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Returning Player Seeking A Bit Of Help


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#1 MacKerris

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Posted 24 July 2025 - 06:06 PM

Greetings all,

I am returning after not playing since 2013. As things have changed drastically since then I could use a bit of help catching up. I used to like assault mechs, and would be interested in grabbing something from the store. The Marauder 2C Scorch and Stone Rino did catch my eye.

I would also like to know what the general meta is for all the weight classes as well. Because I want to test them all since it's been 12 years since I played last. I do use discord, so am willing to group up or just chat.

Thanks

#2 KursedVixen

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Posted 24 July 2025 - 06:39 PM

View PostMacKerris, on 24 July 2025 - 06:06 PM, said:

Greetings all,

I am returning after not playing since 2013. As things have changed drastically since then I could use a bit of help catching up. I used to like assault mechs, and would be interested in grabbing something from the store. The Marauder 2C Scorch and Stone Rino did catch my eye.

I would also like to know what the general meta is for all the weight classes as well. Because I want to test them all since it's been 12 years since I played last. I do use discord, so am willing to group up or just chat.

Thanks
Well i'm not too much into the scorch as the marauder IICs are kinda old mechs but the stone rhino is quiet a tank,but with alot of diffrent builds depending on what model you have.

#3 w0qj

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Posted 25 July 2025 - 07:44 AM

A warm welcome back to MWO!

==>MechDB 2.0
http://mwo.nav-alpha.com/mechs

1. Different Assault mech players prefer to play differently (I'm an Assault mech pilot myself, preferring ballistic brawling, which is arguably happening less nowadays in this meta day and age of laser vomits).

~Which do you prefer? Ballistic vs Laser vs Missiles
~What range do you prefer to engage your opponent? (Laser, Gauss, and LRM/ATM use longer ranges)
~What speed Assault mechs do you prefer? (is 48 kph "ok", or do you prefer ones that go 60+ kph?)
(By the way, that new Gargoyle goes at 81 kph and now comes with JJ! Posted Image )

2. Try the Trial Mechs to get a feel for the different Assault mechs.
[MechLab]>>[Trial]
~These are Trial Assault mechs available (and they rotate once in a while):
~DWF-B(T): AC5 boat
~FNR-5(T): Heavy Gauss + ECM
~MCII-2(T): LBX20 + SRM
~STK-4N(T): 6xLarge Lasers (!)

3. Just browse here for your Assault mech of choice!
https://grimmechs.is...im.org/Database

4. Other common Assault mechs seen on the QP battlefield nowadays:
~Bullshark, Stone Rhino, Annihilator, King Crab, Charger CGR-1A1, Kodiak, Dire Wolf, Executioner, Madcat Mk II (Moonwalker or MCII-B, Marauder II, Marauder IIC, Nightstar, Stalker.

Do have fun choosing your Assault mech! Posted Image

Edited by w0qj, Today, 08:05 AM.


#4 w0qj

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Posted 25 July 2025 - 07:52 AM

Here are some useful links to get yo up to speed!

MechDB 2.0
http://mwo.nav-alpha.com/mechs
http://mwo.nav-alpha.com/equipment
http://mwo.nav-alpha...uipment/weapons
http://mwo.nav-alpha...pment/ghostheat

- - - - - - - - - -
Update HSL Quirk List:
http://mwomercs.com/...-hsl-quirk-list

MWO/Cauldron Patch History since April 2021:
http://mwomercs.com/...auldron-changes
http://mwomercs.com/game/patch-notes

#5 MacKerris

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Posted 25 July 2025 - 07:56 PM

Back in the day I played mostly medium to short range, using ballistics and ppc. As far as speed is concerned faster is always better, but dps can outweigh speed. Therefore I'm looking for something that's quite tanky.

#6 w0qj

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Posted Today, 06:03 AM

Changes while you've been away ;)
https://mwomercs.com...auldron-changes


2023/2024 New Weapon behavior changes: ('Jihad?' era new weapons, Part 1, Part 2):
===================================================================
IS: BL (Binary Laser Canon): decreased to firing 2x weapons at once without ghost heat penalty
IS: SXPL / MXPL / LXPL (X-Pulse Laser)

IS & Clan: ASP (Advanced Sensor Package--replaces the Command Console). Also gives TAG +20% range

Clan: HAG20 / HAG30 / HAG40 (Hyper Assault Gauss Rifle)
~~HAG20: 4x projectile shells per burst (Total damage+splash profile: 2 / 16 / 2. Individual projectile shell damage+splash profile: 0.5 / 4 / 0.5)
~~HAG30: 6x projectile shells per burst (Total damage+splash profile: 3 / 24 / 3. Individual projectile shell damage+splash profile: 0.5 / 4 / 0.5)
~~HAG40: 8x projectile shells per burst (Total damage+splash profile: 4 / 32 / 4. Individual projectile shell damage+splash profile: 0.5 / 4 / 0.5)

New Weapon: IS: LAC2/LAC5 (Light Autocanon)
New Weapon: IS: TBM5/TBM10/TBM15/TBM20 (Thunderbolt Missile), minimum range 150m. (Half damage below minimum.)
New Weapon: IS: SB Gauss (Silver Bullet Gauss Rifle): 3x projectile shells per shot
New Weapon: IS: Magshot (Magshot Gauss Rifle): No critical hit chance bonus over base values.
New Equipment: IS: Light TAG (Light TAG)

New Weapon: Clan: PAC2/PAC4/PAC8 (Protomech Autocanon)
New Weapon: Clan: AP Gauss (AP Gauss Rifle). No critical hit chance bonus over base values.
New Weapon: Clan: Beam Laser (Beam Laser)
New Weapon: Clan: Plasma PPC (Plasma Canon), damage+splash profile 1 / 5 / 1, plus minor heat damage 0.5

~~>New Fixed Equipment: IS & Clan: Supercharger: Catapult Ferroblast, Warhawk Kasai hero mechs
~~>New Fixed Equipment: Clan: Modified Ballistic Loader: BANE-L hero mech (turns HAG40 into Silver Bullet)
~~>Number of projectile shells per shot (ie: per trigger pull): another possible source here.


===========================
Major weapon behavior changes: (Civil War era weapons):
===========================
IS: STD Large Lasers: increased to firing 4x weapons at once without ghost heat penalty.

IS: STD PPC: increased to firing 3x weapons at once without ghost heat penalty.
IS: STD PPC: minimum of 5.5 damage at zero meter range. Does exponential decay damage below minimum range (somewhat similar to Clan LRM).

IS: Heavy PPC: minimum of 5.5 damage at zero meter range. Does exponential decay damage below minimum range (somewhat similar to Clan LRM).

IS: Light-PPC: no minimum range anymore.

IS: Snub-Nose-PPC: decreased back down to firing 2x at once without ghost heat penalty (June-2022 patch)
IS: Snub-Nose-PPC: does splash damage (similar to Clan ER-PPC), damage+splash profile 2.5 / 10 / 2.5

IS: Light-Gauss: [Maintenance_HSL]: changed to "no" ghost heat penalty (can only charge/fire 2x at once though).
IS: Light-Gauss: no longer part of ghost heat linked penalty group of IS Gauss Family & IS PPC Family.

IS: LRM5: increased to firing 6x LRM5 weapons at once without ghost heat penalty.
IS: LRM5: Now in its own separate ghost heat linked penalty group.
IS: 2xLRM20 + 6xLRM5 with no Ghost Heat ! 2xLRM15 + 6xLRM5 with no Ghost Heat !

IS: STD SRM4: increased to firing 5x STD SRM4 weapons at once without ghost heat penalty.

IS: Rocket Launcher: does slight (exponential decay) damage below minimum range (similar to Clan LRM). 'Zero' damage at zero meter range.

IS: CASE: now 0 tons, still consume 1x critical slot. Equippable in Arm, Leg, Left/Right Torso.

IS: BAP: now 1 ton, and consume 1x critical slot.

IS & Clan: LRM: firing arc reinstated back to its original 2023 value (now 150m, up from 100m).
IS & Clan: LRM velocity reduced on patch dates: Jan-2024 <-- Aug-2023 <-- Summer-2023.
IS & Clan: LRM (indirect) velocity: 160 m/s (down from 160 m/s <-- 190 m/s <-- 210 m/s).
IS & Clan: LRM (direct) velocity: 224 m/s (down from 224 m/s <-- 266? m/s <-- 294? m/s).
IS & Clan: artemis-LRM (indirect) velocity: 190 m/s (down from 190 m/s <-- 226? m/s <-- 250? m/s).
IS & Clan: artemis-LRM (direct) velocity: 266 m/s (down from 266 m/s <-- 316? m/s <-- 350? m/s).

IS & Clan: Streak SRM2: increased to firing 6x Streak SRM2 weapons at once without ghost heat penalty.
IS & Clan: Streak SRM4: increased to firing 4x Streak SRM4 weapons at once without ghost heat penalty.

IS & Clan: ECM range decreased to 90m (down from 120m). ie: -55% protection surface area!
IS & Clan: ECM missile lock time decreased to only 2x times longer (down from 4x longer). ie: shorter lock times

IS & Clan: Radar Depriviation decreased to 80% max (ie: 80% = 16% x 5 skill nodes).

IS & Clan: AMS ammo does not explode upon crit.

IS & Clan: MASC lasts longer (fill rate decreased). MASC redline threshold increased to 85% (up from 75%).

Clan: ER-Micro-Laser: changed to "no" ghost heat penalty (fire as many as you want at once!).
Clan: Micro-Pulse-Laser: changed to "no" ghost heat penalty (fire as many as you want at once!).
Clan: Micro-Pulse-Laser: increased to firing 12x weapons at once without ghost heat penalty.
Clan: Micro-Pulse-Laser: no longer part of ghost heat linked penalty group of Clan ER-Micro-Laser.

Clan: AC5: increased to firing 4x AC5 weapons at once without ghost heat penalty.
Clan: AC5: decreased to 1x projectile shell per shot (down from 2x).

Clan: AC10: increased to firing 4x AC10 weapons at once without ghost heat penalty.
Clan: AC10: decreased to 2x projectile shells per shot (down from 3x).

Clan: AC20: increased to firing 2x AC20 weapons at once without ghost heat penalty.
Clan: AC20: decreased to 3x projectile shells per shot (down from 4x).

Clan: UAC5: increased to firing 4x UAC5 weapons at once without ghost heat penalty.

~~>Number of projectile shells per shot (ie: per trigger pull): another source here.

Clan: LRM5: increased to firing 6x LRM5 weapons at once without ghost heat penalty.
Clan: ATM3: increased to firing 6x ATM3 weapons at once without ghost heat penalty.
Clan: LRM5 & ATM3: Both are now in its own separate ghost heat linked penalty group together.
Clan: 2xLRM20 + 6xLRM5 with no Ghost Heat ! 2xLRM20 + 6xATM3 with no Ghost Heat !
Clan: 2xATM12 + 6xATM3 with no Ghost Heat ! 2xATM12 + 6xLRM5 with no Ghost Heat !

Clan: ATM Family: new minimum range of 60m (down from 120m). 'Zero' damage below minimum range.
Clan: ATM Family: ATM damage bracket adjusted

Clan: SRM4: increased to firing 5x SRM4 weapons at once without ghost heat penalty.

Clan: 2x ECM Skill Nodes max out at 33% ECM Target Range Reduction (ie: 16.5% per ECM Skill Node)
Note: IS only: max 100% ECM jamming (ie: max 100% = 20% skill node + 20% skill node + 60% base value)
Note: IS only: 2x ECM Skill Nodes max out at 40% ECM Target Range Reduction (ie: 20% per ECM Skill Node), on top of base value of IS base 60% ECM.
Note: Clan only: max 93% ECM jamming (ie: max 93% = 16.5% skill node + 16.5% skill node + 60% base value)
Note: Clan only: 2x ECM Skill Nodes max out at 33% ECM Target Range Reduction (ie: 16.5% per ECM Skill Node), on top of base value of Clan base 60% ECM.

Note: [Maintenance_HSL] = Strictly to overcome the PPC/Gauss linked Ghost Heat penalty group; there are no additional weapon hardpoints to accommodate additional ERPPC weapons. eg: KGC-001, MAD-4L

#7 w0qj

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Posted Today, 08:03 AM

For medium to short range, using ballistics and ppc, you still have a lot of choices! Some build ideas as below.
Just look here:
https://grimmechs.is...im.org/Database
(Gauss/HAG or dakka? IS or Clan? Lots of PPC choices now!)

1) Pure Gauss/HAG: (it almost breaks this game!)
ANH-GZ(LGD)

2) Gauss/HAG with ERPPC or ERLL:
MAD-4L (with ECM)
MAD-IIC-D (with ECM)
MAD-IIC-DN
SR-2
FNR-5B
BSK-M
BSK-5
MCII-1
HGN-IIC
BAS-A (with ECM)
BAS-B
DWF-any (or DWF-C with ECM)

3) Dakka with PPC (AC5 or AC10, with some PPC variant):
KDK-3: 4xAC10 + ERPPC (this illustrates a point: 'older' mechs with 'older' weapons still work unashamedly!)
SR-1: 4xAC10 + ERPPC
ANH-2A: 6xAC5, or 5xAC5 + LPPC
FNR-5: 4xAC5 + 2xLPPC + ECM
MAD-4L: 4xAC5 + 2xSTD_PPC + ECM
DWF-any: AC5/LBX5 + ERPPC (or Plasma Canons)
BANE-6: 4xAC10 + PC + ECM (PC = Clan Plasma Canons)
EXE-B-C: 5xLBX5 + ERPPC
BSK-M: 4xAC10 + 3xPC, or 4xAC10 + ERPPC
BSK-6: 3xAC10 + LPPC
LGB-13NAIS: 4xAC5 + 3xLPPC + ECM
STK-WU: 3xAC10 + 3xLPPC, or 4xAC5 + 3xLPPC, or 2xUAC10 + 2xSTD_PPC
MAL-1P: 4xAC5 + 2xLPPC
MCII-MWK: 5xAC5 + ERPPC, or 4xAC10 + ERPPC
MCII-B: 4xAC5 + 2xPC

(OK, you get the idea, right? Lots of choices for dakka + PPC!)


View PostMacKerris, on 25 July 2025 - 07:56 PM, said:

Back in the day I played mostly medium to short range, using ballistics and ppc. As far as speed is concerned faster is always better, but dps can outweigh speed. Therefore I'm looking for something that's quite tanky.

Edited by w0qj, Today, 08:06 AM.


#8 MacKerris

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Posted Today, 09:53 AM

Thanks much! Looks like I have a bit of studying to do...lol

Edited by MacKerris, Today, 09:54 AM.


#9 w0qj

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Posted Today, 10:26 AM

Just play and have fun!

Try to aim for 500+ damage and 8+ Kill Assists (ie: Killing Blows not that important).
Above result would give you good match points and good CBills rewards, regardless of whether or not your Team win or lose! ;)


View PostMacKerris, on 27 July 2025 - 09:53 AM, said:

Thanks much! Looks like I have a bit of studying to do...lol






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