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Me And My Mech Need Help


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#21 Darknight99

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Posted 23 January 2013 - 07:55 AM

This is a crazy amount of info, But this is why I love this sim. I will be trying out everyones different combo's and advice to see how they suit me. I'm actually learning slowly but learning non the less.I'm sure people have their reasons for the xl engines. I just feel liked I'd be a roasted duck if I shoved on in. I'm already slow moving and If i get cornered im toast. I'm glad I have my logitech G700 mouse. It comes in handy for weapon groupings

#22 ICEFANG13

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Posted 23 January 2013 - 08:24 AM

Here is a build I'd suggest for LRM heavy usage. NOTE adjust armor as you please, I left 4 tons open for some heatsinks and/or ammo, depending on your problem.

http://mwo.smurfy-ne...55c83f512325e67

It can fire quire a bit, does a lot of damage, and will wreck any mech that runs straight to you. Medium Lasers are only for self defense, and this build (as most LRM boats can only do well in now), will do better with a team. I personally am for XL engines, even in Assault mechs, for mechs that can benefit from it (as this Stalker could) but as a newer player, XL engines will have you dying faster, and are extremely expensive. I recommend an XL to maximize the effectiveness of this build, and if you are truly a stay in back and purely LRMer, then it really is all helpful. However, until you get used to it, and so its not too expensive, I'd go for a STD engine.

The 4 LRM-15s plus Artemis are very dangerous for anything that you can see, if you cannot see them, Artemis is not helping. I suggest that you try and wait behind teammates, get higher, and shoot like a sniper to anything heavily engaged. If you can, TAG them as well, if you see any Atlas D-DCs with ECM, TAG can help you get though the ECM, and still kill targets (which is good for you, who should try and keep sight on them). Put most armor in front, but absolutely have a fair amount for the back, probably at least 20, to prevent you from being cored by a ninja before you can fight, maybe even 40.

The Catapult is something I prefer, it carries less weaponry, but it is more mobile and pretty flexible if you desire to change suits.

http://mwo.smurfy-ne...ba99b49853fd84d

For it to pack similar heat, it needs to carry an XL, although you can lose an XL in a Cat still, Catapults are considered a lot more XL friendly because they have small side torsos.

You will see how I place ammo in the legs, and heat, and reduce armor in the legs. That's for a couple of reasons. It will save you slots, which you really need when packing LRMs, otherwise you can't put double heatsinks in the legs or head, if you want optimization, you have to put things in there. Losing your head, and you die anyway, putting ammo in the legs with lower armor is kinda backwards isn't it? But generally people will not aim for your legs. Your 'ears' and arms generate a lot of attention, they, unlike most mechs, have a fair chance of being taken off. Your center torso is the most desirable, but because of the size of the side torsos to it, and how they cover it (both mechs), you will generally take damage in all 3. If they go for your legs you will probably die anyway, or don't need both anyway.

#23 Darknight99

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Posted 23 January 2013 - 09:02 AM

View PostICEFANG13, on 23 January 2013 - 08:24 AM, said:

Here is a build I'd suggest for LRM heavy usage. NOTE adjust armor as you please, I left 4 tons open for some heatsinks and/or ammo, depending on your problem.

http://mwo.smurfy-ne...55c83f512325e67

It can fire quire a bit, does a lot of damage, and will wreck any mech that runs straight to you. Medium Lasers are only for self defense, and this build (as most LRM boats can only do well in now), will do better with a team. I personally am for XL engines, even in Assault mechs, for mechs that can benefit from it (as this Stalker could) but as a newer player, XL engines will have you dying faster, and are extremely expensive. I recommend an XL to maximize the effectiveness of this build, and if you are truly a stay in back and purely LRMer, then it really is all helpful. However, until you get used to it, and so its not too expensive, I'd go for a STD engine.

The 4 LRM-15s plus Artemis are very dangerous for anything that you can see, if you cannot see them, Artemis is not helping. I suggest that you try and wait behind teammates, get higher, and shoot like a sniper to anything heavily engaged. If you can, TAG them as well, if you see any Atlas D-DCs with ECM, TAG can help you get though the ECM, and still kill targets (which is good for you, who should try and keep sight on them). Put most armor in front, but absolutely have a fair amount for the back, probably at least 20, to prevent you from being cored by a ninja before you can fight, maybe even 40.

The Catapult is something I prefer, it carries less weaponry, but it is more mobile and pretty flexible if you desire to change suits.

http://mwo.smurfy-ne...ba99b49853fd84d

For it to pack similar heat, it needs to carry an XL, although you can lose an XL in a Cat still, Catapults are considered a lot more XL friendly because they have small side torsos.

You will see how I place ammo in the legs, and heat, and reduce armor in the legs. That's for a couple of reasons. It will save you slots, which you really need when packing LRMs, otherwise you can't put double heatsinks in the legs or head, if you want optimization, you have to put things in there. Losing your head, and you die anyway, putting ammo in the legs with lower armor is kinda backwards isn't it? But generally people will not aim for your legs. Your 'ears' and arms generate a lot of attention, they, unlike most mechs, have a fair chance of being taken off. Your center torso is the most desirable, but because of the size of the side torsos to it, and how they cover it (both mechs), you will generally take damage in all 3. If they go for your legs you will probably die anyway, or don't need both anyway.


In just playing with the trail Mech's mostly the centurion cn9-D I've noticed I do like the speed increase a bit more. The lighter tonage allows me to carry a bit less but, less face It I am not very effective with my stalker. I am trying everyones builds and I noticed that I am having problems finding places to perch. In a pug its complete utter chaos and I am caught with my pants down. Trying to run away from 3 mech's Who managed to get way to close is a utter pain as you all know. I end up getting caught in the hornets next by merely being in the wrong place at the wrong time.

Also.. what is artemis and how do I get it. I cant seem to find those in the mechlab.

I am truly greatful for everyones help. Seems like a great community so far!

#24 Lucky Noob

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Posted 23 January 2013 - 09:11 AM

Artemis you found under "Upgrades" where the Endo and doubles also hide.
Artemis Systems let your missles spread not so much as long as you have Line of Sight. So More Damage per volley.

And yes Pugging as an Assault can be Horror if no one of the Team keeps an Eye on you.

Erm "running " is not an Option in an Stalker :lol: move backward while keep firing.

#25 ICEFANG13

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Posted 23 January 2013 - 09:12 AM

If anything try to follow an Atlas or other Stalker at a good range. I would suggest finding a team, because honestly with ECM as it is, LRM boating only works very well when you have teammates to support you. Its also somewhat helpful to type "LRM boat here, light targets up and give me a letter". You also don't want to get to high ground and just sit there, or they will see you/run to you/end you. You need to wait until a teammate says something, or gives target into (which is harder with ECM) to get up and fire like crazy at the mech until its slag.

Artemis can be found under the upgrades tab, its the last choice, so you may have to minimize "Ferro Fiberous Armor" to see it, I dunno for sure.

If you feel like more direct fire support, you can also do 5 Large Lasers, much hotter, much faster, more direct.

#26 Lucky Noob

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Posted 23 January 2013 - 09:16 AM

And here the most important Tipp

http://mwomercs.com/...then-look-here/

Read the Starting Post, get Teamspeak, join in, hopp in an Dropship and have finaly Mates who protect your "rear" while you wack havoc :lol:

#27 Strengar

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Posted 23 January 2013 - 09:32 AM

View PostDarknight99, on 22 January 2013 - 02:20 PM, said:

I will be making the changes and probably also buying at cat at some point. I guess I was trying to make changes and they didnt seem to fly. I Admit i am a bit of a noob so ill be fixing this guy up like you suggested.


I wish I could handle smaller faster mechs but Im affraid id die to fast. Maybe its the mech but I get stuck and movement and vision gets impaired.


Smaller mechs are awesome. Ever since I started driving those I can now relate to how fast my grandkids can move.
I started using Jenners when I was getting 10 fps and just had to learn how to lead. Just be prepared to die a lot until you get the hang of hit and run tactics and how to use the surroundings to your benefit.

Getting teamspeak is a good idea. I changed my Jenner at least 4 times based on casual conversations from more experienced players before I settled on what I am using now and I only made the change so that my SSRMs wouldn't get jammed.

Edited by Shadow8125, 23 January 2013 - 09:34 AM.


#28 Kargarok

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Posted 23 January 2013 - 09:37 AM

STK-5M

This is my advice. It's probably similar to what others have posted, but here's my explanations.

Tag: Definite must have. 750m well worth the ton and drop in dps. Also you want this in your arm, anywhere else the movement is too limitied to keep it on your target.

Artemis: This is probably optional but I like it. Tightens your spread when you have L.O.S. (line of sight), though for four extra tons of ammo might not be worth it, Especially w/ the Tag.

Beagle Active Probe (BAP): You almost certainly want this, as it will make you get faster locks.

AMS: Take it or Leave it and get an extra ton of Ammo plus more armour. They only knock down a few missles chances are that will be a drop in the bucket if you are dueling other missile boats.

XL Engine: Not really needed but they are lighter and can let you pack more tons of ammo. Though Stalkers often (well currently) can survive for long periods with no side torsos. XLs would get rid of that surviveability. You could go with the standard 225 or bigger and drop some ammo. But you will be slooooow.


Tips: So! They way you discribe your misses in the OP it sounds to me like you are obtaining a lock then firing blindly till you lose the lock. This is the path of the talentless. Fear not young mech pilot! For you can over come this. Do not be a streak pilot! Learn your maps. Learn every nook, cranny and piece of cover mechs can hide behind to avoid your missiles. Start watching to see where they land and watch your target's paper doll to see if they take damage. Learn how long it takes your missiles to hit home, so you can learn when the best time to fire is so you can actual hit your target rather than a hill. Also! And probably most importantly hold your missile fire when your teammates are brawling the target up close. Do these things and you will not be a No-Talent LRM™ Pilot, no matter what anyone says.

#29 Tesunie

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Posted 23 January 2013 - 09:46 AM

View PostDarknight99, on 22 January 2013 - 07:12 PM, said:

I tried a few of the lighter faster mech's I had a bunch of fun even though I died pretty fast. I didnt feel like a complete sitting duck. I think I may run a trial mech to buy a medium mech... any suggestions? Remember I am not a brawler I do like to be at a safer distance!


Might I suggest the Hunchback 4sp? Strip it down. Get endo in there and have 4 medium lasers and 2 LRM 5 on each shoulder.
Boost the engine to a reasonable standard and throw in a few heat sinks. If done well you should fine you can move from place to place quickly enough while supporting with some LRMs. I started with this mech design my self when learning and found myself slowly using the LRMs to attack as I approached and ended up being a bit more of a midline pilot. I could support at range and be a decent threat closer up. You can adjust the weapons as needed. Maybe 2 LRM 10 and 2 medium lasers for you version?
http://mwo.smurfy-ne...c81c2bf59419d93
Add XL if you wish, but I still don't recommend it.leave XL to lights...

As a Stalker pilot, let me say DON'T RUN WITH XL! I have a decent Stalker set up with 6 medium lasers and 2 LRM 10s. Most opponents will charge you if they see LRMs being fired, so expect to need the medium lasers and learn to dumb fire the LRMs. It's always great to dumb fire them at an Atlas that is standing still. They never expect it. (LRMs can be fired without a lock, but will go for the ground you aim at. ) If you need a TAG buddy and you are playing almost all LRMs, friend me. I have a TAG themed ECM Spider that could help. Would give my Spider a good test.

#30 Tesunie

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Posted 23 January 2013 - 09:52 AM

Also wanted to note that LRMs have a max range of 1000m. And when I say max, I mean max.

#31 zraven7

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Posted 23 January 2013 - 09:55 AM

+1 for medium lasers. Unless you're going a heavy-laser build, large lasers just aren't worth it. Yeah, you get extra range, bu that's what your missiles are for. The lasers are for the guy that gets past them and finds you. 2 medium lasers do more damage than 1 large laser for less weight and the same slots, and I believe less heat (don't quote me there, I'm on pain meds).

Someone above said to scrap the AMS. I can't fault his argument, but I personally recommend against it. AMS takes up little weight and space, and it's damage mitigation. I am personally for all the damage mitigation I can get. Still, try it both ways. If you don't notice a difference without it, scrap it and slap something else in there. Maybe more missiles. :-)

#32 Tesunie

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Posted 23 January 2013 - 09:58 AM

View PostKargarok, on 23 January 2013 - 09:37 AM, said:



I prefer the 3F (I think that's the right model number) over the 5M. I own each and find the 3F has a lot better torso twist radius, which helps when a light gets at you.

#33 ICEFANG13

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Posted 23 January 2013 - 10:00 AM

As a new player, we should try and suggest builds for the 5M though, or try a completely different mech that may suit him better. Can't expect every player to have 10 million Cbills saved every day.

#34 Wun

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Posted 23 January 2013 - 02:13 PM

You probably want to have one chain fire and one alpha group. If mechs are out in the open and engaged in battle, chain fire can do as you say. If they have nearby cover, only your initial attack will probably land so launching everything at once might be better.

View PostJohn MatriX82, on 23 January 2013 - 07:35 AM, said:

The build needs a bit of rework (how come so much less armor in the CT?! Maximize it ;)),
You must be comparing to one of the other builds. The one of mine he likes has max armor.

You should consider shifting some armor to your rear torso. A fast light mech can two shot your rear with armor that thin. It happens quite a bit in PuG matches.

Edited by Wun, 23 January 2013 - 02:21 PM.


#35 Zynk

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Posted 23 January 2013 - 02:47 PM

My 2¢

#36 John MatriX82

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Posted 23 January 2013 - 03:37 PM

View PostWun, on 23 January 2013 - 02:13 PM, said:

You must be comparing to one of the other builds. The one of mine he likes has max armor.


Sorry I was obviously referring to the build of the OP (which has 72 point on 86 available on the front) ;)

View PostWun, on 23 January 2013 - 02:13 PM, said:

You should consider shifting some armor to your rear torso. A fast light mech can two shot your rear with armor that thin. It happens quite a bit in PuG matches.


Sometimes I run even less than that. If anything reachs my rear, having more armor there won't save me, it means I've done something wrong or my team did.. and that amount is usually enough to sustain a serious attack.

#37 Tesunie

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Posted 23 January 2013 - 04:08 PM

View PostZynk, on 23 January 2013 - 02:47 PM, said:



I'd have to strongly disagree with this build. It just works off the ease of SSRMs, doesn't have the range the OP is asking for in his build, and if you come across an ECM mech, you are screwed.

Not to mention I have slowly been building a strong hate to the ease of SSRMs and their continual use on ECM builds specifically (or someone loading up with them). I don't mind SSRMs in general, but when that's all you are boating, it gets annoying fast. (Coming from a Cicada pilot who is tired of mechs half my tonage ripping me to shreds upon contact. I'm a good pilot and can give them a run for their money, but no matter how good I am, a one on one with a Streakmando/Streakraven and my Cicada and they will win almost every time.) I think the inbalance is that SSRMs are being loaded into builds with ECM, and Artimis helps SSRMs but cost you no weight to get it in your SSRM mechs.

Anyways, away from my tangent, the guy is looking for long range support builds, not a close range build. I personally suggest any combo of medium lasers and LRMs for this effect. If you can, break down the LRMs into several smaller systems across the mech. That way, if you loose a side, you aren't being wasted and become useless. I still suggest the 3F for it's better load out (and more missile slots) as well as it's better torso twisting motion, but if you can't afford that, you work with what you got.
http://mwo.smurfy-ne...61d5dbabee9e27d
And sorry, I thought I had the 5M. I have the 4N which was throwing my suggestions off a little. (And working on the Kindle with the Mechlab wasn't very user friendly shall we say?)

#38 Darknight99

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Posted 23 January 2013 - 07:55 PM

Hey guys Ive been looking at the thread all day while at work. Funny how things take over. So I do like long range even though "some other threads" say it doesnt take skill. I think it does because positioning Is key. At current moment I am not making very many C-bills on my Lrm boat so, I think i might play around with a lighter mech and get the hang of that.

I like supporting and Ive always been the support type ... Thank you guys for being so awesome..

I would like a faster engine or just the ability to move faster.

#39 Kargarok

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Posted 24 January 2013 - 08:28 AM

View PostTesunie, on 23 January 2013 - 09:58 AM, said:


I prefer the 3F (I think that's the right model number) over the 5M. I own each and find the 3F has a lot better torso twist radius, which helps when a light gets at you.



That's the one, I'd pick for a missle boat myself, but the OP had a 5M. <_< Also High Five on your hatred of the Talent Killing Streaks, Tesunie!

Darknight, here's a LRM hunchie build that a lance mate of mine runs with on occasion. He likes the speed to quickly get where he needs to be or needs not to be.

HBK-4J

Remember the XL engine in this thing will make you vunerable so don't try to brawl, use your speed to scrape the lights off on nearby teammates.

#40 Tesunie

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Posted 24 January 2013 - 08:48 AM

Personally I prefer the 4sp for a hunchback missile boat. Spread the missiles across the torso so it isn't as vulnerable to having a single side g destroyed. That unless run in an XL. Then any missile type hunchback would work.

Could also use a raven 3L for ECM and LRMs (or any raven really but ECM would help hide you), Catapult, or several other mech types.





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