

Struggling With Loadouts
#1
Posted 20 June 2022 - 02:11 AM
A.
A balanced load out which allows me to put weapons on to opponents at long, middle and short ranges, whilst taking care of heat and manoeuvrability.
B.
A weapons loadout heavily weighted to a fixed distance, making use of all of the quirks that relate to that weapons group.
It seems to come down to those with whom i drop, if you find a group that communicate the well, balanced approach works well with me adding my firepower and armour to the whole. If I drop with a group that are 12 single players the weighted loadout seems to work better as I can match myself with a team mate who best fills the holes in my own attack and defence strategies.
I would be grateful if you could tell me how you overcome this disconnect with strategies.
Thank you in advance.
#2
Posted 20 June 2022 - 02:52 AM
This is applicable to MWO, the Battletech board game, real life, everything. Specialization is superior to jack of all trades, master of none. If you need a mech of a different role, bring a different mech.
#3
Posted 20 June 2022 - 04:19 AM
#4
Posted 20 June 2022 - 05:00 AM
That said, in QP your build might not always suit the map and/or mode and/or team composition but generally you will be better off if you avoid 'Jack of all trades' builds.
Good hunting,
CFC Conky
#5
Posted 20 June 2022 - 05:59 AM
#6
Posted 20 June 2022 - 06:45 AM
The only weapons you do NOT want to mix are as follows:
1 - weapons whose range categories are mutually exclusive, like LRMs and small/micro lasers, or LRMs and SRMs, as most often you will be put in a position of having one set of your weapons be useless while you use the other set.
2 - weapons that lead the target differently. For example, a build that mixes autocannons, SRMs, and lasers. The autocannons lead the target differently than the SRMs and the lasers don’t lead the target at all. At anything other than point blank range, this means you often have to fire the weapons separately for accuracy, which increases the amount of time you’re exposed to the enemy and increases the number of hit locations you’ll hit on the enemy. Until you're used to the game, sticking with a single type of weapon simplifies scoring hits. When you learn a bit more, most folks up to two kinds of leading weapons (lasers and SRMs or lasers and autocannons, for example). Even the best players usually avoid 3 or more.
Edited by ScrapIron Prime, 20 June 2022 - 06:54 AM.
#7
Posted 20 June 2022 - 06:52 AM
Edited by Zeddicuus, 20 June 2022 - 06:56 AM.
#8
Posted 20 June 2022 - 08:06 AM
#9
Posted 20 June 2022 - 08:20 AM
#10
Posted 20 June 2022 - 09:04 AM
You have to think that the long range weapon is meant to be used in short range.
That's why gauss rifle is used in dark range to work in sun range bro.
#11
Posted 20 June 2022 - 02:48 PM
#12
Posted 20 June 2022 - 03:05 PM
First off what mouse you got, do use keyboard only ??. as hard as it is some are very good at it. back too your mouse, it probally a 2 button mouse, maybe more ect ect.
I always tell new folks you are over thinking build a 2 weapon system, for the 2 buttons on your mouse, why LAZER VOMIT works, i run alot of it 2 weapons, 2 large lazers and 4 med lazers, and it can be used close range, then spec it to shoot faster.
STOP over thinking--- try 3 LBX 2s and 4 med lazers, or 2 PPC and 3 med lazer ect ect ect .
GOOD LUCK SAWK CLANNER timberwolf
#13
Posted 21 June 2022 - 09:27 AM
Conversely, if you have a weapon with a dead zone (Inner Sphere LRMs, ATMs, even Clan LRMs to a lesser degree), pack some backup weapons. Medium Lasers cover all manner of sins in this regard, and can even boost your DPS a little when you have LOS.
One of the interesting aspects of long range direct fire guns is that most of them are still quite useful and effective up close. The stock weapons on the BJ-1 Blackjack are shockingly good in MWO. Sure, you'll want to upgrade your engine, sinks, structure, etc., but twin AC2 backed up by quad MLs is solid. No, it's not as effective as a single AC20 and a bunch of MLs (which was the meta Blackjack for a long while), but the AC2s will make you more relevant early game (and they out DPS a Gauss rifle while being lighter and more compact).
Overall, a specialist will always outperform a generalist in its area of specialization. More flexible builds will be less likely to be caught in an situation where they can't fight back, and will likely outperform a specialist caught outside of its preferred range. However, the fact that direct-fire, long-range builds still perform acceptably up close tends to make them the preferred builds. One might note that the LB2X boats out there don't particularly care what range they engage you at, so long as they can DPS you into oblivion; and ERLLs may be inferior to a bank of MLs/MPLs at close range, but they are still going to hurt.
#14
Posted 21 June 2022 - 09:34 AM
#15
Posted 21 June 2022 - 09:48 AM
ScrapIron Prime, on 21 June 2022 - 09:34 AM, said:
From a purely build perspective, you are right. From the perspective of the reality of dealing with my own aggression, and doing something to placate it? Very different story. I even came right out and said that already.
Edited by Escef, 21 June 2022 - 09:49 AM.
#16
Posted 21 June 2022 - 12:16 PM
ScrapIron Prime, on 21 June 2022 - 09:34 AM, said:
Not to mention, AMS will usually chew up a pair of LRMs and they won't deal any damage at all. Better off with MRMs at least. But honestly, lasers all the way because they provide the most damage per ton (you just have to pay that back in the form of heat and not always use them). ER Mediums give you some poke to medium range, though not much damage, but better than nothing and only cost 1 ton.
#17
Posted 22 June 2022 - 11:41 PM
Take the Arrow black jack. six machine guns, two er mediums and one large pulse laser literally deletes anything.. and specializes in deleting light mechs.
The ranges are all different but when used at correct distances it destroys everything.
#18
Posted 23 June 2022 - 03:25 AM
ScrapIron Prime, on 20 June 2022 - 06:45 AM, said:
The only weapons you do NOT want to mix are as follows:
1 - weapons whose range categories are mutually exclusive, like LRMs and small/micro lasers, or LRMs and SRMs, as most often you will be put in a position of having one set of your weapons be useless while you use the other set.
2 - weapons that lead the target differently. For example, a build that mixes autocannons, SRMs, and lasers. The autocannons lead the target differently than the SRMs and the lasers don’t lead the target at all. At anything other than point blank range, this means you often have to fire the weapons separately for accuracy, which increases the amount of time you’re exposed to the enemy and increases the number of hit locations you’ll hit on the enemy. Until you're used to the game, sticking with a single type of weapon simplifies scoring hits. When you learn a bit more, most folks up to two kinds of leading weapons (lasers and SRMs or lasers and autocannons, for example). Even the best players usually avoid 3 or more.
red lasers + ERPPC on the EXE and others is generally a good combo
#20
Posted 23 June 2022 - 11:40 AM
Nomad Tech, on 22 June 2022 - 11:41 PM, said:
Take the Arrow black jack. six machine guns, two er mediums and one large pulse laser literally deletes anything.. and specializes in deleting light mechs.
The ranges are all different but when used at correct distances it destroys everything.
Have to say, that has not been my experience with the Arrow but then again I prefer fighting at medium range and not against lights.
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