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Sustainability For Fw (Loadout Discussion)


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#1 FRAGTAST1C

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Posted 11 April 2019 - 12:05 AM

Last night was the first proper experience for me in FW (the previous one I had was when I was in the group list and got picked up for FW just 'cause I had simply loaded my Drop deck). Anyway, my Drop Deck is as follows:-

1. Urbie Street Cleaner (2 ERLL + 1 ERML)
2. Marauder Bounty Hunter (ERPPC + 6 ML + AC20)
3. Griffin Ares (Snubnose PPC + SPL + 2 SRM6)
4. Atlas Kraken (2 MRM 30 + AC20)

Scout :- Stealth Paralyzer (2 Flamers + 4 SPL + 2 SRM6 running at 115 kph with JJ thrown in for good measure but XL engine though)

Despite the Urbie not being skilled at all, I actually did better with it than the Ares and at times, the Bounty Hunter. The Atlas was a hit-'n'-miss 'cause out of the 4 matches that I played, 2 were stomps but I did reasonable damage with it, 1 was a d/c and 1 was a draw where I barely scratched any mechs 'cause of the hilltop harassment from light mechs and the missile barage from the opposite hill on Alpine).

I wanted to buy new mechs to test things out but it was late and now, the PTS is down (all the sweet, sweet MC and GXP Posted Image)

Anyway, I was thinking of trying the Warhammer Black Widow, Grasshopper 5H and maybe the Roughneck. I hadn't fully thought about the loadout yet but I was definitely positive of doing something like 3 LPL + 4 ERML for Grasshopper, Shotguns for Black Widow and Heavy Goose Waffle for the Roughneck.

Any thoughts?

#2 vonJerg

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Posted 11 April 2019 - 12:36 AM

start here: https://mwomercs.com...n-faction-play/
also, you might wanna check this mech loadout site: https://grimmechs.is...list=specialist

#3 Horseman

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Posted 11 April 2019 - 01:30 AM

First thing, you'll need several drop decks.
One mid-range (think 600m engagement range)
One long-range sniping - ERLL / ERPPC / Gauss / AC2
One brawl

Second, for your Scouting mech pick something reasonably fast and brawly - KTO-18, GRF-2N, SHD-2D2 would be my picks there, although BSW-P1 was my go-to mech for a while (built as a streakboat). You'll also want a fast light mech in your other Scouting deck (think Wolfhound, Locust, Flea or Javelin) if your team wants to do attack by just getting the beacons instead of by combat.

Edited by Horseman, 11 April 2019 - 01:34 AM.


#4 Captain Polux

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Posted 11 April 2019 - 03:08 AM

I gave you the links to grimmechs and denairwalker's spreadsheets a couple of weeks ago, use those resources...

#5 Teenage Mutant Ninja Urbie

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Posted 11 April 2019 - 04:30 AM

^
see the above.

there is no golden "use this deck, all the time"-deck.
a 'good' faction-deck depends on the map, the mode, and for a very big part on your team. 'we' drop in groups in faction for a reason (outside of the pts).

examples: a good midrange-laservom-grashopper is great on many maps & modes - and totally useless for conquest.
same for your marauder etc - it is always situational. (btw: try 2xppc+gauss on the Mar - or 6ML+hvyGauss. both work very well on BobaFett)
-your good brawly atlas is awesome on siege-attack first wave - unless you bring it 3rd-4th wave, or your team decides to bring something totally different (example: assassin-rush, urbiewave).

if you liked the faction-pts, best thing you can do is try the current 'real' thing. try to get in a group, and everything will be more fun, more organised from there-on. Posted Image

Edited by Teenage Mutant Ninja Urbie, 11 April 2019 - 04:32 AM.


#6 Nesutizale

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Posted 11 April 2019 - 05:35 AM

How much of a differance is there between normal FP and the PTS we just had in terms of player teams?
Last time I played FP as a solo player I was allways in groups of other solo players that got stomped by 10-12 people teams.

PTS seamed to be more balanced in that regard as I only encountered bigger teams vs pugs two times out of about 6 or 7 games I played. I think if that will be the case in future FP I wouldn't mind trying it again.

Also would have to start a real dropdeck, so the links above might help with that but as long as FP is still pugs against teams its not of interest for me. I want to win at least one match per day Posted Image

Edited by Nesutizale, 11 April 2019 - 05:36 AM.


#7 Teenage Mutant Ninja Urbie

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Posted 11 April 2019 - 05:58 AM

View PostNesutizale, on 11 April 2019 - 05:35 AM, said:

How much of a differance is there between normal FP and the PTS we just had in terms of player teams?
Last time I played FP as a solo player I was allways in groups of other solo players that got stomped by 10-12 people teams.

PTS seamed to be more balanced in that regard as I only encountered bigger teams vs pugs two times out of about 6 or 7 games I played. I think if that will be the case in future FP I wouldn't mind trying it again.

Also would have to start a real dropdeck, so the links above might help with that but as long as FP is still pugs against teams its not of interest for me. I want to win at least one match per day Posted Image


solution is very obvious and simple:
be part of a team.

yolo is for solo.

#8 FRAGTAST1C

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Posted 11 April 2019 - 06:23 AM

View Post- World Eater -, on 11 April 2019 - 03:08 AM, said:

I gave you the links to grimmechs and denairwalker's spreadsheets a couple of weeks ago, use those resources...


Yep and that's where the idea of trying the Grasshopper, Black Widow and Roughneck came from Posted Image But the thing is, I wasn't sure if there was something extra that I need to do in terms of loadout, hence the topic.

View PostTeenage Mutant Ninja Urbie, on 11 April 2019 - 04:30 AM, said:

if you liked the faction-pts, best thing you can do is try the current 'real' thing. try to get in a group, and everything will be more fun, more organised from there-on. Posted Image


I liked the FW 'cause it gave a sense of being part of the actual Battletech lore instead of the "Big stompy mech action" of QP. So, yeah, I want to try the real thing. I'll be getting some new mechs (waiting for delivery) and I need to skill them up soon'ish.

#9 Captain Polux

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Posted 11 April 2019 - 07:30 AM

Ah, gotcha. The loadouts are straightforward although I'm not entirely sure about the skill tree. I tailor the trees towards my play style and it's been working out (mostly) so far.

#10 Teenage Mutant Ninja Urbie

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Posted 11 April 2019 - 08:00 AM

View PostFRAGTAST1C, on 11 April 2019 - 06:23 AM, said:


Yep and that's where the idea of trying the Grasshopper, Black Widow and Roughneck came from Posted Image But the thing is, I wasn't sure if there was something extra that I need to do in terms of loadout, hence the topic.



I liked the FW 'cause it gave a sense of being part of the actual Battletech lore instead of the "Big stompy mech action" of QP. So, yeah, I want to try the real thing. I'll be getting some new mechs (waiting for delivery) and I need to skill them up soon'ish.


-mechs for FW are on average a bit more 'specialised' than those for QP. for example speed is not such an issue as in QP, as we rarely nascar around (and it usually ends in desaster). high alphas and/or good brawling ability, good armor and decent heatmanagement are more important to, say go from an 300 reactor to a 325 one.
otoh the builds don't matter as much -in a group-, as comms and the ability to press the right button at the right time (teams that push with 12 HURT, teams that push with 5-6 while 6-7 are staying back hurt THEMSELVES).
and so on.. you'll quickly see once you run a few games in-group. ;)

best advice for now I can give: use the loadouts you find on DenAir's list or on grim' or whereever - or copy those the rest runs. team is usually more than happy to help you with recommendations.

btw:
was a similar thing to me when I started out; had it not been for a few very friendly and helpful people in FW, I would've quit QP a few weeks after I got in. now, FW isn't what it used to be, but its still fun and 'more' battletech than the nascar-que. to me, at least.
just stick with it for a while and see if it suits you. hf! ;)

#11 Johny Rocket

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Posted 11 April 2019 - 10:52 AM

FW fights tend to be prolonged so Ammo is an issue. I'll leave that there.

Scouting, this is where I can help you.

When in doubt run a Kintaro, they don't have all the shiny stuff like jets or ecm but they are decently fast, tanky and can carry one of the biggest punches in the medium class.

KTO 18
AO1:20j0|Rd|i^|i^pX0|7@|7@qX0rT0|7@|7@sT0|`?td0|\O|kOud0|\O|\OvB0w>0<0<0

This is my scouting build, you may be tempted to use that ct launcher for a bit more alpha and is still decently fast with an xl300 (95kph with speed tweak) 3 reasons not to
1 it fires out of sync because of the bay doors meaning it usually misses anyway.
2 you don't want the ct bay door open because with healthy ct armor you can get critted.
3 speed is life and the extra 6kph doesn't just give you more run speed the bigger engine means faster torso twisting.

KTO 20
AN1820n0|F@|F@|ZdpZ0|i^|7@|7@qZ0|i^|i^|i^rD0|i^sT0|F@|F@tc0|\Ouc0|\O|kOvB0w:0:0:0

Max engine for that glorious 114kph in a 55 tonner. Lots of crit padding on the shield side. Plenty of ammo and lots of lasers incase you actually go thru 3 tons of ammo.

KTO 19,
AP1820d0|NdpT0|\?qT0|i^|i^|Z<2rT0|\?|\?sT0|b?|b?tc0uc0|\O|kOvB0wD0@0@0

Just about as slow as I want to go in scouting but is still brawly AF and again notice no CT bay door opening. Streaks, BAP and Arm mounted LPLs this thing is a lights nightmare.

Now if you have to have the shiny things

Griff 2N
A\4820j0|Nd|i^|i^pX0|OG|OG|OG|7@|7@qX0|^<2|OG|OG|7@|7@rT0|i^sT0|F@|F@|i^tc0|\Ouc0|\O|\OvB0w>0<0<0

classic 2N build with the erml upgrade. 62 alpha that breaks stuff. Tanky and twisty with the ability to jump up out of the fire while you wait for the weapons to cycle.

Moving down in weight

CRB 27
A95820`0|Od|d?|d?pR0|i^qR0|i^|i^rP0|b?sP0|b?t_0u_0vB0|d?w@0>0>0

Low profile, decent speed, and well, all the wub. You get a shot at someones back and it's usually over right there.

BJ-1X
A?1820]0|i^|IdpQ0|i^|]?qQ0|i^|i^|f?|aOrL0|i^|i^|F@|F@|F@sL0|i^|F@|F@|F@t[0u[0vB0w;0;0;0

You can swap out the erll for 2 mpl and an extra heatsink but mpl count as mediums so running 8 you get a lot of ghost heat. You can swap down to a smaller engine and do this as well A?1820]0|GdpQ0|i^|b?qQ0|i^|i^|f?|aOrL0|i^|i^|F@|F@|F@sL0|i^|F@|F@|F@t[0u[0vB0w;0;0;0

It's a Black Jack meaning legendary toughness running way faster than most you encounter.

ASN 27
A<8820V0|HdpP0|OG|OG|OG|OG|OG|7@qP0|OG|OG|^<2|7@|i^rH0sH0|F@|F@tX0|\OuX0|\Ov@0w:08080

Kinda slow for an Assasin but lots of jump, ecm and a decent smack for a 40 tonner. You can literally fly horizontally.

ASN 101
A:8:20X0|OG|NdpP0|OG|OG|d?|7@qP0|OG|OG|d?|7@rE0sH0|d?tX0|\OuX0|\OvB0|d?w808080

Big jump, super fast for a medium, designed for murdering slower clan lights. You can drop the srms to 4's and pick up another 5kph.

CDA 3M
AT0920X0|i^|c?|c?|OdpR0|`?qR0|c?|^<2rA0sA0tW0uW0v@0w<0:0:0

Most people run ballistics on this mech and there are better laser boat Cicadas but this brings ecm and a lot of speed.

OK the advanced class and I don't recommend this with out playing it a lot in pug first.

HSN 7D
A9::20]0|^<2|HdpS0|OG|OG|F@|[O|[O|[O|f?|AOqP0|OG|OG|3@|jOr20sL0|F@|3@tT0uT0v80|[Ow;0<090

It's not that this mech is situational it's that sometimes the situation isn't ideal. You have to be careful not to hit your teammates in a furball.
That said a lot of times clanners don't bring jets and I've had a match on river city where they brought 3 crows and a Piranha, I got up on a building and killed the 3 crows, 2 of them solo and got good hits on the fish. Since the lrm mechanic change you might encounter more ams but it's usually not something you see in scouting, people are trading everything they can for speed.
Just use your speed and jets to keep that 200m range and the new LOS mechanic should really pay off.
Doesn't hurt that its a pretty tanky mech and used on mediums and lights lrm10s are the hammer of god.

Lights hmm yeah i got that covered for ya. Probably other variants of the mechs I show that are good but I primarily focus on ecm because ghosting while collecting is a big plus.

speed
It's a Hero mech and I have tried avoiding those for this post but yeah this one is worth it.

Pirate's Bane
AN3;20B0|8d|T@|T@p?0|i^|F@|F@q?0|^<2|i^r<0s<0|i^t@0u@0vB0|CPw605050

one of the faster mechs in the game, if you have bad ping you might have teleportation issues running full speed.

FLE 20
A;;820C0|4dp@0|i^|^<2q@0|i^|i^|0Ir<0|F@|F@s<0|i^|F@|F@t@0u@0v:0w504040

For short bursts hands down the fastest thing in the game a full 12 kph faster than the PB and no slouch with out masc at 148kph.
For ECM, speed and range you have to leave that one laser hardpoint empty but you won't miss it sniping from midrange and getting out of there.
Or drop the masc and pick up 1 more erml or 5 smpl. I guess you could run 5 ersml but meh.

The Comando 2D and Spider 5D get a nod here but not much love, they can jump, carry ecm, and neither are a slouch in speed but the Flea and Pirate's Bane pack more punch and are just way faster.

Brawl, because sometimes you have to. So now we are slowing it down and ecm is nice but not a requirement.

FS 9A
A;2920P0|d?|d?|IdpF0|d?|f?|AO|PG|PGqF0|d?|PG|PG|PGrH0|d?|d?sH0|d?|d?tP0uP0vB0w<0:0:0

No ghost heat running 8x smpl, very twisty mech and with speed tweak runs a solid 136kph and decent jump. AMS to deal with streaks. There is a solid reason why a lot of pilots are terrified of this thing.

RVN 3L
AQ0920P0|MdpF0|7@qF0|^<2rH0|7@sH0|F@|F@tP0|\OuP0|\Ov<0w<0:0:0

Classic Mech and classic build and could be in the speed category as well coming in at 146.6kph. Back stab mediums for epic affect.

WLF 1
A@5920P0|Qd|F@|F@pF0|i^|F@qF0|i^|i^|F@r@0sH0|F@tN0uN0v70w<0:0:0

another one that could go in the speed category because of it's max tweaked speed of 156.6kph but goes in the brawlers because it's lack of ecm and it's pure rugged toughness. Use your speed and erml range to keep out of streak and srm range and shoot and scoot.

WLF 2
A>5920P0|c?|c?|JdpF0|c?|i^qF0|c?r10sH0|c?|c?tP0uP0vB0w<0:0:0

This is the R variant because I bought the pack but there is a cbill WLF 2 and the only difference is the hero bonus.
Decently fast at 139.7kph rugged as hell and brings the pain, 6 mpl will rip off components and have no ghost heat. This mech has a tendency to produce a lot of kills with low damage done just because a couple of alphas in the back will kill most mechs.

Edited by Johny Rocket, 11 April 2019 - 11:47 AM.


#12 Shanrak

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Posted 11 April 2019 - 11:20 AM

When doing ammo loadouts, for QP I aim for at least 1500-2000 damage worth of ammo, for FP I aim for 2000-2500 damage worth.

#13 Xiphias

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Posted 11 April 2019 - 11:34 AM

View PostJohny Rocket, on 11 April 2019 - 10:52 AM, said:

KTO 18
This is my scouting build, you may be tempted to use that ct launcher for a bit more alpha and is still decently fast with an xl300 (95kph with speed tweak) 3 reasons not to
1 it fires out of sync because of the bay doors meaning it usually misses anyway.
2 you don't want the ct bay door open because with healthy ct armor you can get critted.
3 speed is life and the extra 6kph doesn't just give you more run speed the bigger engine means faster torso twisting.

You actually want to throw a rocket launcher in the CT on the Kintaro. You only get the bay door benefit if you have missiles equipped and it provides a significant damage reduction when doors are closed (20% if I remember correctly). Equip the smallest RL and then just leave the bay doors shut.

Side note, you can't get crit through armor with the bay doors open.

#14 Johny Rocket

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Posted 11 April 2019 - 11:42 AM

View PostXiphias, on 11 April 2019 - 11:34 AM, said:

You actually want to throw a rocket launcher in the CT on the Kintaro. You only get the bay door benefit if you have missiles equipped and it provides a significant damage reduction when doors are closed (20% if I remember correctly). Equip the smallest RL and then just leave the bay doors shut.

Side note, you can't get crit through armor with the bay doors open.

They change so much stuff in the time I take a break. Good idea with the Rocket launcher.

#15 Horseman

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Posted 11 April 2019 - 12:44 PM

View PostJohny Rocket, on 11 April 2019 - 10:52 AM, said:

KTO 18
AO1:20j0|Rd|i^|i^pX0|7@|7@qX0rT0|7@|7@sT0|`?td0|\O|kOud0|\O|\OvB0w>0<0<0
This is my scouting build, you may be tempted to use that ct launcher for a bit more alpha and is still decently fast with an xl300 (95kph with speed tweak) 3 reasons not to
1 it fires out of sync because of the bay doors meaning it usually misses anyway.
2 you don't want the ct bay door open because with healthy ct armor you can get critted.
3 speed is life and the extra 6kph doesn't just give you more run speed the bigger engine means faster torso twisting.
  • Bracket build, not focusing on what the mech is specced for (in KTO's case, brawl). Do one thing and do it WELL, not two things poorly.
  • Too much back armor by some 10 points, those points belong in the FRONT. If you're in a situation where you actually need that much back armor, you're a dead mech walking anyway. Work on your tactical awareness instead of trading survival to compensate for lack of it.
  • Bad ammo placement, in Scouting you WILL get legged and blown up.
  • XL engine when you could use a LFE to stay in combat for longer (at the expense of a heat penalty)
  • You DON'T HAVE a "shield side" with an IS XL engine.
  • Engine size does not affect your twist rate, turn rate or acceleration / deceleration. It hasn't done that since engine desync.
  • Without a Rocket Launcher in that CT hardpoint you won't get the damage reduction from bay doors.
  • In my experience, KTOs tend to lose arms quite easily.
  • Your head hitbox is the smallest one on the mech and thus it's actually quite a safe location for ammo bins. If you're not using the head slot for ammo, you're doing it wrong.
Same issues apply to your other KTO builds as well.



Try this on for size:

AO183031|Pg|]@p_0|@@|@@|_O|_Oq_0|_O|i^|i^|i^rT0|@@|@@|nOs20td0ud0vB0|_Ow505050
aff5fffdff6dc7c5ebbefffff7f0000000000000000000000000080222008
Works in Scouting, QP, Solaris and comp. You could swap the RL15 for RL10 and put more ammo in the (still bay-shielded) CT.

Quote

KTO 19,
AP1820d0|NdpT0|\?qT0|i^|i^|Z<2rT0|\?|\?sT0|b?|b?tc0uc0|\O|kOvB0wD0@0@0

Just about as slow as I want to go in scouting but is still brawly AF and again notice no CT bay door opening. Streaks, BAP and Arm mounted LPLs this thing is a lights nightmare.
Those aren't streaks and BAP doesn't do jack for normal SRMs.

Quote

Griff 2N
A\4820j0|Nd|i^|i^pX0|OG|OG|OG|7@|7@qX0|^<2|OG|OG|7@|7@rT0|i^sT0|F@|F@|i^tc0|\Ouc0|\O|\OvB0w>0<0<0

classic 2N build with the erml upgrade. 62 alpha that breaks stuff. Tanky and twisty with the ability to jump up out of the fire while you wait for the weapons to cycle.

No again. If you're using a 2N for scouting, you build it like this: A\483031|OG|_O|Nd|i^p_0|@@|@@|OG|_O|nOqa0|^<2|@@|@@|OGr:0s:0td0|OG|_Oud0|OG|_OvB0|_Ow505050
abf3bf379fe187510b1cfe7fb7f0000000000000000000050a7668ca2211b
You can swap out the points from strikes into more cooldown if needed.

Quote

You can swap out the erll for 2 mpl and an extra heatsink but mpl count as mediums so running 8 you get a lot of ghost heat. You can swap down to a smaller engine and do this as well
These days, Hunchback 4P can do 8 MLs without ghost heat.

Quote

ASN 27
ASN 101
If you want an Assassin, you take either the -21 (up to 24 tubes / DPS potential over the -23 if you use SRM-4s due to their faster cycle rate ) or -23 (18 tubes and survival quirks)

Quote

Pirate's Bane
AN3;20B0|8d|T@|T@p?0|i^|F@|F@q?0|^<2|i^r<0s<0|i^t@0u@0vB0|CPw605050
Almost, but in practice the MGs are worthless. This works out better: AN3;20D0|8d|o<2p@0|i^|Y?|Y?q@0|i^|^<2|Y?|Y?r00s00|i^t@0u@0v@0w404040

Quote

FLE 20
A;;820C0|4dp@0|i^|^<2q@0|i^|i^|0Ir<0|F@|F@s<0|i^|F@|F@t@0u@0v:0w504040
Max your head armor, if that's the build you want. Also, nothing stops you from tossing stealth armor onto that build.

Quote

WLF 1
A@5920P0|Qd|F@|F@pF0|i^|F@qF0|i^|i^|F@r@0sH0|F@tN0uN0v70w<0:0:0
another one that could go in the speed category because of it's max tweaked speed of 156.6kph but goes in the brawlers because it's lack of ecm and it's pure rugged toughness. Use your speed and erml range to keep out of streak and srm range and shoot and scoot.
WLF 2
A>5920P0|c?|c?|JdpF0|c?|i^qF0|c?r10sH0|c?|c?tP0uP0vB0w<0:0:0
This is the R variant because I bought the pack but there is a cbill WLF 2 and the only difference is the hero bonus.
Decently fast at 139.7kph rugged as hell and brings the pain, 6 mpl will rip off components and have no ghost heat. This mech has a tendency to produce a lot of kills with low damage done just because a couple of alphas in the back will kill most mechs.
Both WLF-1 and WLF-2 can take XL280, 3 DHS, 5 MPL. 6 is too toasty to be very effective.
Also again too much back armor.

TL;DR: Johny, I understand you may like these builds, but that doesn't make them objectively effective.

Edited by Horseman, 11 April 2019 - 02:09 PM.


#16 FupDup

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Posted 11 April 2019 - 01:07 PM

View PostHorseman, on 11 April 2019 - 12:44 PM, said:

Not since engine desync. Engine size only determines your top speed now.

I remember seeing a patch note that engine size still does have a fairly small influence on agility, but it's probably so small as to not matter all that much.

#17 justcallme A S H

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Posted 11 April 2019 - 02:38 PM

TBH OP - You need better mechs/builds. Seems some have sorted that out so far.

I get you're trying to hero drop for max cbills - however with better builds on non-hero mechs, you're going to do better.

Core issue is you are mixing ranges - ERL and AC20 in the same deck? Nope. Even ERL and ERML on the same mech, nope. Always aim for the same range to make the mech great at one, not useless at two.

Also Brawling in FP, on most maps, bad. You want midrange to build around as that is most common (400-600m). A AC20 Atlas is going to suck in more situations than it won't and thus a waste of 100T. Better off dropping 80T and using the tonnage elsewhere for instance. Many ways to slice that pie, just depends on the mechs you have.

View PostFupDup, on 11 April 2019 - 01:07 PM, said:

I remember seeing a patch note that engine size still does have a fairly small influence on agility, but it's probably so small as to not matter all that much.


Just acceleration/decell in terms of the graphs of acceleration. The number is a % based on engine size. To a larger top speed means the graph of acceleration is better although the base stat stays the same. If that makes sense, it's early AM and my brian is cold lol.

Edited by justcallme A S H, 11 April 2019 - 02:41 PM.


#18 FRAGTAST1C

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Posted 11 April 2019 - 10:09 PM

View Postjustcallme A S H, on 11 April 2019 - 02:38 PM, said:

I get you're trying to hero drop for max cbills - however with better builds on non-hero mechs, you're going to do better.


Nah, I just have those in the deck 'cause I have used them a lot (apart for the Urbie but I don't have many Light mechs fully skilled except for Javelin 11F). I'm always open to buying mechs that have good quirks that I can use to make specific loadouts work even better. Those Hero mechs came from the pack.

View Postjustcallme A S H, on 11 April 2019 - 02:38 PM, said:

Core issue is you are mixing ranges - ERL and AC20 in the same deck? Nope. Even ERL and ERML on the same mech, nope. Always aim for the same range to make the mech great at one, not useless at two.


Yeah, I have been looking at trying to synergize ranges better ever since I started using the Hellbringer (2 HLL + 4 ERML). I think my ideal range is between 300 to 500m while brawling is quie situational, which I'll explain below...

View Postjustcallme A S H, on 11 April 2019 - 02:38 PM, said:

Also Brawling in FP, on most maps, bad. You want midrange to build around as that is most common (400-600m). A AC20 Atlas is going to suck in more situations than it won't and thus a waste of 100T. Better off dropping 80T and using the tonnage elsewhere for instance. Many ways to slice that pie, just depends on the mechs you have.


.... I realized this very quickly. My Urbie did well, my Bounty Hunter did ok but the Atlas was a mixed bag. The Ares was atrocious. Also, I realized that going for 1 mech from every bracket also doesn't work well for me (I think). For me, it'd be better to have an harasser first followed by heavy mid-range firepower. So, a laser vomit and dakka/missile for sustained DPS and one for quick burst damage would do well for me. I'll be looking to make that work.

In QP games now, I'm using the Orion IIC (C) with LBX 20 and 4 SRM 6+A. In certain games, I just rip the enemies apart while doing low damage (I'm talking something like getting 2 solo kills and 3 KMDD despite doing only ~470 damage) but in most games, I can barely do anything useful 'cause the sides don't close down to anything less than 300m. I end up having to skirmish alongside my light mech buddies but my speed (running at 82kph) isn't quite enough to break enemies' LOS angle 'cause my mech is so big.

As a side note, I'll be getting the Marauder II standard pack as well as those 4 special mechs soon, which I'll be skilling them up as fast as possible. I like the concept of a Missile + Energy 70 ton Marauder with ECM to bring to FW as well as something like a shotgun Catapult for sustained DPS or maybe try something corny like RAC 2 + MRMs (could be incredibly bad this one)

On top of those, I definitely will be looking at Grim Mechs and denAirwalker's mech list to pick a few more IS mechs for at least 2 more decks.

View Postjustcallme A S H, on 11 April 2019 - 02:38 PM, said:

Just acceleration/decell in terms of the graphs of acceleration. The number is a % based on engine size. To a larger top speed means the graph of acceleration is better although the base stat stays the same. If that makes sense, it's early AM and my brian is cold lol.


But if a mech by default has been curb-stomped deep into molasses, engine size just doesn't matter, right? I mean, looking at the Kodiak that can run at a speed of 64kph but to get there, it decides whether it needs to read the newspaper first or not. The same with the Bludgeon. It can run at 77kph but it is really sluggish. Perhaps extra points into the Torso Speed and Anchor Turn will help in twisting and turning on a dime but I can't be sure how much of a help that'd be. I have the Mauler MX 90(C), which I think has been my most expensive free mech. Nothing I try works. I have dual LBX10 and SRMs with some torso speed nodes unlocked but it is still so painfully slow in twisting away from incoming fire.

#19 Horseman

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Posted 11 April 2019 - 10:22 PM

View Postjustcallme A S H, on 11 April 2019 - 02:38 PM, said:

Just acceleration/decell in terms of the graphs of acceleration. The number is a % based on engine size. To a larger top speed means the graph of acceleration is better although the base stat stays the same. If that makes sense, it's early AM and my brian is cold lol.

What Ash is referring to is that your acceleration, deceleration and turn rate decay as your speed increases - the maximum and minimum values do not change, but the rate of decay is lower based on your mech's maximum speed.

View PostFRAGTAST1C, on 11 April 2019 - 10:09 PM, said:

For me, it'd be better to have an harasser first followed by heavy mid-range firepower.
Generally it's advised to start with your heavier mechs unless the drop caller asks for a specific mech / strategy (or you're on Conquest where part of your team needs to run fast mechs in each wave).

Quote

In QP games now, I'm using the Orion IIC (C) with LBX 20 and 4 SRM 6+A. In certain games, I just rip the enemies apart while doing low damage (I'm talking something like getting 2 solo kills and 3 KMDD despite doing only ~470 damage) but in most games, I can barely do anything useful 'cause the sides don't close down to anything less than 300m. I end up having to skirmish alongside my light mech buddies but my speed (running at 82kph) isn't quite enough to break enemies' LOS angle 'cause my mech is so big.
470 isn't low.

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But if a mech by default has been curb-stomped deep into molasses, engine size just doesn't matter, right?
Top speed is top speed, sometimes you need to reposition quickly.

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I mean, looking at the Kodiak that can run at a speed of 64kph but to get there, it decides whether it needs to read the newspaper first or not.
Kodiak-3, yes. It's actually the least mobile mech in the game according to Tarogato's spreadsheet: https://docs.google....yk2AuaPjsg/edit

Quote

Perhaps extra points into the Torso Speed and Anchor Turn will help in twisting and turning on a dime but I can't be sure how much of a help that'd be.
Minimal to none, as the Mobility tree provides values that are relative to your mech's base mobility. It's useful for lights and fast mediums, but otherwise a waste of Skill Points.

Edited by Horseman, 11 April 2019 - 10:28 PM.


#20 justcallme A S H

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Posted 11 April 2019 - 11:01 PM

View PostHorseman, on 11 April 2019 - 10:22 PM, said:

What Ash is referring to is that your acceleration, deceleration and turn rate decay as your speed increases - the maximum and minimum values do not change, but the rate of decay is lower based on your mech's maximum speed.


Yeah that's much better lol.

Max value definitely doesn't change, well it can via skill tree, another discussion.





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