Odins Fist, on 30 October 2012 - 04:03 PM, said:
Nah, pretty much everyone that has a clue has agreed (since closed beta) that a Customizable mech that can Outrun, Outgun, take more damage, etc, etc, etc over a trial mech, pretty much has the advantage..
After running both, I can say without a doubt the trial mechs "TRY" to be good at everything, but you cannot be all things at all times, if you can find the true strengths of a Mechs capabilities, then customize it (which trials CANNOT do), then you have a FAR more than equal chance of turning a trial Mech into a heap of smoking newb..
.
Don't try to sell me on the old "Trial Mechs are just as good as customized mechs routine", nobody with a clue buys that one, and hasn't since this summer, and closed beta... They aren't, the numbers don't match up.. 2+2=4..
2+2 (does not) = popcorn
Kinilan, on 30 October 2012 - 04:07 PM, said:
Trials are bad. On paper, or rather TT they would work...sort of. But their weapon mix in most cases (not all) are poorly configured with no focus on any role.
In some cases they have too many weapons and not enough HS and most can't be sorted proper within effective weapon groups with ranges and types of weapons being spread out across torso and arm slots. Part of a good build is being able to group your weapons for example two lasers in the arms don't function the same as one in an arm and one in the torso
None of them have AMS which is a must in MWO especially when you're new and clueless and run up over a ridge.
Ammo allocation is slim for most trials.
Armour on some stocks is down right laughable.
Now combine those factors with no documentation on controls or weapon behavior/stats, a vast majority of much more experienced pilots from Closed Beta. The result is four punching bags.
Under armed under armoured and poorly configured for MWO.
I never said trial 'Mechs were better or even "just as good" all I'm saying is that they aren't at such a huge disadvantage that everyone seems to think they are.
Your problem is that you are focusing on one role when you say "They try to be good at everything." They aren't trying to be good at everything, they are trying to give you the ability to hit from all ranges with all sorts heat options. Some of the trial 'Mechs like the Awesome are designed to fulfill a single role, like ranged support. Most though are designed to be flexible, so use their flexibility. Don't try and take a Centurion up into a slugfest right away, hang back and use the LRMs to soften up the target and then go in and finish them off with lasers.
This is what I'm talking about when I say its the pilots fault not the 'Mechs. You are trying to put these 'Mechs into a specific role, a specific mission. Most don't do that, so adapt and use the entire range of the 'Mechs abilities rather than try and force it into a specific role its not designed for.
This isn't WoW! There are no healers, tanks, or DPSers, there is no raid dynamic or make up! Narrowly defined roles are not important or even good, because they open you up to attacks from ranges where you cannot reply effectively. A 'Mech that focuses on long range support with lots of LRMs and no medium to short range weapons will be helpless if someone gets in under 180m. A 'Mech with all small or even medium lasers won't be able to damage a 'Mech that can pound them with long range weapons such as LRMs, PPCs and Gauss rifles. Flexibility means that you can hurt the enemy at any range, learn to use it, open and close the distances so that you are fighting at an advantage. Use cover, stick with your team, fight smart, fight flexible, adapt and over come!
Its not a case of poor weapons configuration, its poor piloting. You have long range weapons often guided, you have medium range weapons and you have short range weapons. Use your ranges, open the distance to employ missiles or close the distance to gut them with lasers, fight at a range that benefits you the most. This is the beauty of most stock 'Mechs, you can't get inside their weapons and you can't get outside of them. They will hit you from all ranges, and that's how you should be piloting them.
As for weapons grouping, there is only one trial 'Mech right now that doesn't have like weapons grouped in the same area and that is the Dragon. The Dragon has one medium laser in the torso and one in the arm which does make it hard to effectively target them against fast moving targets. However you can use the speed of the Dragon to flank assaults or heavies and get them in a position where you can fire both dead ahead.
The other 'Mechs all have their weapons grouped in the same areas. Awesome has its large lasers in the arms, the Raven has its mediums in the same area and you shouldn't be grouping them with the large laser anyway. Cent has a large in its arm and two mediums in its torso, if you're linking all three together you're an *****. The only 'Mech that has a poor weapons placement for grouping is the Dragon and with its long range weapons you should only be engaging with the mediums as a last resort.
Ammo allocation is low, take your shots carefully and use your other weapons thoughtfully, think before you shoot.
AMS are hardly vital, I don't usually run them even when I was making customs in previous builds. Use the terrain, buildings block LRMs, hills block them, fight smart, fight from cover. Think, that's the biggest thing, think before you act, play cautious don't just rush in and think you're going to do amazing cause you aren't.
Alture White, on 30 October 2012 - 04:10 PM, said:
Yeah this OP is complete bunk. Taking a new player that doesn't know anything about anything and forcing them to play with an incredibly heat ineffecient design is just asinine. Sure this game will always have a learning cliff, but taking new players and shoving them off of it is not the right way to go about it.
Heat has always been the most important factor in BattleTech. MechWarrior is like boxing, its about stamina, staying in the fight and out lasting your opponent. It is not about blasting away with all your weapons as fast as you can and try for the quick kill. That's what heat does it teaches players to think about their shots, "is this shot worth the heat" and it forces them to slow down. This isn't a fast paced run and gun game, its slower more thoughtful with a dozen different factors to balance. We're not playing CoD anymore where you can just grab a P90 and bunnyhop around the map spraying from the hip.
Bottom line, the designs are not cool running (except for the Awesome which is), but the inefficiency is the pilot firing too much and not taking his/her shots carefully. I duked it out with an Awesome -8T in the trial Centurion and I didn't over heat once because I kept turning and spreading his damage out, while I only took shots with my arm mounted LL unless I had a perfect CT shot with my mediums.
Dagger906, on 30 October 2012 - 04:25 PM, said:
There are certain factory defaults that you will always fix no matter what. Half armor center torso is one of them. Even if you strip armor for glasscannon cata, center torso is the last thing to strip. Then there's the 80km/h Raven for scout. Assault has to have armor center torso, and scout has to be fast, there's no choice in the matter. Trial mechs are not just uncustomized, they're bad, there's no other way to put it.
Dagger906, on 30 October 2012 - 04:12 PM, said:
Ever wondered why your trial awsome gets popped after 2 hits down its broad center torso? It's because it has half armor there, of all places. Also, where do you think they put that ammo that goes all sparkly like fireworks? Then there's the split weapon ranges that ensure it hits like a pinprick at any range. Yeah, not so awsome.
And it's arguably the best among trial mechs, competitive with the 80km Raven...
If you're getting hit in the chest on the -8T you're doing it wrong. Its a support 'Mech, you should be back far enough that no one even sees you. The only time you should be close enough to be taking hits on your armor is at the endgame when you've used up all your missiles and their armor is torn to shreds. Then you close and you use your large lasers to pinpoint their weak spots and carve them up. Take the return fire on your arms, twist and turn to spread it across your body.
As for the damage, 'MechWarrior/BattleTech isn't about the huge knockout hits. This is boxing, its about taking the hits and out lasting the other guy. LRMs let you get in early hits when they have trouble replying while the Large Lasers are a very potent and accurate jab to quickly wear them down in mid to short ranges.
Again this isn't CoD where you pick the DEagle, or the Barret, or a shotgun and try and one shot people. This is about wearing them down bit by bit, and being smart enough and tough enough to survive to the end.
CocoaJin, on 30 October 2012 - 06:42 PM, said:
Do you PuG, pre-made or use TS?
Any mech works well in a coordinated group versus uncoordinated PuGs...doesnt mean thier good releativly. Team environment can trump builds.
Usually PUG, at most I'm in TS with three other guys, usually just me and my father-in-law though. That's part of my point though, new players, even if they don't have voice comms, need to find a team mate and stick with them and work together. Even if that's just a new guy in a Centurion following some other medium-heavy 'Mech and shooting what it shoots.