Best Assault Mech?
Started by Moeror, Jan 26 2013 11:09 AM
52 replies to this topic
#41
Posted 04 June 2014 - 10:19 AM
I think about buying a new assault mech (already have 3 BLRs), and I am torn between the Atlas and the Banshee. How do they compare (ignoring that there is no ECM-Banshee).
#42
Posted 04 June 2014 - 10:32 AM
Banshee 3E with 2 UAC/5's, 2PPC's, 2 ML's, & 2 MG's. Easy to aim, great arm defense, respectable speed.
#43
Posted 04 June 2014 - 10:51 AM
Plaguetongue, on 09 October 2013 - 06:29 AM, said:
this is the best assault mech
http://mwo.smurfy-ne...df6945c5beb285c
you walk into a spot behind something, turn off your mech and wait... when the enemy passing turn on your mech and BANG! 95 alpha dmg into his back
then turn off your mech again and take a chillpill and wait for the heatzinks to work until next enemy appears 
http://mwo.smurfy-ne...df6945c5beb285c
you walk into a spot behind something, turn off your mech and wait... when the enemy passing turn on your mech and BANG! 95 alpha dmg into his back
Alpha striking with this load out would kill you due to ghost heat. Only useful for kamikazes.
#44
Posted 04 June 2014 - 11:00 AM
Only one person to mention the Battlemasters so far.
What is one of the best LRM boats in the game or do assualt LRM boats not qualify as assaults any more.
The BLR - 1S battlemaster has the hard points with sufficient tube counts to be one of the best LRM boats.
The BLR-1G has the ability to go 83 kph to run down slow mediums. This is while being a laser boat with the armor of an assault.
All the Battlemasters do have a roll, but with a standard engine they can tank almost as well as an atlas.
With the assaults the hard part is finding one that complements your play stile. Me Stalkers, and Battlemasters work great. Atlas I can run. Victors and awesomes I still have to try out. Now the highlanders I only have one the heavy metal and it also works great, but I need two more with basics done to complete the mastery.
What is one of the best LRM boats in the game or do assualt LRM boats not qualify as assaults any more.
The BLR - 1S battlemaster has the hard points with sufficient tube counts to be one of the best LRM boats.
The BLR-1G has the ability to go 83 kph to run down slow mediums. This is while being a laser boat with the armor of an assault.
All the Battlemasters do have a roll, but with a standard engine they can tank almost as well as an atlas.
With the assaults the hard part is finding one that complements your play stile. Me Stalkers, and Battlemasters work great. Atlas I can run. Victors and awesomes I still have to try out. Now the highlanders I only have one the heavy metal and it also works great, but I need two more with basics done to complete the mastery.
#45
Posted 04 June 2014 - 11:03 AM
I'll give you a breakdown of the mechs (which is really only my subjective observations while piloting them:
VICTOR:
Suffered a recent maneuvering nerf that has made it less agile. Natural role is pop tart sniping. Somewhat XL friendly, it is still a risk to do so. The hardpoints are mixed, though most commonly used builds ignore the missile hardpoints.
AWESOME:
My personal favorite. Highly agile with two models capable of speeds in excess of 80kph. There is no chassis that has ballistic hardpoints. This mech is hard for newer players since the hitboxes punish a "sit and stare" mentality more than other mechs. Can be used in a variety of roles. With SRM hit detection fixes coming down the pipe, close range builds on many variants will be highly valuable. Some variants/builds are XL friendly.
STALKER:
Like the Awesome, this mech boats energy and/or missile hardpoints. The hero variant is the exception with a single ballistic. It trades the agility of the Awesome for greater durability. Excels as an LRM platform or other mid-to-long range fighter. Low agility makes close in fighting a high skill affair in this mech. Generally not XL friendly.
BATTLEMASTER:
Since I have never piloted this one, I cannot speak from experience. Friends have told me they like the firepower it can carry. The downside is several arm mounted weapons that require high exposure of mech to use. Can be used effectively as an LRM platform or close in fighter. I have been told it is not XL friendly.
HIGHLANDER:
Versatile and tough. Obvious choice for a jump sniper, but capable of excelling in many roles. Low agility/high armor/fairly high firepower. Mix of hardpoints and high tonnage opens up an incredible variety of options. Not generally considered XL friendly, though at this tonnage, crit space is often more of a concern for loadout than weight.
BANSHEE:
As doge would say, "Much firepower! Wow! Such PPC!" The hardpoints are quite different on each of the variants, making each one a bit of a unique experience. Excellent for the "punch and retreat" style tactic. Has great armor, low agility. All weapons are torso mounted, no arm mounted weapons on any variant. This is advantageous when hill humping, but a disadvantage against small, fast enemies at close range. Like the Highlander, XL engines should be thought of as space wasters, since 95 tons provides ample weight to mount powerful weapons.
ATLAS:
This mech and the Mad Cat are the faces of the franchise. The Atlas is a tough beast, and carries a variety of hard points and the tonnage to use them all. Despite being the biggest and best armored, it is a difficult mech for low experience players. The side torso slots are easily targeted and contain much less armor than the center torso. This tactic of disarming, or "neutering", an Atlas is easily done to newer players who don't understand the practice of presenting a loaded hitbox (like a high armor arm) to the enemy (see Awesome above). In experienced hands an Atlas can turn a battle. Absolutely not XL friendly.
VICTOR:
Suffered a recent maneuvering nerf that has made it less agile. Natural role is pop tart sniping. Somewhat XL friendly, it is still a risk to do so. The hardpoints are mixed, though most commonly used builds ignore the missile hardpoints.
AWESOME:
My personal favorite. Highly agile with two models capable of speeds in excess of 80kph. There is no chassis that has ballistic hardpoints. This mech is hard for newer players since the hitboxes punish a "sit and stare" mentality more than other mechs. Can be used in a variety of roles. With SRM hit detection fixes coming down the pipe, close range builds on many variants will be highly valuable. Some variants/builds are XL friendly.
STALKER:
Like the Awesome, this mech boats energy and/or missile hardpoints. The hero variant is the exception with a single ballistic. It trades the agility of the Awesome for greater durability. Excels as an LRM platform or other mid-to-long range fighter. Low agility makes close in fighting a high skill affair in this mech. Generally not XL friendly.
BATTLEMASTER:
Since I have never piloted this one, I cannot speak from experience. Friends have told me they like the firepower it can carry. The downside is several arm mounted weapons that require high exposure of mech to use. Can be used effectively as an LRM platform or close in fighter. I have been told it is not XL friendly.
HIGHLANDER:
Versatile and tough. Obvious choice for a jump sniper, but capable of excelling in many roles. Low agility/high armor/fairly high firepower. Mix of hardpoints and high tonnage opens up an incredible variety of options. Not generally considered XL friendly, though at this tonnage, crit space is often more of a concern for loadout than weight.
BANSHEE:
As doge would say, "Much firepower! Wow! Such PPC!" The hardpoints are quite different on each of the variants, making each one a bit of a unique experience. Excellent for the "punch and retreat" style tactic. Has great armor, low agility. All weapons are torso mounted, no arm mounted weapons on any variant. This is advantageous when hill humping, but a disadvantage against small, fast enemies at close range. Like the Highlander, XL engines should be thought of as space wasters, since 95 tons provides ample weight to mount powerful weapons.
ATLAS:
This mech and the Mad Cat are the faces of the franchise. The Atlas is a tough beast, and carries a variety of hard points and the tonnage to use them all. Despite being the biggest and best armored, it is a difficult mech for low experience players. The side torso slots are easily targeted and contain much less armor than the center torso. This tactic of disarming, or "neutering", an Atlas is easily done to newer players who don't understand the practice of presenting a loaded hitbox (like a high armor arm) to the enemy (see Awesome above). In experienced hands an Atlas can turn a battle. Absolutely not XL friendly.
#46
Posted 04 June 2014 - 11:04 AM
PACoFist, on 04 June 2014 - 10:19 AM, said:
I think about buying a new assault mech (already have 3 BLRs), and I am torn between the Atlas and the Banshee. How do they compare (ignoring that there is no ECM-Banshee).
Banshee seems a bit tougher to me as it does not lose side torsos as easily. Short on missiles though. Atlas seems better in a brawl to me due to the arm mounted weapons.
#48
Posted 05 June 2014 - 03:19 AM
This thread was necroed- from the 9th of October it had no posts until Alianton revived it in May (which was the only post for a while)- and then yesterday it got revived again. The initial poster asked his question a year and a half ago. Perhaps a lock is in order?
Edited by Quickdraw Crobat, 05 June 2014 - 03:20 AM.
#50
Posted 05 June 2014 - 04:30 AM
For me best acc to their role:
Supporter: DDC
Damage dealer: Banshee
LRM boat: Battlemaster S
Fast Meta: Victor DS
Brawler: Mysery
Fun : PB with 400XL
Slow Meta: Highlander
Supporter: DDC
Damage dealer: Banshee
LRM boat: Battlemaster S
Fast Meta: Victor DS
Brawler: Mysery
Fun : PB with 400XL
Slow Meta: Highlander
#51
Posted 05 June 2014 - 04:34 AM
Dire Wolf w/ JJ's and ECM?
boom.
boom.
#52
Posted 13 June 2014 - 10:40 PM
IMO:
Victory goes to the Victor
But even so, I pilot my Battlemaster because I think its cool...
Victory goes to the Victor
But even so, I pilot my Battlemaster because I think its cool...
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