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My Observations So Far/ Tips For Not Sucking


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#1 pattersons the crushinator

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Posted 25 December 2019 - 06:51 PM

Hi, i played this game way back in beta years ago, and having tried the first couple hour of mw5, got the bug to get back into mwo.

I re-found my old Hunchback 4sp from beta and have mostly been using this, i built it at the time as somewhat of a brawler, 4 med las/ 2 srm. its almost like a very close range shotgun if i dont suck. I also have an Orion from beta which i currently have 2 large Las/ 1 UAC/10 equipped.

I wanted to share my experience coming back as well as ask for advice in terms of strategy for game modes.

I have had 50/50 of games where I, and/or my team, have sucked ***, Ive died early due to pushing without backup, or because I'm the only one who pushed when we should have, or half the team has pushed the other half has stayed back, and the pushing force dies, or some of the team has "pushed" but then come to a stop right outside their force. numerous scenarios, most of them i have fault in. the other 50 percent i feel like our team is an unstoppable force, Ive done >500 damage and at least 1 kill, multiple supports. it really is a mixed bag.

I have noticed that no matter what the game mode, qp seem to mostly devolve to brawls with few exceptions. Modes like domination, i think it is, where you cap gamma delta theta etc, you can lose if everyone's dead except 2 light mechs on their team, or the enemy team could be winning combat and completely ignoring the points so you win anyway. same with the game mode where you capture the base, can be winning combat but if enemy lights were in base early and survive, and you or your mates are heavy on the enemy base, your f'ed.

So Im looking for tips as to how to be better in each game mode.....is being a brawler just f'ing dumb in the current "meta"? is it far too map dependent, am i overthinking it? or are there actual bonafide tips other then the obvious, which i admit to doing multiple times (walking in front of fire, trying not to park right behind friendlies, not going too wide or pushing too deep while still getting damage in, not calling grids or enemy numbers when i should have.) I dont have a mic but im planning on getting one soon. Im also aware that this game is on the slow decline that comes with lack of development/time. Thanks in advance.

Edited by pattersons the crushinator, 25 December 2019 - 07:04 PM.


#2 LordNothing

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Posted 25 December 2019 - 07:28 PM

ive been playing for years and i still suck. my peak happened a year or two years ago, when i played frequently enough to get gud. but between losing interest playing fewer games and not giving a **** i watch my stats tank and really dont care about it. im mostly just playing events now.

with reguards to brawling it often is one of those things that can be better in fp than qp. but in qp if you brawl, bring a big engine. like i have a fast orion iic with lb20 and a bunch of srms that is a little better at staying ahead of the nascar than any of the assault brawlers you might run. assault brawlers can be really fun in fp though on some siege maps (like vitric forge).

Edited by LordNothing, 25 December 2019 - 07:36 PM.


#3 FRAGTAST1C

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Posted 25 December 2019 - 07:35 PM

Build a mech that can dish out 8 dps and has an optimal range of 400m minimum. If you want to be a brawler, make sure you're running at around 75kph minimum until you get used to the matches. Also, as a brawler, DO NOT TEAM UP WITH LIGHTER MECHS. You need the armour from your Charlie lance. Stay with them as long as possible. If they're not engaging, then you know you're going to lose anyway so stick with them for as long as possible and you will find an angle to fire at enemies unhindered. Use that moment to flank and burst out around 500 damage and you'll get a kill or two. Then, move on to the next match.

#4 Prototelis

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Posted 25 December 2019 - 07:36 PM

Look here for builds;

https://grimmechs.isengrim.org/


Look up players here;

https://leaderboard.isengrim.org/

Anyone with less than a 1.0 wlr is probably giving you bad advice.

#5 RickySpanish

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Posted 25 December 2019 - 07:38 PM

And by 8, he of course means at least 16.

#6 pattersons the crushinator

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Posted 25 December 2019 - 07:40 PM

thanks for the info, my top speed is actually 95. if i remember correctly because i put in the biggest engine i could find into my 50 tons, but ill look at lowering the speed and putting in slightly longer range lasers/missiles. cheers

#7 FRAGTAST1C

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Posted 25 December 2019 - 07:43 PM

View PostRickySpanish, on 25 December 2019 - 07:38 PM, said:

And by 8, he of course means at least 16.


Nah, man. Even some of the best dakka mechs like the Mad Cat IIB can only dish out close to 10 dps. For brawlers, it is entirely different, sure, but you give up the range in brawlers whereas at 400m range, you can pump out 8 dps and rack up quite a lot of damage in non-brawlers.

#8 LordNothing

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Posted 25 December 2019 - 07:49 PM

also if you are running isxl, high skill players are usually going to xl check mechs that commonly use xl engines or anything they suspect is isxl. so dont run xls unless you are really good at twisting off damage.

View PostRickySpanish, on 25 December 2019 - 07:38 PM, said:

And by 8, he of course means at least 16.


that's ultraviolet territory there.

#9 FRAGTAST1C

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Posted 25 December 2019 - 07:50 PM

View Postpattersons the crushinator, on 25 December 2019 - 07:40 PM, said:

thanks for the info, my top speed is actually 95. if i remember correctly because i put in the biggest engine i could find into my 50 tons, but ill look at lowering the speed and putting in slightly longer range lasers/missiles. cheers


Just try entirely different mechs. Assassin 21 or Vulcans on the IS side and Arctic Wolf 1 or Prime on the clan side will bring decent firepower. Or go berserk with the Nova (6 SPLs and a truckload of ER Micros) or the Huntsman with SRMs or Stormcrow built either like the Nova or the Huntsman. Just know that the Clan Mediums tend to suffer from being very brittle but they can mess up anyone's day really fast.

You can try the Griffin 2N to run SRM6+As + ECM. Or just try the good old Orion IIC A with LBX 20 + 4 SRM6+A. That thing is an insane brawler and can run close to 80 kph. Just watch your LT.

There are a lot of great brawlers on the IS Heavies like Quickdraw IV4 and Roughneck Powerhouse or the Warhammer 6R, Catapult C2, etc.,

#10 RickySpanish

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Posted 25 December 2019 - 07:51 PM

View PostFRAGTAST1C, on 25 December 2019 - 07:43 PM, said:


Nah, man. Even some of the best dakka mechs like the Mad Cat IIB can only dish out close to 10 dps. For brawlers, it is entirely different, sure, but you give up the range in brawlers whereas at 400m range, you can pump out 8 dps and rack up quite a lot of damage in non-brawlers.


Ah you are referring to sustained damage, the MCIIB pumps out a higher burst, which I tend to look for. Last time I played Nascar was still going strong, so good burst helps with moving and shooting then moving again.

#11 Nightbird

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Posted 25 December 2019 - 07:51 PM

Madcat II-B can dish out 30 DPS, don't listen to the bad players

#12 FRAGTAST1C

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Posted 25 December 2019 - 07:56 PM

View PostRickySpanish, on 25 December 2019 - 07:51 PM, said:

Ah you are referring to sustained damage, the MCIIB pumps out a higher burst, which I tend to look for. Last time I played Nascar was still going strong, so good burst helps with moving and shooting then moving again.

View PostNightbird, on 25 December 2019 - 07:51 PM, said:

Madcat II-B can dish out 30 DPS, don't listen to the bad players


It is not "DPS". Just look at Mechdb calculations....

MCII-B

DPS means sustained damage per second. Not burst. The calculation takes into heat dissipation as well to come up with the DPS number.

#13 pattersons the crushinator

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Posted 25 December 2019 - 07:57 PM

thanks everyone for the suggestions and tips so far, ill take all of them under advisement. i am definitely keen to expand my mech roster/ability, even if i only play this game a few matches a day. i much prefer having fun (winning) to getting my *** handed to me despite my best effort.

#14 Nightbird

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Posted 26 December 2019 - 07:51 AM

View PostFRAGTAST1C, on 25 December 2019 - 07:56 PM, said:


It is not "DPS". Just look at Mechdb calculations....

MCII-B

DPS means sustained damage per second. Not burst. The calculation takes into heat dissipation as well to come up with the DPS number.


No

#15 panzer1b

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Posted 26 December 2019 - 09:35 AM

Mechlab's DPS value assumes you are heatcapped when they give you that number, which is at best a idea of how effective a mech will be. What counts more in actual games is your burst DPS up to about 5-10s of sustained fire, after that you have almost always either killed your enemy, or been forced back into cover by them, which is convenient as you can use that time when hidden to cool down.

Reason the MCII-B or BAS is so powerful right now in QP, is that it does almost 27 burst DPS right away, albeit since you are almost guaranteed to jam 1 of the guns on teh 1st or second doubletap, its closer to ~20 for all intents and piurposes, and that DPS (very unlucky jamming aside) can be sustained until heatcap for long enough to get assault kill with good aim via CT coring (so ~10s or so depending on how many DHS you have onboard). After that ~10s, you are pretty much gauranteed to have attracted enough enemy attention to force you behind cover (or you are killed if badly positioned), so the so called "sustained DPS" that mechlab gives you really doesnt matter all that much realistically. Ofc you will get the occasional game where you are utterly ignored and are able to go ham the entire time, but its so rare that you shouldnt build mechs for that once in a 10 games match where you stay heatcapped for over a minute and never stop shooting.

Anyways, to add some of my opinions as to doing well with brawl:

Most important, is patience. Even on bad maps like polar or alpine, most teams will eventually brawl, you just need to not get shot at and save armor till end game where a single fresh brawler can easily flatten 2-3 damaged enemies even by yolo charging straight at them (ive seen this countless times in QP, a single 100% fresh enemy comes out of nowhere and what everyone thought was a autowin actually turns around). Your best bet is to hang near the fattys, both to keep fire away from you (most people will prefer to shoot a fatlas over a hunchback given 2 targets at the same range), and to deny enemy light mechs easy kills (most decent light pilots arent stupid enough to try and solo backstab a fatty that has any sort of support nearby at least not early game when both are fairly fresh).

The other, is to learn when to commit and when to hang back. This takes practice and knowledge of how the maps tend to play out, and wont be learned in a day, but if you want to brawl, and arent playing a hybrid brawler that still has some ranged options like one of my BAS (2xuac10+1xuac20), you need to understand that committing to a fight often means you will not be able to leave it, and that you NEED to commit sooner or later to do anything useful in a match. If you are a hybrid, you can still deal dmg at a distance from relative safety, but if every gun on the mech is 300m or less, when you commit, everyone is likely to focus you down (unless the entire team attacks at the same time which is super rare in QP). Myself, the easiest thing to commit against are isolated or damaged mechs, onces that i know i can remove from teh battle without being wrecked in the process, and NEVER charge into a firing line without your whole team behind you in a push (again, rarely happens in QP, most of teh time you end up dying alone cause they back out at the last second). Your goal as a brawler is to overpower enemy mechs by having better single click damage (allowing you to shield), and higher DPS (brawlers usually have both superior burst and sustain to anything that runs hot. Still, be wary of dakka fattys, if its got 4 or more uacs on it, you are pretty much going to loose a 1v1 against it, especially at short ranges where he wont miss any shots.

Next thing, build for mobility. If the mech cant go at least 80kph its going to require very good positioning skills to do anything useful with. I do pay slow brawlers, but most of those are hyrbids (dual HGR is probably best example), allowing me to at least shoot at 500m or so if i have to, and most of those are also used in a coordinated team setting (where the low speed wont leave you behind). I dont have a 4SP, but ive played 1 before and while the LFE is riskier then a STD, you should probably be running a engine large enough to move in and out of battle quickly since it lets you both commit quicker and retreat if you have to (there is no such thing as retreating in a bralwer that goes under 60kph, it just doesnt happen).



Anyways, as for some more specific build advice:

4SP: obviously 2 SRM-6A with either 4ML, 4ERML, or perhaps 3 MPLs (MPL is arguably one of the best brawl lasers the IS has as it has good damage per click (unlike the near worthless SPLs), and is both heat efficient and has very short burntime making it near PPFLD. ERMLs give you a sorta hybrid but less deadly at short range setup, since you can start to harass at 500m with those guns, but will be almost 100% reliant on SRMs up close, the others are defenetely 100% brawl oriented though and will allow some laser use during the splat rampage without instantly cooking you.

orion: not sure what the total hardpoints on that (im assuming its a IS onion) are, but ive seen alot of good come from onions with 1 AC20 and either a stack of SRMs alongside it, or 4MLs. The AC20+4ML setup used to be brawler meta for heavys on IS side, and still works if you can hit with the slow velocity AC20. Also, the old classic, AC-20 with SRMs, 1 click at short range, 2 clicks a bit farther since the velocity isnt 100% identical. Both those builds is what you should try on the orion, and if you have the clan one, 1LBX/UAC20 and 4 SRM-6A, its basically a fatlas that goes almost 80kph, hits stupidly hard if you can get into 250m, and is tanky enough to stay alive at that range against 1-2 enemies. Dont bother with 1 AC-10 on any mech, you need 2 AC010s to make that worthwhile, and a single 1 is just a waste of tonnage. Weapons that dont sync well with each other in this game dont really work. I know in lore the onions did carry AC10+LRM+SRM+MLs (thats what ive seen in MW5), but in MWO a single AC10 is useless for all itents and purposes (i tried that on a few mechs, it never works). If you want to complement SRM/ML, AC-20 works better.

#16 YueFei

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Posted 26 December 2019 - 10:45 AM

View PostFRAGTAST1C, on 25 December 2019 - 07:56 PM, said:


It is not "DPS". Just look at Mechdb calculations....

MCII-B

DPS means sustained damage per second. Not burst. The calculation takes into heat dissipation as well to come up with the DPS number.


Well, sustained infinite DPS isn't that important. What matters is that you can keep up sufficient DPS long enough to put an enemy mech in the ground. After all, a dead enemy mech does 0 DPS.

Instead of relying on Mechlab's displayed infinite DPS, figure out how much peak DPS you can put out for how long, and what that damage total adds up to before you reach the point of overheating.

That damage total ought to at least hover around being enough to kill anything you can't outrun (which would be mechs at similar tonnage or lighter than you), and you should use your speed to outrun anything you can't kill before overheating (which would be stuff heavier than you).

-----

To the OP: The Hunchback-4SP pumps out rather dangerous DPS, but is fragile and isn't constructed in a way that lends itself to shielding. Anything you try to shield with has useful stuff in it. Despite having played the Hunchback-4SP almost 100% of the time when I first played MWO, eventually I switched to the Shadowhawk-2D. It has better geometry for shielding, and by using instant-fire weapons (AC20+SRMs) instead of lasers, you reduce exposure time and can snap-fire and shield again. It also has quirks that nearly perfectly synchronize its AC20 cooldown with SRM4 cooldown, so if you're up against someone with ~4 second cooldown weapons, you can get a two-for-one trade sometimes. The jumpjets are a cherry on top that opens up a lot of options, and pair well with the high-mounted weapons.

The Jump-Jet animation of the Shadowhawk-2D also leans the mech forward heavily on landing. You can induce this animation even if you only make a very short jump, but you need to get the throttle zeroed for this effect. You can use this in at least three ways:
1.) Corner coming out in reverse, jump whilst staying low in the jump, release jets, shoot and land, and go forward back into cover. The landing will pitch your mech forward, minimizing the time you're exposed for.
2.) Corner coming out forward, jump whilst staying low, release jets to land at the spot you'll shoot from, land and shoot immediately as you're landing. You'll lean around the corner to shoot, thus hiding your legs, but the window of time to shoot is very very small. This is tough to pull off consistently, and if done wrong, you'll just end up firing your shot into the corner.
3.) Use to spread incoming damage if you've got no other cover nearby, crossing in an exposed area to get to the next piece of cover, etc.

#17 VonBruinwald

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Posted 26 December 2019 - 10:57 AM

View PostPrototelis, on 25 December 2019 - 07:36 PM, said:

Look up players here;

https://leaderboard.isengrim.org/

Anyone with less than a 1.0 wlr is probably giving you bad advice.


Not that you can trust everyone that's >1

#18 RickySpanish

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Posted 26 December 2019 - 11:47 AM

View PostFRAGTAST1C, on 25 December 2019 - 07:56 PM, said:



It is not "DPS". Just look at Mechdb calculations....

MCII-B

DPS means sustained damage per second. Not burst. The calculation takes into heat dissipation as well to come up with the DPS number.


In computer games, burst damage refers to the initial damage spike something can apply before it is hindered by some sort of resource or cool down mechanic. In Mechwarrior that resource tends to be your heat bar. The MKII puts out around 16 points of damage per second with all guns blazing. Eventually the continuous firing of its weapons will cause it to overheat. This initial window of high damage output is referred to as burst dps.

#19 thievingmagpi

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Posted 26 December 2019 - 01:35 PM

Do damage

Don't die immediately


Boom you're better than 80% of the population

#20 Mr Andersson

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Posted 26 December 2019 - 04:01 PM

View Postpanzer1b, on 26 December 2019 - 09:35 AM, said:

Anyways, to add some of my opinions as to doing well with brawl:

Most important, is patience. Even on bad maps like polar or alpine, most teams will eventually brawl, you just need to not get shot at and save armor till end game where a single fresh brawler can easily flatten 2-3 damaged enemies even by yolo charging straight at them (ive seen this countless times in QP, a single 100% fresh enemy comes out of nowhere and what everyone thought was a autowin actually turns around). Your best bet is to hang near the fattys, both to keep fire away from you (most people will prefer to shoot a fatlas over a hunchback given 2 targets at the same range), and to deny enemy light mechs easy kills (most decent light pilots arent stupid enough to try and solo backstab a fatty that has any sort of support nearby at least not early game when both are fairly fresh).

The other, is to learn when to commit and when to hang back. This takes practice and knowledge of how the maps tend to play out, and wont be learned in a day, but if you want to brawl, and arent playing a hybrid brawler that still has some ranged options like one of my BAS (2xuac10+1xuac20), you need to understand that committing to a fight often means you will not be able to leave it, and that you NEED to commit sooner or later to do anything useful in a match. If you are a hybrid, you can still deal dmg at a distance from relative safety, but if every gun on the mech is 300m or less, when you commit, everyone is likely to focus you down (unless the entire team attacks at the same time which is super rare in QP). Myself, the easiest thing to commit against are isolated or damaged mechs, onces that i know i can remove from teh battle without being wrecked in the process, and NEVER charge into a firing line without your whole team behind you in a push (again, rarely happens in QP, most of teh time you end up dying alone cause they back out at the last second). Your goal as a brawler is to overpower enemy mechs by having better single click damage (allowing you to shield), and higher DPS (brawlers usually have both superior burst and sustain to anything that runs hot. Still, be wary of dakka fattys, if its got 4 or more uacs on it, you are pretty much going to loose a 1v1 against it, especially at short ranges where he wont miss any shots.

Next thing, build for mobility. If the mech cant go at least 80kph its going to require very good positioning skills to do anything useful with. I do pay slow brawlers, but most of those are hyrbids (dual HGR is probably best example), allowing me to at least shoot at 500m or so if i have to, and most of those are also used in a coordinated team setting (where the low speed wont leave you behind). I dont have a 4SP, but ive played 1 before and while the LFE is riskier then a STD, you should probably be running a engine large enough to move in and out of battle quickly since it lets you both commit quicker and retreat if you have to (there is no such thing as retreating in a bralwer that goes under 60kph, it just doesnt happen).

This is good advice. Listen to Panzer1b, he is an excellent player.

But for those of you that want the TLDR version, I have highlighted the most important parts.

Edited by Mr Andersson, 26 December 2019 - 04:02 PM.






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