down. If the enemy spends all their heat killing you, they cannot kill your teammates as quickly. That's a form of utility, as well. ;) Which is why I put maximum surviveability on pretty much all my mechs from medium upwards.

#9 PhoenixFire55

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Posted 06 March 2019 - 02:09 AM

View PostSagara Sousuke 011011001, on 05 March 2019 - 11:17 AM, said:

The Bushwacker started life as a RAC 5 build but in the hunt for DPS I went UAC 10 + 3 srm 4s. Then I went (2) UAC 10s and just this week I've pushed further and am running 2 UAC 10s + 2 srm 2. XL 270. I have missile and ballistic nodes, full armor, some radar derp and extra consum. (I use an artie and a uav)


Personally I would suggest not mixing up weapons, that greatly differ in effective range and/or the way they deal damage (i.e. sustained fire vs frontloaded). IMO you should build your mech to do one thing well and then adjust your tactics accordingly.

For an X2 Bushwacker I would suggest a build like this. Bushwacker has fairly good frontal profile that allows you to spread damage rather well even when facetanking with sustained fire weapons like RACs, hence its one of the best chassis for said weapon. For this build you want to pick both enchanced UAC/RAC nodes, both magazine capacity nodes and nearly all armor and structure nodes. Since Bushwackers have quirks for additional armor, if you can't have all armor and structure nodes, focus on the armor ones as they would give you more. The build is rather cold, so you don't have to invest much into heat realated nodes and can focus on range and cooldown. I would suggest picking a lot of mobility nodes too in order to get speed tweak due to a rather small engine, but that is not really necessery.

In that mech you need a lot of facetime to dish the damage, so try either working with your assaults and shoot enemies while bigger guys beside you are getting focused, or aggressively flank and find angles where its hard for your enemies to shoot back due to terrain, elevation, torso angles or simply being engaged with the rest of your team and looking in other direction. The build isn't really suited for hunting lights, so focus on bigger targets.

View PostSagara Sousuke 011011001, on 05 March 2019 - 11:17 AM, said:

The Warhammer started as a (2) AC 10 + 4 med lasers which worked well through to tier 3. At tier 3 I didn't feel I was getting enough DPS so I pushed in 2 uac 10s + med pulse lasers. I originally had a LE but when the update occured I went to an XL 275. I have UAC and laser nodes, speed tweak, mostly full armor a bit of operations and an extra consum. (I use an artie and a cool shot)


Since Warhammer-6R has PPC specific quirks it is a good idea in my mind to utilize the weapon. PPCs on a 6R will have -10% generated heat and 20% extra projectile velocity. It is also a good idea on this mech because it isn't really great for poking, and you need to be able to dish your damage as soon as possible, hence frontloaded PPCs perform well. I would suggest something like this. It has a seemingly underwhelming 30 damage alpha, but PPCs and AC5s synergize really well, and that means your 30 damage would land into the same component easily up to 500-600m. Two 5s allow you to fire them indefinitely, which is good in terms of DPS when you need it more than peeking, like when you are fighting something within your PPC 90m minimal range.

For skill tree I would focus on survival, heat generation and weapon cooldown. Mobility is also very useful since Warhammer can spread the damage really well when you use empty arms as shields. Contrary to the Bushwacker it has additional structure quirks, so prioritize structure skill nodes for more benefits if you can't take all armor and structure ones.

Alternatively you can try something like this. A more or less standart laserboat with weapons selection dictated by range synergy and ghost heat limitations. You use this mech like any other based around IS LPLs, try to engage at around 350-450m, where most enemy short range weapons like SRMs do nothing and LBXs/MRMs spread too much. Again, 43 alpha damage might not seem like much, but you can do three in a row easily. LPL duration is 0.67s, which means that about 30 of that 43 alpha would be pretty much pinpoint. If it runs too hot, you can always downgrade ERMLs to just MLs, albeit with some loss of range synergy.

For skills just like any laserboat focus on heat generation/dissipation nodes, primarily operations tree. Also lots of survival tree nodes again. Range nodes also come in handy and easily aquired along the way to heat nodes in weapons tree.

A general note regarding all Warhammers is that they should be used to peek around the side of cover (tall buildings) rather than on top of cover (rolling hills). You can peek around the side with full height not worrying about your relatively low placed weapons, fire an alpha and immidiately torso twist to use arms as damage spounge or simply minimize your profile.

View PostSagara Sousuke 011011001, on 05 March 2019 - 11:17 AM, said:

Gameplay-wise I know how to torso twist damage. One weakness I am aware of is I aim for center of mass when I know I should go for components unless the target is cored. I remember last night for instance squaring up against a mc II with acs and i stupidly went center instead of taking off the arms.


A general gameplay tip would reflect what I've already mentioned above ... If you are getting killed on the frontline or simply lacking range - flank aggressively, but always make sure there is cover available at flanking position for you and little to no cover available for the enemy from your direction. 'Stick with the team' is a good concept, but not necesserily beneficial. Same way 'nascar' isn't necesserily bad either. What matters in flanking/nascar is not whether you do it or not, but what you do when you do it. If you can shoot the enemy constantly and at convenient angles along your flanking movement then it is good. Perfect if the enemy can't shoot you back or is forced to do so at extreme torso twist angles and/or without cover.

Also, do not be afraid to take the initiative. A team/player that takes inititative and dictates the range and manner of engagement is usually a team/player that wins. The more active you are and the more work you do, the more experience you get as a pilot. Learning from that experience translates into skill.

View PostSagara Sousuke 011011001, on 05 March 2019 - 11:17 AM, said:

Would appreciate any advice or if you have played me and have feedback I'd love to hear. Since hitting tier 2 I feel i've hit a wall and am not having fun.


I am afraid the game is typically considered less 'fun' at higher tiers regardless of whether you hit a wall or not. I would of course suggest joining a unit or simply making a few friends among solo players you run across often enough so you can drop in a group and have more fun this way. Joining a decent unit with TeamSpeak/comms also helps in terms of tips, mechbuilds and whatnot since you can easily ask people you know and do it quicker than via forums. That might not be for everyone, but I strongly recommend it since it usually prolongs the time you can tolerate the grind of the game by quite a lot.

In any case, hope any of this helps. If you have more questions or some specific questions feel free to ask. Also feel free to add me in-game. I'm sure same goes for most people helping out here.

Edited by PhoenixFire55, 06 March 2019 - 02:18 AM.


#10 Phoenix 72

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Posted 06 March 2019 - 02:37 AM

View PostPhoenixFire55, on 06 March 2019 - 02:09 AM, said:

For an X2 Bushwacker I would suggest a build like this. Bushwacker has fairly good frontal profile that allows you to spread damage rather well even when facetanking with sustained fire weapons like RACs, hence its one of the best chassis for said weapon. For this build you want to pick both enchanced UAC/RAC nodes, both magazine capacity nodes and nearly all armor and structure nodes. Since Bushwackers have quirks for additional armor, if you can't have all armor and structure nodes, focus on the armor ones as they would give you more. The build is rather cold, so you don't have to invest much into heat realated nodes and can focus on range and cooldown. I would suggest picking a lot of mobility nodes too in order to get speed tweak due to a rather small engine, but that is not really necessery.


A side note, this exact build works better on the X1, because it has 3 Ballistic Hardpoints in the side torso's, not 2 like the X2. So you have one more arm you can drop armour with to get more out of the build. Plus it has range quirks, IIRC, giving you a little more range, while losing some maneuverability.

#11 PhoenixFire55

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Posted 06 March 2019 - 03:23 AM

View PostDarakor Stormwind, on 06 March 2019 - 02:37 AM, said:

A side note, this exact build works better on the X1, because it has 3 Ballistic Hardpoints in the side torso's, not 2 like the X2. So you have one more arm you can drop armour with to get more out of the build. Plus it has range quirks, IIRC, giving you a little more range, while losing some maneuverability.


Quite so. But I wouldn't recommend buying an X1 when you already have an X2 just for a slightly better hardpoints for basically the same build or small quirk difference. Plus, second RAC in the same torso actually attaches itself to the top tip of the 'fin', and creates a nasty additional hitbox.

#12 Bloodwitch

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Posted 06 March 2019 - 05:51 AM

There is no difference in matchmaking for tier 2, 3 and 4. It's all the same.
The only difference is tier 1 and 5 as both don't meet eachother in any match.

#13 Tesunie

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Posted 06 March 2019 - 07:47 AM

View PostKunato Developments, on 06 March 2019 - 05:51 AM, said:

There is no difference in matchmaking for tier 2, 3 and 4. It's all the same.
The only difference is tier 1 and 5 as both don't meet eachother in any match.


Unless something changed, T1 is not suppose to drop with T4 or T5. T2 doesn't drop with T5s either (and vice versa). There is a separation of two tiers, which is why T3 can drop with anyone.

The current pairings are:
T1: T1, T2, T3.
T2: T1, T2, T3, T4, but if drops with T4, can't have T1 in match*.
T3: T1, T2, T3, T4, T5, But if drops with T1, can't have T4 or 5 in match. Same in reverse.*
T4: T2, T3, T4, T5, but if drops with T2, can't have T5 in match. *
T5: T3, T4, T5.

Thus is why T3 tends to actually be the hardest tier to get through, as you can't predict what skill level of players you are likely to be with. You might drop into an upper T1, T2 and T3 player match, or a lower T3, T4 and T5 player match. It's the wild card tier.

* I will make mention here that it is possible for T1 and T5 to drop together, but very "special" situations have to be achieved (waiting a long time for the match to form, with very low population. As in so low that it can't form a normal match otherwise).

#14 Andivari

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Posted 06 March 2019 - 08:26 AM

I was basing my statement on this...
https://mwomercs.com...ng-restrictions

It indicated that the matchmaking only introduced tier 1 players to tier 3 players when the queue was running long.

Admittedly it also indicated it may change though I did not locate an update after this.

#15 Sagara Sousuke 011011001

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Posted 06 March 2019 - 01:27 PM

View PostPhoenixFire55, on 06 March 2019 - 02:09 AM, said:


Personally I would suggest not mixing up weapons, that greatly differ in effective range and/or the way they deal damage (i.e. sustained fire vs frontloaded). IMO you should build your mech to do one thing well and then adjust your tactics accordingly.

For an X2 Bushwacker I would suggest a build like this. Bushwacker has fairly good frontal profile that allows you to spread damage rather well even when facetanking with sustained fire weapons like RACs, hence its one of the best chassis for said weapon. For this build you want to pick both enchanced UAC/RAC nodes, both magazine capacity nodes and nearly all armor and structure nodes. Since Bushwackers have quirks for additional armor, if you can't have all armor and structure nodes, focus on the armor ones as they would give you more. The build is rather cold, so you don't have to invest much into heat realated nodes and can focus on range and cooldown. I would suggest picking a lot of mobility nodes too in order to get speed tweak due to a rather small engine, but that is not really necessery.

In that mech you need a lot of facetime to dish the damage, so try either working with your assaults and shoot enemies while bigger guys beside you are getting focused, or aggressively flank and find angles where its hard for your enemies to shoot back due to terrain, elevation, torso angles or simply being engaged with the rest of your team and looking in other direction. The build isn't really suited for hunting lights, so focus on bigger targets.



Since Warhammer-6R has PPC specific quirks it is a good idea in my mind to utilize the weapon. PPCs on a 6R will have -10% generated heat and 20% extra projectile velocity. It is also a good idea on this mech because it isn't really great for poking, and you need to be able to dish your damage as soon as possible, hence frontloaded PPCs perform well. I would suggest something like this. It has a seemingly underwhelming 30 damage alpha, but PPCs and AC5s synergize really well, and that means your 30 damage would land into the same component easily up to 500-600m. Two 5s allow you to fire them indefinitely, which is good in terms of DPS when you need it more than peeking, like when you are fighting something within your PPC 90m minimal range.

For skill tree I would focus on survival, heat generation and weapon cooldown. Mobility is also very useful since Warhammer can spread the damage really well when you use empty arms as shields. Contrary to the Bushwacker it has additional structure quirks, so prioritize structure skill nodes for more benefits if you can't take all armor and structure ones.

Alternatively you can try something like this. A more or less standart laserboat with weapons selection dictated by range synergy and ghost heat limitations. You use this mech like any other based around IS LPLs, try to engage at around 350-450m, where most enemy short range weapons like SRMs do nothing and LBXs/MRMs spread too much. Again, 43 alpha damage might not seem like much, but you can do three in a row easily. LPL duration is 0.67s, which means that about 30 of that 43 alpha would be pretty much pinpoint. If it runs too hot, you can always downgrade ERMLs to just MLs, albeit with some loss of range synergy.

For skills just like any laserboat focus on heat generation/dissipation nodes, primarily operations tree. Also lots of survival tree nodes again. Range nodes also come in handy and easily aquired along the way to heat nodes in weapons tree.

A general note regarding all Warhammers is that they should be used to peek around the side of cover (tall buildings) rather than on top of cover (rolling hills). You can peek around the side with full height not worrying about your relatively low placed weapons, fire an alpha and immidiately torso twist to use arms as damage spounge or simply minimize your profile.



A general gameplay tip would reflect what I've already mentioned above ... If you are getting killed on the frontline or simply lacking range - flank aggressively, but always make sure there is cover available at flanking position for you and little to no cover available for the enemy from your direction. 'Stick with the team' is a good concept, but not necesserily beneficial. Same way 'nascar' isn't necesserily bad either. What matters in flanking/nascar is not whether you do it or not, but what you do when you do it. If you can shoot the enemy constantly and at convenient angles along your flanking movement then it is good. Perfect if the enemy can't shoot you back or is forced to do so at extreme torso twist angles and/or without cover.

Also, do not be afraid to take the initiative. A team/player that takes inititative and dictates the range and manner of engagement is usually a team/player that wins. The more active you are and the more work you do, the more experience you get as a pilot. Learning from that experience translates into skill.



I am afraid the game is typically considered less 'fun' at higher tiers regardless of whether you hit a wall or not. I would of course suggest joining a unit or simply making a few friends among solo players you run across often enough so you can drop in a group and have more fun this way. Joining a decent unit with TeamSpeak/comms also helps in terms of tips, mechbuilds and whatnot since you can easily ask people you know and do it quicker than via forums. That might not be for everyone, but I strongly recommend it since it usually prolongs the time you can tolerate the grind of the game by quite a lot.

In any case, hope any of this helps. If you have more questions or some specific questions feel free to ask. Also feel free to add me in-game. I'm sure same goes for most people helping out here.


So much good information, Thank You!

Your ac5 / ppc war-6r recommendation reminded me that I had tried it back during the event where you had to do damage with each AC type. It worked well and I think I just sort of forgot about it after the event.

Regarding side peaking with the warhammer, does it make sense to group weapons based upon left or right side rather than by weapon type. IE if i'm peaking my left side I can alpha just my left since the right is still behind cover?

#16 PhoenixFire55

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Posted 06 March 2019 - 02:18 PM

View PostSagara Sousuke 011011001, on 06 March 2019 - 01:27 PM, said:

Regarding side peaking with the warhammer, does it make sense to group weapons based upon left or right side rather than by weapon type. IE if i'm peaking my left side I can alpha just my left since the right is still behind cover?


It does a lot actually, I forgot to mention it. Some other mechs do it better than the Warhammer, but you can totally stack two PPCs and an AC5 into one torso rather than spread them symmetrically, much like I stacked three LPLs onto the right side on the laser build. You don't have to stack all weapons onto one side, but it is always a good idea to stack similar weapons. For example if you have a bunch of long range weapons and a bunch of short range backup weapons you can totally stack long range onto one side and short range onto the other. Same goes for high mounted weapons vs low mounted weapons.

Just have to be extra careful protecting the locations with majority of firepower. It can be very powerful on some chassis, like these Highlander or Cyclops for example. Basically the entire left arm + left side torso is just one huge damage sponge. And since they are packing a standard engine, losing that left torso does nothing to their speed and heat efficiency.

The other thing I probably should have mentioned is the location of ammo. You nearly always want to have a ton of ammo in the head, since ironically its the safest location due to hardly ever being hit. On a slow / big / non-jumping mechs legs are also a relatively safe location to put ammo to. For the one-sided builds you can also store ammo anywhere on the side with weapons if it has space since its the side you will be protecting. Obviously storing ammo on the opposite side is a bad idea if you plan to use it as a shield.

Armor distribution should mostly be your personal preference. If you feel you need more/less armor on the back or any specific location then of course feel free to change that. But ideally you want to have almost all of your armor up front and protect your back with spatial awareness and proper movement rather than armor. It is also tempting to strip a lot of it from legs and head for that extra ton of something, but it can always backfire. In terms of ammo, if you need an extra ton you are usually better of with those two ammo+ skill nodes in the weapons tree.

#17 Tesunie

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Posted 06 March 2019 - 05:29 PM

View PostAndivari, on 06 March 2019 - 08:26 AM, said:

I was basing my statement on this...
https://mwomercs.com...ng-restrictions

It indicated that the matchmaking only introduced tier 1 players to tier 3 players when the queue was running long.

Admittedly it also indicated it may change though I did not locate an update after this.


T1 can actually be dropped with T5. HOWEVER, very specific conditions (extremely low playing population, long match forming, etc) needs to be in effect for this to actually happen. It's extremely rare. In general, outside the extremely rare cases, T1 players never realistically see T4 or T5 level players. The lowest they will pair with are T3 players, and only after so much time of searching has already transpired. It looks for players of the same tier and slowly expands the search though tiers until it finds enough players to form a match.

#18 Horseman

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Posted 07 March 2019 - 03:29 AM

View PostSagara Sousuke 011011001, on 05 March 2019 - 11:17 AM, said:

I use two mechs predominately. A Bushwacker-x2 and a Warhammer-6r.

The Bushwacker started life as a RAC 5 build but in the hunt for DPS I went UAC 10 + 3 srm 4s. Then I went (2) UAC 10s and just this week I've pushed further and am running 2 UAC 10s + 2 srm 2. XL 270. I have missile and ballistic nodes, full armor, some radar derp and extra consum. (I use an artie and a uav)
Stick with UACs, skip the SRMs for either MLs/ERMLs or more UAC ammo.

Quote

The Warhammer started as a (2) AC 10 + 4 med lasers which worked well through to tier 3. At tier 3 I didn't feel I was getting enough DPS so I pushed in 2 uac 10s + med pulse lasers. I originally had a LE but when the update occured I went to an XL 275. I have UAC and laser nodes, speed tweak, mostly full armor a bit of operations and an extra consum. (I use an artie and a cool shot)
Right direction, bad build.
1. MPLs and UACs aim for different ranges. Use either standard MLs or ERMLs.
2. XL engines on a warhammer are generally bad due to its' hitboxes. If you took a LFE, your mech would survive far longer. LFE 280 allows more space for ammo, LFE300 gives you more speed. Your choice there.
3. Take note of the builds advised on Grimmechs: https://grimmechs.is...des?c=Warhammer
4. Unupgraded consumables are bad. You're also missing out on extra free damage / disruption you'd get from running arty strikes.
5. Speed tweak does not belong on mechs that don't go 90+ to begin with. You're wasting skill points that could dramatically improve your firepower, survivability or both.

Personally, I'd stay away from the laser duration nodes - 2/3rd of your mech's firepower comes from the UACs. The skill build focuses mostly on them and managing your heat, as well as survival: https://kitlaan.gitl...mor%20Structure

You could take away 4 nodes from Operations to get 2 more Skeletal and 1 more Armor nodes: https://kitlaan.gitl...mor%20Structure

As a rule of thumb with dual UAC10 builds, you want to stay in the 400-600 m bracket and avoid double-tapping too quickly (since that triggers ghost heat)

View PostFleisy, on 05 March 2019 - 01:56 PM, said:

May I suggest an alternate loadout for the Warhamster? WHM-6R
LB10's have great damage and dps for their tonnage and heat, and their range and velocity matches PPC's rather well, allowing you to combine them with the LPPC's for some serious pinpoint alpha with decent ballistic dps to fall back on.

LPPCs are not very efficient for heat or tonnage. I would use 4-6 MLs (Grimmechs advises 4, I use 6 with a smaller engine)

View PostSagara Sousuke 011011001, on 06 March 2019 - 01:27 PM, said:

Regarding side peaking with the warhammer, does it make sense to group weapons based upon left or right side rather than by weapon type. IE if i'm peaking my left side I can alpha just my left since the right is still behind cover?
Only if you already have groups by type and still buttons to spare. My mouse has five buttons, so I ended up with:
LMB - UACs
Thumb 1 - Lasers
Wheel - Lasers (chainfire)
Thumb 2 - Left Side
RMB - Right Side

Edited by Horseman, 07 March 2019 - 03:35 AM.


#19 Gagis

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Posted 07 March 2019 - 04:35 AM

View PostHorseman, on 07 March 2019 - 03:29 AM, said:

LPPCs are not very efficient for heat or tonnage. I would use 4-6 MLs (Grimmechs advises 4, I use 6 with a smaller engine)
Whoops. I had accidentally posted with my alt.

LPPC's are slightly better damage/ton than PPC's for slightly more heat. The trick with using PPC's of any type with LB10's and AC10's is how well they sync with them so you can fire everything for a strong pinpoint alpha into one component, and then twist and/or take cover if you are being shot back.

I consider the whole pinpoint damage thing to make them much better for this loadout than lasers.

I don't have the exact same loadout myself, since I am using a Black Widow which has only 2 torso energy hardpoints, so I have settled on XL300 and 2 normal PPC's instead.

#20 ImperialKnight

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Posted 12 March 2019 - 09:03 AM

At higher tier, you need to learn to become a more strategic player. It's not just the build anymore. Low tiers, you could get through with OP builds. But at high tier, everyone runs meta. so what makes you different?

1. Map awareness: Learn the maps, sense your team's movement relative to the enemy's. Positioning is key

2. Shots on target: Learn to pick off exact parts of every mech, so that you can target open components. And learn where the critical components of each mech are, e.g. See a Marauder, take out its RT and it loses 80% of its firepower, a Shadowhawk? LT. At high tier, it's about kill to damage ratio, and kill efficiency, not damage. You want high kills, low damage.

3. Armor sharing: Learn how/when to push frontline, and when to drop to second line. A 50% health mech with 100% of its firepower is worth 100% of its firepower. If you lose a match as the last guy with armor left, you're not sharing enough armor. Applies EVEN to light mechs. 2 guys left on the team and you have full armor as a light? You go in first.



In terms of build, the BSW is one of the best mechs for sword and board builds. RAC builds are fine, but not really maximising its potential.
Try these and see if like brawling,
https://mech.nav-alp...8f290f4d_BSW-X2
https://mech.nav-alp...44b6e07c_BSW-X2

If you find you prefer a dakka build, try this
https://mech.nav-alp...11382dee_BSW-X2

For the 6R, you could try something like this
https://mech.nav-alp...0374c352_WHM-6R
popularised by Th3B33f

Edited by ImperialKnight, 12 March 2019 - 09:22 AM.






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