So, thanks to a few screw-ups (I bought and then sold a lot of unneeded mech parts, eventually draining all my money), I decided to start a new MWO account. With the help of the cadet bonus and the complimentary free premium day, I have raised my funds to about 14 million moneys. That's enough to either buy two stock mechs or buy and fully customize one. I'm going with the second option, but before I commit to anything, I'd like to hear opinions on a few designs I'm thinking of, so I don't do anything monumentally stupid. The first of these is a Hunchback HBK-4J I nicknamed the "2/2apult" because it's basically half of a regular Catapult and half of the Kurita variant fused together. Here it is: HBK-4J It's quite a bit heat inefficient, but I simply couldn't fit any more heatsinks on the design. It's also subpar in close-range combat, but what LRM boat isn't? Next is its big brother, in the form of a Catapult CPLT-C1: CPLT-C1 I just about have enough for this one, or will after a good game or two. And finally, for something different, a Jagermech JM6-DD hunter/killer: JM6-DD My only issue with this one is the scarcity of ammo, but I don't want to strip the amount of armor I'd need to strip from it to accommodate one more ton. I actually don't have enough money for this one, but I like the trial Centurion enough to do a few more drops with it just to scrounge up the missing 2mil. So, which one, if any of these, should I go with for my first owned mech? What should I change, if anything? How good are they in reality, theorycrafting aside? Please help me with this, I don't want to commit to something that will just continuously lose me games.
http://mwo.smurfy-net.de/mechlab#i=65&l=e459e90f3e0c6dcfaed453bfbded6d2835082346 This should work better for your ammo concerns. As for the HBK, don't us an Xl engine. you will explode as easily as a firecracker. i personally don't have this HBK for many reasons, but don't let that stop you. http://mwo.smurfy-net.de/mechlab#i=21&l=ea0c0da7bae91acac657f2e8e264cbd5466759e9 as for the Catapult, you don't have enough ammo for those LRM 20's. This should suit you better http://mwo.smurfy-net.de/mechlab#i=12&l=60c55a9a544c71c829944019a0f7a54183eddae4 as for which mech you should get, it depends. you have 2 builds here with LRM's, and 1 as a direct fire build. I love the jager, and the catapult. I don't like the HBK, but that's all personal preference. '
If you like the trial CN-9, just buy a Cent! They're some of the most fun platforms in the game in my opinion. http://mwo.smurfy-net.de/mechlab#i=7&l=a974bd15006febef0cc4cc5d00432f779156bbdd http://mwo.smurfy-net.de/mechlab#i=29&l=07a3ab75d10b475309e3b5c0a4e5ff7fddebf84d There is even a variant capable of pseudo-light speeds: http://mwo.smurfy-net.de/mechlab#i=29&l=b9a6ac6f2d73d87fae3ebc09b8ce403072c925d8 Otherwise, I feel Jagers are a good platform to start on. As you work through your three variants needed to unlock higher skills, you have three chassis able to fill any heavy mech roll. One with 4x Energy slots, one with 6x Ballistics (most in game) and one with 60 missile tubes, ballistics and energy. VERY versatile platform, still capable of respectable speed. I started on Jenners, but, I'm a speed junkie.
Hmm... after some consideration, I think I'll grind some more with the trial Centurion to be able to afford Vergere's alteration of my Jager design and then use that and the trial Centurion in tandem to earn enough for a CN9-D because I too am a speed junkie (unless I can lob missiles from far away because fuck artillery strikes, I AM THE ARTILLERY).
LOL!!! I like this cat. ---------------------------------------------------------------------------------------------------------------------------------------------------------------- Keep in mind the cost of large XL engines. Nothing worse than buying a new mech and not being able to afford Double Heat Sinks (a must have for all mechs) and the powerplant you want. That was a mistake I made when I started playing. Bought a mech, got DHS, 1.4m short of the XL300 I wanted. Ended up buying a JR7-F(C) with real-world cash to get the XL300. :blush:
From the choice of yours i can say you want to play Long Range, either LRMs or UACs. Good Choice! I recommend you to look into the respective Threads of the Mechs and sort by Rating. To your Mech/Build.Choice: HBK-4J - the worst of all Hunchbacks. LRM.Pods limited to each 10'Tubes and huge Hunch. Dont try XL, you will regret it. Standard LRM.Build: http://mwo.smurfy-net.de/mechlab#i=21&l=62c1ac9af42634bb6ab182a2127b92c0b8c5a516 If you want to master Hunchbacks better go for the 4G, 4P & 4SP [hr] CPLT-C1 - the most versatile CAT ingame. Best loaded as LRM.Boat. But also can perform as Energy.Boat. Standard LRM.Build: http://mwo.smurfy-net.de/mechlab#i=12&l=eccced32b238fe9f8799d5f58203b54fe4387297 [hr] JM6-DD - lots of Ballistic Slots! Maybe a bit too much, unless you love to load multiple MGs instead of more Energyweapons. I recommend the JM6-S, its simply better balanced. UAC5.Build: http://mwo.smurfy-net.de/mechlab#i=65&l=0b4632e476de15eeaa81de138d4995b33b10d236 Hmmm.. i dont know what playstyle you prefer - Indirect Firesupport (LRM.Boats) or Direct Firesupport (Autocannons). Personally i like Cats a bit more than Jagers, simply because the Variants are more versatile than those of the Jagers. And Cats have Jumpjets! Ow, btw you can also try the CPLT-K2 with dual UAC5s! Awesome Build and that with XL Engine having less Risk than Jagers with XL Engine! GL & HF! Blagg
Hmm... yes, and it's quite a bit cheaper too, so I can afford it right now. The DPS drops a bit due to having two more lasers instead of four machine guns, but on the other hand, lasers don't run out of ammo. I might actually try this one.
The rated DPS for Machine Guns is not true to game. Against armor with the massive random spread of the rounds, the bullets are MUCH less effective. However, they crit internals like crazy. So, MLas that show a lower DPS on Smurfy are still usually much more effective as they can be pinpoint accurate and truly cause their 5 damage. The K2 is a great route, a little more survivable than a Jag. However, the Jagers still have those arm actuators that let you aim higher and lower which can be a GREAAAT advantage.
I'm planning to get at least one Jager variant (most likely the JM6-A) eventually. Apart from anything else, I really like the design. I also on principle love any mech that can be a dedicated LRM boat and still pack a nasty punch in close range.
I think when it comes to sustained fire, lasers are better overall. MGs are excellent crit seekers, and only perform well once the armor has been stripped away. You can unload a lot of rounds of MG ammo before you break a well-armored mech, if that's all your using (obviously you aren't). MGs are excellent for finishing off an enemy mech, and as support fire for other weapons. They just don't fare well as part of a sustained DPS, though. At least, this is my experience; perhaps others can tell a different story. Otherwise, I like Vergere's Jager and Cpt's 2nd Cent 9D. I have a similar loadout on one of my Jagers, and I like what I'm seeing in the speed of that 9D with decent firepower. With my playstyle, I'm not sure how I feel about the 2x SRM6 over a ballistics weapon. But that's on me.
So apparently I did commit to something that will just lose me games. I built a CPLT-K2 with dual UAC5 and 4 MLas, fully armored and everything, and so far every game I've played went something like this: We move out, we encounter the enemy, the teams spread out in two lines along two sides of a ridge or some other natural cover, with each side trying to find openings to push through, the brawlers finally engage, I try to take a shot at an enemy mech while everyone's distracted, I get cored by a sniper under ECM on the other side of the map. It's frustrating.
Hey Solarn, the K2 is a great mech and that build is a killer but you have to play to it's strengths. Move in the low places, sightrange equals kill range (IE, 270 metres for the MLAS) and cover should always be handy. It can not go up against multiple opponents alone, stick with the pack or at the flank of the pack. Try moving as nr 2 on a push, don't be first in. The best advice I can give is start using a VOIP solution and playing with friends, many of your opponents are and coordination is so powerful. If you want to, anyone is welcome to come onto the NGNG TS3 for random drops. I know plenty of MechSpec people go there.
I have to agree with lan, lining up behind a rifge and poking your head out can be a good move, but its risky, you need to pop out at a different spot each time, and watch out for enemy fire, if it starts coming your way, don't pop out again. on top of that, 1on 1 in a snipe contest you're going to lose, those ac5's just wont cut it against 2xppc's + gauss. Instead stay low and support your front line, get seismic sensor if you can, it really helps if you're not going to be on the front. Lastly using teamspeak really really adds to the game ( both in terms of improved performance by working together and they add a whole bunch of fun), and I can't recommend the NGNG ts highly enough, there are 'open' dropships as well as a whole lot of 'corp' dropships, most of which are happy to help out new players. If you're a casual player I'd recommend A.C.E.S. they are a good bunch of ppl to play with.
Agreeing with the above two. Adding to it, for now, stay behind an atlas, a stalker or a highlander. Support them, fire on the same target as them (focus fire). Don't get ahead of them. In some cases let the enemy come to you. If you do go 1-on-1, make sure it's one you can handle, a lighter mech that's not too fast. Don't get bogged down chasing lights, but at the same time, make sure one doesn't get behind you and core you from behind. You can try your hand at sniping and trade in your UAC5s for some Gauss rifles. The best your team can do is to use the brawlers with the lights to breach the enemy line. Light are excellent at distracting an enemy, and while they are distracted, you go in for the kill.