

Im Looking For A Mech That Can Do Lots Of Damage To The Enemy Team
#1
Posted 19 December 2012 - 12:58 PM
BTW preferably a well round mech battle wise
#2
Posted 19 December 2012 - 01:02 PM
#3
Posted 19 December 2012 - 01:04 PM
#4
Posted 19 December 2012 - 01:16 PM
I've had 600+ damage and 3+ kill games in my 50-ton Hunchback-4SP, 50-ton Centurion-D, my 65-ton Catapult-C4 and my 80-ton Awesome-8V (all modified, mind you).
I've even watched other Ravens and Cicadas rack up 5-6 kills per match.
Really - It's not about size, it's how you use it. (Wait, I've heard that somewhere else before...)

I personally don't touch an Atlas since it's just too slow. And I can't pilot anything 40 tons or less worth a damn. And I haven't used a stalker enough yet to form an opinion. Didn't much care for the Cataphracts when I tried them.
My $.02.
#5
Posted 19 December 2012 - 01:19 PM
http://mwomercs.com/...alker-or-atlas/
http://mwomercs.com/...-range-battles/
The answer is very subjective. The Atlas is well rounded because it doesn't specialize in anything. But it's very slow. The Stalker has a ton of weapon slots but none are ballistics. It's also slow. The Cataphract is faster then the other mechs, and seems a little more rounded across its variants then the Stalker.
Each mech in this game is preferential depending on the pilot. Each mech has at least one variant that excels well. You have to find your own playstyle. I'd recommend playing some of the trials. Despite being bad, they do show some of the strengths and weaknesses of each chassis.
#6
Posted 19 December 2012 - 01:25 PM
On the other hand, Cicadas, Ravens, and Hunchbacks can be extremely well rounded and dangerous machines, too. Heck, everything can be. It comes down to what you specifically want out of a machine. Upfront instant damage? Precision? Support capabilities? Speed? Armor? Heat efficiency? Durability? (No, armor and durability are not necessarily one and the same.)
No matter what machine you take, you will be forced to sacrifice in other areas, with the current exception being the RVN-3L. That thing currently hits hard for its tonnage, has fantastic mobility, a good weapon spread, and pretty beefy armor for its size.
#7
Posted 19 December 2012 - 01:40 PM
#8
Posted 19 December 2012 - 01:54 PM
ShadowThunder77, on 19 December 2012 - 12:58 PM, said:
BTW preferably a well round mech battle wise
All 3 can do lots of damage & "well rounded" be so very vague.
Even a Jenner, Raven, Commando, Hunchback, Centurion, Catapult, Dragon, etc can do lots of damage to the enemy team.
You has to be more specific.
& as me can sense the noob power off of you & assume you be of mediocre skill, me would suggest you go in a light as possible mech outside of an actual light mech.
Mayhaps a hunchback or centurion.
#9
Posted 19 December 2012 - 02:44 PM
#10
Posted 19 December 2012 - 11:54 PM
Shatterpoint, on 19 December 2012 - 02:44 PM, said:
And promptly getting owned by ECM mechs, or lights, or lights with ECM.
#11
Posted 20 December 2012 - 02:48 PM
Guess noone else let them know they get owned by ecm and light mechs, I haven't noticed any real change since ecm was released. If anything the missile spam has increased over time, it's not rare to see those light mechs pop just from the massive incoming fire very early on in a match (I say "see" the mech, you can't it's just a ball of smoke and explosions running for its life as 100's of missiles rain down).
#12
Posted 23 December 2012 - 12:07 PM
Shatterpoint, on 20 December 2012 - 02:48 PM, said:
Guess noone else let them know they get owned by ecm and light mechs, I haven't noticed any real change since ecm was released. If anything the missile spam has increased over time, it's not rare to see those light mechs pop just from the massive incoming fire very early on in a match (I say "see" the mech, you can't it's just a ball of smoke and explosions running for its life as 100's of missiles rain down).
If you be dying to LRMs as a ECM light, you be doing something terribly wrong.
50% longer lock time should be plenty of time to get to cover when you move at 100+ kph.
Edited by MagicHamsta, 23 December 2012 - 12:08 PM.
#13
Posted 24 December 2012 - 05:15 PM
also note lrms move 100meters/second.
120kph is about 33.33 meters per second.
150kph is about 41.66 meters per second.
missiles turn poorly and use up some of their distance/second changing their elevation. with a good head start you could largely outrun lrms and/or give an equipped ams system twice as much time to work on the launch by running away from them.
srms conversely travel 300m/s, and ssrms 200m/s.
missiles are all slow slow hamsters.
so lets say an lrm mech hits you with tag while you are at 500m. you move 150kph. he takes 2 seconds to lock on then fire. you can get outside his tag lasers range of 750 meters well before the lrms catch up, at which point he loses lock, the missiles go ballistic, and you can sidestep to avoid them. probably easier to run behind a friendly or enemy or terrain and break lock however briefly. once broken it takes the full time to relock on and without lock the missiles are ballistic.
#15
Posted 24 December 2012 - 10:25 PM
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