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#1 Luminios

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Posted 08 April 2022 - 05:20 AM

Hey, I am Lumi and I am a relatively new player, I guess. I started playing a couple months ago and am on the verge of getting into Tier 2. So far I've been mostly playing pretty standard mechs, with little deviation from what I'd consider their standard 'meta' setup, for example a triple RAC-2 BSW-X1, or double UAC-20 HBK-IIC.

I really want to get started making more 'customized' mechs, because to me that was a big reason to play MWO in the first place. It's sort of self-expression. That being said, I am a kinda competetive person, which sadly means I am too proud or stuck up or something to just slap whatever on a chassis, make it mine and call it a day. While it doesn't have to be meta I'd atleast want to accentuate the strengths, the selling point, if you will, of the mech I am using.

Thing is, for many mechs I am completely stumped what that selling point actually is.

Is a Nightstar just another kind of Marauder II? Is a Kodiak just a Clan Atlas? I'll just use some IS Assaults as an example, though I play mostly Mediums.

Annihilators seem to be the big 100t stare-down mech. No torso twist speed and wide side profile.

Atlas seems to be the brawly 100t mech, as it has quick torso twist and difficult to hit torso when showing the side.

Awesome I guess is a big and boxy energy boat? But the Banshee also seems to be a big laser boat, kind of like a laser Atlas if that makes sense? The Battlemaster also seems to be a big laser boat, as does the Charger, but for that one it is probably supposed to be the fast Assault. The Zeus also seems like an energy Assault.

I am probably just missing something super obvious, but I'd really appreciate the help. If you could tell me the unique selling points of, for example the IS Assaults that would probably already show me where I went wrong.

#2 TheCaptainJZ

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Posted 08 April 2022 - 06:53 AM

To be honest, with so many mechs, the unique identities of any particular one isn't as distinct as it used to be.
Quirks have been added to some mechs to give them more of a unique identity, but for the most part, quirks are designed to make up for bad hitboxes, bad weapon locations, or some other flaws. Even good mechs have some quirks though.

If you are asking for recommendations of what IS assault you should buy, we can offer suggestions based on what you enjoy playing. I'm not a competitive player and don't do well in assaults so I'll refrain from this question, but for mechs I typically see on the field, they are usually Clan assaults, Annihilator, sometimes an Atlas, and lately some Chargers but that's a bit of an outlier in play style. I don't see Banshees, Awesomes, Zeus, or Battlemasters much. Doesn't mean you can't play them, but they're not "favored" it seems so that probably says something. One thing most competitive players look for is where the weapon mounts are, favoring high mounted weapons that are about the same level as the cockpit, because then if you see it, you can hit it and not the ground you're in cover behind.

#3 ScrapIron Prime

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Posted 08 April 2022 - 08:34 AM

Always consider the quirks. For IS mechs these are the things that differentiate otherwise similar designs, followed by hard point locations. (A Black Knight shoots from the hips, for example.) People use the Awesome 8Q because there's arguably nothing better for Inner Sphere PPCs. Likewise, nothing tanks damage like an Atlas, but you don't use that mech for long range fire because of its hardpoint locations.

If you've hit Tier 2 already, then you've got a solid idea of game play, so congrats on that. You'll note that all the "meta" designs are built around capitalizing one weapon system or one style of play. And IS mechs always build around the quirks. To design your own mechs away from the meta, you need to bear that in mind. Pick a role, maximize it as best you can, don't burden yourself with weapons that you cannot fire simultaneously (like mixing small lasers and LRMs), and avoid mixing weapons that lead the target differently. (Example, autocannons lead differently than lasers and SRMs are different than both of them, so don't mix all three.)

Any discussion on mech differences always turns into a build discussion, because at the heart of it, that's the real difference.

#4 w0qj

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Posted 11 April 2022 - 12:21 AM

[Warning: ultra-long wall of text posting!]

A warm welcome to MWO! Always thrilled when keen MWO students show up Posted Image

IS Assaults is my specialty, so will try to give some indication, especially in relation to a few Clan Assaults for you!
In general, MWO favors boating the same weapon.
Weapons in Left/Right torso is heavily favored, to the point that some mechs have no weapons in arms!
The short answer is to ask yourself, what is this Assault chassis not good at?

1a) Short answer, and the tools you need to answer your own question:
MechDB>>[Table_View]. Table_View to show weapon hardpoints a la smurfy.de style!
https://mwo.nav-alpha.com/mechs

MWO/Cauldron HSL Quirk List
https://mwomercs.com...-hsl-quirk-list

Ghost Heat Table
https://mwo.nav-alph...pment/ghostheat

1b ) What's "meta" (aka 'the best build?')
https://grimmechs.is...ts?list=general
https://grimmechs.is...im.org/Database

2) Long answer:
Put yourself into MWO mech designer's shoes:
~There are only so many quirks to differentiate the many mech chassis: -Heat, +Cooldown, +PPC_Velocity
~Therefore you also have to factor in mech weapon hardpoints, the height of mech weapon hardpoint from the waist and up, mech agility (top speed, acceleration, torso speed, anchor turn), and how good (or bad) the hitboxes on the mech chassis itself.

Atlas (100ton)
~Heat quirk, fast torso twisting speed for arm shielding, monster armor/structure, with monster Critical Chance Receiving!
~Not good at LRM missiles. Not good at PPC (lack of quirks).
~Good: combined weapon chassis: big ballistic weapon, multiple MRM or SRM, and maybe a few lasers in the arms.
~Bad: all weapon mounts are "lower than average", even the ones in LT/RT.
~Bad: slower top speed to compensate for above strong points.
~Notable variants: AS7-D-DC (ECM, ballistic/missiles). AS7-KR (-10% Heat, -10% Cooldown!!)

Annihilator (100ton)
~Heat quirk. Lots of weapon hardpoints for boating. Slow in top speed, acceleration, and torso speed!
~Armor/Structure almost as tough as Atlas. Very tall mech; careful not to attract LRM as cannot hide.
~Torso weapon mounts are high up, but good luck trying to 'peek' above a ridge unscathed.
~Notable variants: ANH-2A (One of the few IS Assaults with six ballistic hardpoints!!).
ANH-1X (4xballistic hardpoints, -10% LBX cooldown, -10% ballistic heat).
ANH-1E (-20% PPC heat! +30% PPC velocity; +10% PPC cooldown, for any type of PPC!)

Awesome (80ton)
~Heat quirk. Energy builds; famous for its PPC role both in MWO and in lore.
~Very wide mech with terrible hitboxes, agility is 'ok' for IS Assault.
~Torso weapon mounts are high up; arm weapon mounts rather low for my taste.
~Notable variants: AWS-9M (+1 HSL PPC family; has 2 energy hardpoints in its low-slung arms).
AWS-8Q (+1 HSL PPC family, high 4x energy hardpoints in LT/RT. It can fire 3x Heavy-PPC at once! And pray that no Light mechs would reach you...)

Battlemaster (85ton)
~Range quirk, some have -heat quirk, famous energy sniper builds, high missile mount in RT.
~Again, very wide mech with terrible hitboxes, agility is 'ok' for IS Assault.
~Fairly tall mech, so all weapons higher up even its arms.
~Very high missile RT mount for peeking over ridges (got the message?).
~Notable variants: BLR-1G (+10% Range, one of the best ranged IS snipers for FP)
BLR-1GHE (+1 HSL Snub Nose PPC, +velocity quirk).
[I use AWS-8Q for free-to-play 4x Snub Nose PPC boat. BLR-1GHE is hero equivalent of AWS-8Q].

Warhammer (70ton) ==> not an Assault, but worth mentioning
~Smaller version of Battlemaster; various variants good at energy/PPC/ballistic.
~High missile RT mount for peeking over ridges.
~Notable variants: WHM-7S (+40% Weapon velocity, cries out for MRM or PPC weapons), WHM-4L (ECM+PPC), WHM-9D (long range sniper build, energy/PPC weapons, with JJ), WHM-6R or WHM-BW (ballistics LT/RT + mainly energy weapons)

Charger (80ton)
~Faster Assault as its name suggest.
~But honestly, if you wish fast Assault using Lasers, better off using IS Stalker or any fast Clan Assault.
~Notable variants: CGR-1A1 (small laser boat fun!). CRG Number Seven hero mech with monster -90% Critical Chance Receiving for laser boating! CRG-1A5 (BIG ballistic + missiles).

Banshee (95ton)
~Heat quirk, Cooldown quirk.
~Fairly agile but tall mech, energy focused mech, but a bit of ballistic or missile hardpoints.
~Notable variants: BNC-3M (all energy hardpoints in LT/RT/head for max survival! Energy cooldown+range, with PPC velocity to boot!)

Zeus (80ton)
~Distinction start to blur as you an see, but lighter Assaults like 80ton Zeus is more agile.
~Heat+Cooldown quirks = higher DPS!
~Zeus' combined arms style drive me into playing Atlas instead. Also, Atlas Kraken has +10% Cooldown quirk!

Nightstar (95ton)
~Expectations were high for this mech, but hitboxes turned out to be terrible.
~Heat+Cooldown quirks again means higher DPS.
~Arm weapon height a little low for my taste.
~Notable variant: NSR-10P (ECM + ballistic/energy hardpoints, +1 HSL RAC, RAC ramp down duration, UAC jam chance/duration, making it good for Gauss/PPC sniping, UAC boating, or RAC boating, all with ECM! Fun mech Posted Image )

Marauder II (100ton)
~Large single dorsal gun on top of mech is both its strength and its weakness.
~Different variants are good at gauss/PPC sniping (MAD-4L with ECM), LRM/MRM/SRM missiles (MAD-4HP), or ballistic (MAD-Alpha hero mech)
~For Missile Event damage purposes I use my MAD-4HP with LRM100 Posted Image
~Discussion on Marauder / Marauder II / Marauder IIC:
https://mwomercs.com...on-any-marauder

Stalker (85ton)
~Great weapon hardpoints; they are all close to cockpit level; aka 'what you see is what you hit'!
~Agile mech, drives like a MAD-IIC Clan Assault, which is a compliment!
~Different variants are good at energy/missile (STK-3FB with ECM), the best IS Assault Laser vomit (STK-7D), or ballistic/energy (STK Misery hero mech with BIG AC ballistic + Snub Nose PPCs), missile boat (STK-5M).

Clan: Marauder IIC (85ton)
~It's as powerful as Marauder II (100ton), and as agile as Stalker (85ton).
~Good at energy & ballistic, and a few variants have missiles as supplement weapons.
~Arm weapon hardpoints a bit low for my taste.
~Different variants are good at: the best Clan Assault Laser vomit on level ground (MAD-IIC), ballistic/energy (MAD-IIC-A or MAD-IIC-C), Gauss/PPC sniper (MAD-IIC-D with ECM), and a good combined arms Assault (MAD-IIC Scorch hero mech). Cannot go wrong with this mech chassis!

Clan: Kodiak (100ton)
~Clan equivalent of Atlas, more agile, but more fragile.
~Tall/fat mech, "as tall as an Atlas, and as wide as a King Crab" Posted Image
~Notable variants: KDK-3 (valuable 4x ballistic hardpoints in LT/RT), KDK Spirit Bear hero mech (MASC + combined arms approach like the Atlas)
https://mwomercs.com...3/page__st__120


<< Finally finished this writeup !! >>


View PostLuminios, on 08 April 2022 - 05:20 AM, said:

Hey, I am Lumi and I am a relatively new player...started playing a couple months ago and am on the verge of getting into Tier 2. ...
Thing is, for many mechs I am completely stumped what that selling point actually is.

Is a Nightstar just another kind of Marauder II? Is a Kodiak just a Clan Atlas? I'll just use some IS Assaults as an example, though I play mostly Mediums.

Annihilators seem to be the big 100t stare-down mech. No torso twist speed and wide side profile.

Atlas seems to be the brawly 100t mech, as it has quick torso twist and difficult to hit torso when showing the side.

Awesome I guess is a big and boxy energy boat? But the Banshee also seems to be a big laser boat, kind of like a laser Atlas if that makes sense? The Battlemaster also seems to be a big laser boat, as does the Charger, but for that one it is probably supposed to be the fast Assault. The Zeus also seems like an energy Assault.

I am probably just missing something super obvious, but I'd really appreciate the help. If you could tell me the unique selling points of, for example the IS Assaults that would probably already show me where I went wrong.

Edited by w0qj, 14 April 2022 - 07:33 AM.


#5 Luminios

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Posted 11 April 2022 - 06:16 AM

Thanks for your replies and your insights. If I understand it correctly the differences between mechs have become more nuanced as more variants and more classes got introduced. I suppose in some cases the differences between variants can be greater than those between classes?

View Postw0qj, on 11 April 2022 - 12:21 AM, said:

A warm welcome to MWO! Always thrilled when keen MWO students show up Posted Image

IS Assaults is my specialty, so will try to give some indication, especially in relation to a few Clan Assaults for you!
In general, MWO favors boating the same weapon.
Weapons in Left/Right torso is heavily favored, to the point that some mechs have no weapons in arms!
The short answer is to ask yourself, what is this Assault chassis not good at?

[...]

<Other IS Assault comments to follow within 24 hours>


I am really excited to read them. Thank you so much for your time!

#6 ScrapIron Prime

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Posted 11 April 2022 - 06:58 AM

View PostLuminios, on 11 April 2022 - 06:16 AM, said:

Thanks for your replies and your insights. If I understand it correctly the differences between mechs have become more nuanced as more variants and more classes got introduced. I suppose in some cases the differences between variants can be greater than those between classes?


‘Exactly. Scroll through the mechs on Mech DB and check out the quirks. You’ll see that different chassis variants have different strengths. And every once in a while you’ll see something so fantastic (like a Centurion D with 40% cooldown on LBX weapons, or the Warhammer 7S with 40% velocity boost on all weapons) and realize that the uses for that chassis are glaringly obvious. All Warhammers are good with PPCs and all Centurions tank like heavy mechs, but it’s the quirks and hard points that make the difference!

#7 w0qj

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Posted 11 April 2022 - 09:08 AM

Just finished our write-up!
So did we break any records for this wall of text? ;)

#8 W00DSTER

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Posted 11 April 2022 - 04:09 PM

https://www.sarna.net/wiki/Main_Page

#9 Sunstruck

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Posted 12 April 2022 - 09:14 AM

Like the others have said, pay attention to the quirks, each mech has a kind of build that its known for based on the battletech history / lore and pgi tend to cater the quirks in that direction. Example the 3xppc awesome, or using 2xAC20s on a king crab, or using 2 gauss rifles on another king crab variant.

But that said its all about exploring the different builds and finding something you enjoy.

LBX autocannons can be a great alternative if you want to lower the heat, and get a little more room in the mech lab.

Try looking into getting a Fafnir, and maby a King Crab in addition to the Atlas and Annihilator you were mentioning. The ERLL battlemaster is a classic meta build for long range. I have a Awesome setup with 3ERPPCs and a huge targeting computer that is a super long range snow map mech.

If you start having problems with lights you can add on some streaks and a bap and it might make them think twice on some mechs.

#10 Horseman

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Posted 13 April 2022 - 04:53 AM

View PostLuminios, on 08 April 2022 - 05:20 AM, said:

Is a Nightstar just another kind of Marauder II?
Lore-wise it actually kind of is, practically there are some differences in the loadouts it supports.

Quote

Is a Kodiak just a Clan Atlas?
It's a lot more fragile and less agile (but faster), and the hardpoints are different - the torso hardpoints are higher, and there's a lot more arm hardpoints than the Atlas gets.

Quote

Atlas seems to be the brawly 100t mech, as it has quick torso twist and difficult to hit torso when showing the side.
Technically, but if you aim for the skull most of it is CT.

Quote

Awesome I guess is a big and boxy energy boat? But the Banshee also seems to be a big laser boat, kind of like a laser Atlas if that makes sense?
Note the quirks on the AWS - it's a lot more quirked towards weapons, whereas the Banshee has higher-placed hardpoints. Not including the Banshee 3S and Awesome Pretty Baby (both of which are outliers), the Banshee has better acceleration, top speed and turn rate.

Quote

The Battlemaster also seems to be a big laser boat, as does the Charger, but for that one it is probably supposed to be the fast Assault.
Note the hardpoint positions on the Battlemaster - most of those energy hardpoints are up high in the shoulders, which is not as much the case on the Charger, while the Charger has better mobility parameters and GIANT shield arms rather better than the Battlemaster.

Quote

The Zeus also seems like an energy Assault.
Only two variants can be construed as that, and both of them have features to bring your attention to their missile capabilities (one has a heavily quirked missile hardpoint, the other has three with a decent cooldown buff), the rest are missile+ballistic with secondary energy hardpoints.

Quote

I am probably just missing something super obvious, but I'd really appreciate the help. If you could tell me the unique selling points of, for example the IS Assaults that would probably already show me where I went wrong.
Geometry, mobility, hardpoint positions, quirks.

Edited by Horseman, 13 April 2022 - 04:53 AM.






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