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Picking A Mech


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#21 xxx WreckinBallRaj xxx

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Posted 30 December 2012 - 12:17 AM

Atlas is extremely slow and very hard to fight at close range due to horrible torso turning speed. I suggest Cataphract if you like being able to move. It's about as big as you can get without going Assault.

#22 Red squirrel

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Posted 30 December 2012 - 12:21 AM

Before you buy a mech play around with some builds on smurfys weg-lab (see links below)

I can only recommend the CAT to a new player. It is a very versatile mech and my all time favorite.
Also since it has a large torso and small side torsos it works very good with XL engines:

The C1 Is both a great LRM support mech (and still not helpless in clsoe range due to 4med las)
CPLT-C1

as well as a good laser support mech (with SSRMs to fend off lights)
CPLT-C1

Also liked by many is the Gaussapult sniper mech:
CPLT-K2



If you are still leraning how to pilot a mech I would not recommend a Dragon since it is IMHO one of the more difficult mechs. You need to maneuver engage/disengage lots.

But the Stalker is definitely a good choice given your current style of play. Although I prefer the Cat because it is much more versatile and maneuverable.

STK-3F

This one is cool but not very heat efficient so more a veteran build:
STK-5S

#23 Airoge

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Posted 30 December 2012 - 12:21 AM

ya the more I play the less Im requring the locks.... in fact Im getting more damage now with lasers which Im hopiong means im actually improving lol

This is with the centurian anyway... seems to be fast enough I can run away and manuverable enough I can sometimes get around buildings and such and get a few good shots off.

Unfortunatly it seems if I take a hit the mech dies so Im trying to learn how not to get hit :D

#24 Gaeb

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Posted 30 December 2012 - 12:25 AM

View PostAiroge, on 30 December 2012 - 12:21 AM, said:

This is with the centurian anyway... seems to be fast enough I can run away and manuverable enough I can sometimes get around buildings and such and get a few good shots off.

Unfortunatly it seems if I take a hit the mech dies so Im trying to learn how not to get hit :D

Cent is a neat mech in that their left arm is always empty - its a shield. So one of the neat things to learn is how to torso twist before a missile salvo or an enemy barrage hits you so you take most of the damage on that arm, then twist back to fire. I do this in my brawler atlas all the time since my main weapons are in the torso - my arms are big beefy shields with only minor weaponry, so I turn between salvos to take shots on them.

#25 Airoge

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Posted 30 December 2012 - 12:29 AM

lol thats awsome... Im lovin this game, so much more strategy then the usual shooters

#26 Red squirrel

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Posted 30 December 2012 - 12:31 AM

View PostAiroge, on 30 December 2012 - 12:29 AM, said:

lol thats awsome... Im lovin this game, so much more strategy then the usual shooters


Nice to hear that you enjoy this game.

#27 Airoge

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Posted 30 December 2012 - 12:36 AM

how much damage do gause rifles do? Im between a LRM and a Sniper boat atm

#28 Coole

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Posted 30 December 2012 - 12:39 AM

View PostGaeb, on 29 December 2012 - 11:36 PM, said:

That will change with access to double heat sinks (1.5MM upgrade) and the basic exp unlocks (which double if you get 8/8 basics on 3 different mech chassis of the same type - so if you own 3 Hunchbacks and get 8/8 on all 3 you get +15% cooling or whatnot).

I echo the Catapult suggestion - really one of the strongest chassis out there. Atlas is my favorite, but it is *very* slow. Catapults can go fast if you build them for it, Atlas can't top 62KPH. I would also recommend looking into the Hunchback - the SP and P variants are very strong, and with a 250 engine they go 87KPH when speed tweak'd -- so they're pretty fast, with good firepower and good armor, not to mention the best torso+arm twist radius in the game.

Edit: I highly recommend the Hunchback SP as a first mech. 4-5ML + 2SRM4or6 (or 2 SSRM2) is a solid weapon loadout. Else, try the Catapult C1. http://mwomercs.com/...t-mech-cplt-c1/


No, you don't get double the effects. It says you do, and you're supposed to, but you don't. I believe its a bug.

#29 Gaeb

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Posted 30 December 2012 - 12:45 AM

View PostCoole, on 30 December 2012 - 12:39 AM, said:


No, you don't get double the effects. It says you do, and you're supposed to, but you don't. I believe its a bug.


For engines up to 250, you get 2.0 values for every heat sink in the engine (1 per 25 rating). For non-engine-heatsinks (included those 'added' to bigger engines at 275 and above) you get 1.4.

So, a 250 engine with single heatsinks is worth 10 heatsinks. With doubleheatsinks, its worth 20.

Now, my DHS Hunchback SP has 7 double heatsinks with a 250 engine. That means:
250 engine = 10 heatsinks * 2.0 + 7 heatsinks * 1.4 = 29.8 effective heatsinks

My DHS commando runs a 200 engine (8 heatsinks in engine) and 2 DHS in torso, for an effective 16+2.8=18.8 heat sinks.

My DHS Atlas with a 350 engine (10 heatsinks in engine, 4 additional stored in engine, 3 additional stored in arms/torso) gets the same 29.8 effective heat sinks as my hunchback despite 4 of those DHS being 'engine' stored.

Make sense?

Edit: Also, as context, the devs decided to make external DHS worth 1.4 because apparently large laserboats like the awesome were just too strong with full 2.0 value on all their HS. The only "advantage" a large engine (275+) brings is that you can store a 3-crit-slot DHS in the engine, which on crit-slot-needy assaults is definitely a big plus.

Edited by Gaeb, 30 December 2012 - 12:50 AM.


#30 Airoge

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Posted 30 December 2012 - 12:50 AM

Im startin to understand the basics anyway lol im sure Ill understand more when I can get my own m ech and start getting pilot exp and such

Still not sure if gause would be good or not I would love to find a gun that can take the head off of ppl peakin around corners... missiles just cant do it lol

but anyway Im gonna head to bed and probably ask a ton of new questions tommorow... Im up to 5.6 mill so gettin close to bein able to buy a mech... not sure how many more missions Ill have before cadet points stop

anyway thanks agian and nn cya all tommorow

#31 Coole

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Posted 30 December 2012 - 01:10 AM

View PostGaeb, on 30 December 2012 - 12:45 AM, said:


For engines up to 250, you get 2.0 values for every heat sink in the engine (1 per 25 rating). For non-engine-heatsinks (included those 'added' to bigger engines at 275 and above) you get 1.4.

So, a 250 engine with single heatsinks is worth 10 heatsinks. With doubleheatsinks, its worth 20.

Now, my DHS Hunchback SP has 7 double heatsinks with a 250 engine. That means:
250 engine = 10 heatsinks * 2.0 + 7 heatsinks * 1.4 = 29.8 effective heatsinks

My DHS commando runs a 200 engine (8 heatsinks in engine) and 2 DHS in torso, for an effective 16+2.8=18.8 heat sinks.

My DHS Atlas with a 350 engine (10 heatsinks in engine, 4 additional stored in engine, 3 additional stored in arms/torso) gets the same 29.8 effective heat sinks as my hunchback despite 4 of those DHS being 'engine' stored.

Make sense?

Edit: Also, as context, the devs decided to make external DHS worth 1.4 because apparently large laserboats like the awesome were just too strong with full 2.0 value on all their HS. The only "advantage" a large engine (275+) brings is that you can store a 3-crit-slot DHS in the engine, which on crit-slot-needy assaults is definitely a big plus.


Sorry, I wasn't referring to the DHS, I was referring to the basic unlocks. You don't get double cooling dissipation from unlocking all basic the basic unlocks on three variants. The bug is that it says you get double the effects from all the basics, except that you don't. I assume you meant the heat dissipation ( 7.5% ) doubled to provide 15% extra heat dissipation.

Edited by Coole, 30 December 2012 - 01:11 AM.


#32 Wizard Steve

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Posted 30 December 2012 - 01:35 AM

I would recommend going for a Centurion as you seem to have enjoyed playing the CN9-D.

But the main reason is that once you've bought your own mech, you're going to want to buy a second and a third so you can unlock all the pilot efficiencies and you're going to want to change the loadout to suit your play style. That all takes cash.

Buying three Atlases is going to take a loooong time. Three Centurions is much more manageable.

#33 Airoge

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Posted 30 December 2012 - 10:14 AM

so Im gonna wanna buy 3 of the exact same mech?

I only see 4 add new mech slots so I was thinkin Id get 4 diffrent mechs lol

#34 Pr8Dator

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Posted 30 December 2012 - 10:31 AM

Give yourself at least 50 hours on trial mechs before you make a decision... by 50 hours, you should have a very good feel what really works for you.

#35 Gaeb

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Posted 30 December 2012 - 10:38 AM

View PostAiroge, on 30 December 2012 - 10:14 AM, said:

so Im gonna wanna buy 3 of the exact same mech?

I only see 4 add new mech slots so I was thinkin Id get 4 diffrent mechs lol


1) Buy a Catapult C1 and play with different loadouts. By the time you have 8/8 basic piloting skills unlocked you'll have an idea of whether you like the chassis. (You keep weapons you buy - ie, if you take an LRM20 out of the C1, it goes into your general pool of gear until you lock it to another mech) (You can also sell items - weapons and engines being useful to get rid of)
2) If you like the chassis.............. you need 3 different variants (ie, own a C1, A1, and K2) with 8/8 basic masteries unlocked to be able to unlock elite. The big advantage to elite is speed tweak (+10% speed)
3) You need 3 different *weight class* variants at 4/4 elite to unlock mastery (so you could 4/4 elite a K2 catapult, a C1 catapult, and a 4X cataphract, and master would unlock on any Heavy chassis that's 4/4 elite). At this point it just adds another module slot and is generally not a game changer - but module slots are "meant" to be the end game.
4) If you decide to spend $$$, new mech bays are one of the best investments. They're like $1-$1.15 each depending on the package. (ie, I have 3 atlas, 2 Hbk, 2 stalker, 3 cataphract, 3 jenner, 2 commando, 1 empty mech bays (16 total) atmo)

Edited by Gaeb, 30 December 2012 - 10:59 AM.


#36 Gaeb

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Posted 30 December 2012 - 10:53 AM

View PostAiroge, on 30 December 2012 - 12:36 AM, said:

how much damage do gause rifles do? Im between a LRM and a Sniper boat atm

http://mwo.smurfy-net.de/ has all the answers (drawn from actual game data)

So ... Gauss Rifles do 15 damage at 0-660m, and scale down linearly to zero damage at 1980M (ie, at 1320 it does 7.5 dmg).

Gauss advantages:
*really low heat*. Lowest effective heat in the game. Insanely strong in that regard.
*no minimum range*.
*high rate of fire/concentrated damage* 15 damage every 4s to a single location (assuming you hit)
*ammo does NOT explode* - unique among ballistic/missile weapons. You can put gauss ammo anywhere, it won't blow up.

Gauss disadvantages:
*highest* weight (15T) of any weapon, although nowhere near highest crit slots at 7 (ie, you can use Guass with an XL engine in torso - but you cannot use an AC20 with an XL engine as it takes up 10 crit slots)
*blows up* ... Gauss is the only weapon that can blow up (like ammo blows up) ... basically, this is to prevent it from being the *best* weapon in melee as well as at range. If you stay a sniper, this isn't an issue. If you try to brawl, the Gauss starts looking weak vs. 2UAC5 or AC20.

#37 Airoge

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Posted 30 December 2012 - 12:10 PM

ok probably a dumb question...

Hero mechs, are they any better then normal mechs?

#38 Ozric

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Posted 30 December 2012 - 12:21 PM

View PostGaeb, on 30 December 2012 - 10:38 AM, said:


3) You need 3 different *weight class* variants at 4/4 elite to unlock mastery (so you could 4/4 elite a K2 catapult, a C1 catapult, and a 4X cataphract, and master would unlock on any Heavy chassis that's 4/4 elite). At this point it just adds another module slot and is generally not a game changer - but module slots are "meant" to be the end game.



This is no longer true, and you need only bring three variants of the same chassis to elite to unlock master.

But yeah, get a C1. Best mech in the game. Until urbanmechs,

#39 Gaeb

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Posted 30 December 2012 - 12:34 PM

View PostAiroge, on 30 December 2012 - 12:10 PM, said:

ok probably a dumb question...

Hero mechs, are they any better then normal mechs?

+30% cbill generation, different hardpoint and sometimes engine layouts.

Basically, "no" - they don't give you a huge tactical advantage. They do give you a money advantage over time, but they're basically the same mech with different hardpoints - just another variant.

View PostOzric, on 30 December 2012 - 12:21 PM, said:


This is no longer true, and you need only bring three variants of the same chassis to elite to unlock master.

But yeah, get a C1. Best mech in the game. Until urbanmechs,

Whoops, that's what I meant (ie, any 3 heavies 4/4 => unlocks master, can be 3 catapults or 1 cat 1 dragon 1 cataphract)

Edited by Gaeb, 30 December 2012 - 12:33 PM.


#40 Airoge

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Posted 30 December 2012 - 12:49 PM

So if I wanted I could buy say the Ilya to get the cbill boost then a cata and a dragon or a diff heavy and be fine

From what I can gather so far Ilyas are pretty nice as it has 3 gauss I think it was so Im guessin they are nice snipers

Im willing to throw down 20 bucks are so if its a real nice mech





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