1. Hi everyone!
    This is a kind reminder to rate the builds you play or read. The ETA for the new rating system is not yet here, but if everyone active could rate 1 build per day, we can have everything rated in only 1 month! Don't feel bad about giving bad ratings with some constructive criticism :)
    Thanks in advance -- the MechSpecs team.
  2. Welcome to MechSpecs!
    If you enjoy the site, please consider to register an account for free! Get access to our discord channel and the ability to rate/comment on builds you like! If you've already registered, make sure you log in at the top-right corner of the site.
    --Cheers, the MechSpecs Team.

20 questions: new tech and weapons, asked by a long-time absentee

Discussion in 'MechWarrior Online - General Discussion' started by skribs, Apr 10, 2018.

  1. skribs

    skribs Legendary Member

    1,644
    147
    48
    I took another long break from the game (before the new tech), but I recently picked up Descent Overload and that brought me right back into thinking about MWO. I'm curious how the game has fared, in particular how are all of the new weapons. I have a TON of questions, which I've probably asked before the tech came out, but now people have actual answers!

    So...there's a lot of tech, which means I have a lot of questions. Feel free to only answer specific questions as this is a long list!

    1. Have any of the weapons that already existed in MWO been changed in a significant way?
    2. Do IS UACs have the same penalty as Clan UACs, or can you just fire a 40 pinpoint alpha with an IS UAC?
    3. How do rotary ACs work, and how do they compare to regular ACs or ultra ACs?
    4. What are ATMs and how do they work?
    5. What are the uses for rockets? (I can see either ridiculous alpha builds, to use missile slots on lights, or to use missile slots on energy builds)
    6. MRMs, to me, seem to be a missile version of lasers, what with their duration and spread. Are they basically long-range SRMs? Are they more useful for stripping armor or getting kills?
    7. How useful are micro lasers?
    8. What is the purpose of a C-Heavy Laser over pulse or ER lasers?
    9. What is the use of heavy gauss/light gauss?
    10. What is the difference between light/medium/heavy machine gun?
    11. How would you decide which PPC to use on a Mech?
    12. Has the addition of IS SSRM4 and IS SSRM6 been noticed?
    13. How does L-AMS compare to AMS?
    14. Do you find you use TAG or LIGHT-TAG more? Same for CAP vs. CLAP
    15. How do the IS TCs compare to Clan TCs?
    16. What is stealth armor "stealth mode"?
    17. How has the addition of Light engines changed IS mechs?
    18. Is there any new tech I missed?
    19. Do you have any advice for specific weapons that wasn't asked above?
    20. What kinds of weapons tend to go together into certain types of builds? i.e. which new weapons are useful in the brawl, direct fire support, skirmish, light-hunting, etc.
    Okay, that's a lot of questions, and I'm sorry to ask. I'd just like to have some orientation before jumping back in!
     
  2. CarloArmato

    CarloArmato MechSpecs Addict

    589
    154
    48
    Large Pulse Lasers are now garbage: IS has ERML and cLPL has been heavily nerfed, plus clanners now have Heavy large Lasers (same tonnage as ERLL, more slots occupied, slightly longer duration, hotter but way more damage). Another thing has been added is ghost heat with gauss and ERPPC: you can't poptart anymore with 2 Gauss + 1 ERPPC or 2xPPC + 1 Gauss, you will incur in heat penalty.

    No, heat scale will start with a 3rd UAC10, but it will start with a 4th AC10 (non ultra). More info here

    Just hold your trigger and they will spit out a tremendous amount of DPS, but will jam in a relatively short time. They are really hot and they do not have any sort of alfa strike, so they are best used to support a push while being next to a cover, so you can hide to unjam and cool.
    IMHO they are a niche weapon for medium or fast heavy mechs: due to long face time you can be easily focused, you can't win any trade by poking due to the fact you have no alfa strike ("classic" pokers will probably win any trade against you) and being very hot and could potentially , but at least they provide a nice suppressive fire due to explosive ammo (yup, even better than LRMs).

    Short range low altitude LRMs. They deal no damage below 120 meter, they deal 3 damage per missile between 120-270 meters, 2 damage per missile between 270-540 meters and 1 damage per missile up to the max range. They are kinda slow and susceptible to AMS, but can easily wreck ANY light if you manage to fire those missile in the sweet spot. ATM are now a common sight in both Pug and scout matches (A game mode in faction play which involves only medium and lights).

    They could be usefull for very niche, very troll builds. Basically useless because they don't get any bonus from the new skill tree. I nearly forgot they exist.

    To be continued....
     
    skribs likes this.
  3. skribs

    skribs Legendary Member

    1,644
    147
    48
    I meant that they fire like a burst-fire rifle instead of like a giant slug.
     
  4. CarloArmato

    CarloArmato MechSpecs Addict

    589
    154
    48
    No, IS UAC10 fire 2 slugs per burst, while IS UAC20 fire 3 slugs.
    IS UAC: 1, 1, 2, 3 (2/5/10/20)
    Clan UAC: 1, 2, 3, 4 (2/5/10/20)
     
    skribs likes this.
  5. skribs

    skribs Legendary Member

    1,644
    147
    48
    So they do go burst-fire, it's just less than the clan version. Got it.

    Thanks!
     
  6. CarloArmato

    CarloArmato MechSpecs Addict

    589
    154
    48
    MRM are my least favourite weapon: atrocious spread, they have a sort of "duration" (you won't fire them all at once like SRMs) and kinda garbage alfa strike / tonnage ratio. I see then mostly as a money grabbing damage farm weapon, especially if you are good at aiming.

    Edit: if you are good at aiming, you will prefer lasers or other pinpoint weapons every time.

    They are best used as a suppressive weapon to be used against big and slow heavies and assaults. Mediums and lights can ignore MRMs unless you are point blank range.
     
    skribs likes this.
  7. CarloArmato

    CarloArmato MechSpecs Addict

    589
    154
    48
    Not very much, they are so short ranged that so far the only mech I found they are mostly usefull is the piranha... You can boat 8 of them without incurring in heat penalty, but they have little alfa strike and short range. I prefer to boat heavy small lasers.

    In short, they sacrifice range for more damage, but with other cons like more heat, duration (but they have more damage over duration) and slot occupied. HLL + ERML are without doubt the new meta on heavies: you can deal a tremendous amount of damage in little time, so whoever doesn't torso twist will be next to cored or dead if he gets focused. 18 damage for HLL(max 2 HLL without penalty), 10 damage for HML (max 4 lasers) ~6 damage for HSL (max 5 lasers), are a dreadful sight if you have a long face time.

    For these very reasons (plus recent nerfs) LPL are no more worth it as before (ERLL are too similar as per damage and duration), MPL are usefull only for the reduced duration and slight better range compared to HML (they have nearly identical DPS and HPS!).

    Small pulse lasers are now plain garbage and only for the memes.
     
    skribs likes this.
  8. CarloArmato

    CarloArmato MechSpecs Addict

    589
    154
    48
    Heavy gauss are now part of the brawling IS meta: 25 damage at 220 meters, still 15 damage at nearly 500 meters, but you have to fit a STD engine to use them and youcan only mount them in your side torsoes. With 6xML, you can achieve 80 pinpoint damage at optimal range, a WTF-PWNED for most light and mediums. Oh, HGauss have the same cooldown and bullet speed than vanilla gauss. They are gorgeous and OP in the proper hands.

    Light gauss are garbage: AC2 are better. Faster cooldown and lower charge time don't make up for the heat generation, damage per ton of ammo and overall DPS. Don't bother...
     
    skribs likes this.
  9. CarloArmato

    CarloArmato MechSpecs Addict

    589
    154
    48
    Light Machine gun deal 0.7 dmg/s with double range (near 250 meters) with the same weight as the normal MGs. They are nice when boated for med-short ranged criticals.

    Heavy machine guns IMHO are worthless: they weight the double, they deal only 1.4 dmg/s and have the worst damage per ton of ammo.

    Be carefull that MGs have been buffed and internal components HPs has been nerfed (or crit chance has been overall increased... I can't recall exactly). Whatever the reason, now MGs are able to crit your internal components in no time, so be really carefull if you have no more armor, because they can easily wipeout whatever is inside.

    Quirks, heat dissipation, expected range of engagement and hardpoint positioning. I'm not the best guy to give you advice on PPCs, I only use the best variants with PPC quirks (like the BJ-3 or the WHK-Prime)

    Heavy and Light PPCs are new tech.
    Heavy PPCs behave like a PPC (non ER), but weights more (10 instead of 7), has a longer cooldown, generate more heat but deals 15 damage instead of 10. It was OP because it had the same cooldown as vanilla PPC, but the +1s cooldown nearly killed any purpose to actually use it over standard PPC

    Even Light PPCs behave like standard PPCs, but weight less (3 instead of 7), has the same cooldown but deals only 5 damage. Light PPC can be fired 3 at a time without heat penalty (so you can fire basically 1 and a half PPC with the same weight and slightly worse overall heat).

    Interestingly enough, not at all in Quick Play. Despite sharing most stats with non-Streak SRMs (e.g.: cooldown and range), I found out they are only used in Scout mode (and not so often), but they are indeed powerful if fitted on the right mech with the right quirks.

    LAMS performs exactly as a AMS (as for shooting down missiles) and is mostly useful on very cool builds: it does generate a lot of heat when active and overall I don't find it very usefull considering as for the heat it feels like a RAC2. I'm not a fan of AMS in general (despite being very usefull in scout, especially versus ATMs), so I'm not really recommending it if heat could be an issue. LAMS is a no go on any laser vomit / hybrid vomit build.

    Light Tag on ATM and streak boats, otherwise (LRM) vanilla TAG.
    cLAP should have overall similar bonuses to the cAP, so it only depends on the spot / targeting / range bonus. If your only reason to fit any AP is to lock ECM mechs and/or shutdown mechs, you should fit the cLAP.

    Very slightly worse, but in the end they are as good as the clan counterpart. The same overall rules apply (TC1 whenever possible, TC2 or more only for snipers or for extreme projectile speed).

    Long story short, you can't be spotted or targeted as long as stealth is activated, BUT you won't dissipate heat... Usefull only on cool builds or in cold / neutral maps. Stealth armor will also make you invisible to UAVs and heat vision, but it won't protect you from seismic sensors, TAGs and NARCs. Very niche upgrade, useful only for a couple of builds (dual gauss Thanatos, Pirate's Bane and a few others).

    A very welcome addition: IS now has quirks AND somewhat between STD and XL engine and with the same survivability as clanners, so most heavies and assaults can now fit even more weapons while being still tanky. You will love it.

    Light Ferro Fibrous: some builds with exactly 7 slots empty can now be upgraded with light ferro fibrous, so you can add some armor that you had to strip previously... You can also go for 14 + 7 (endo + light-ferro) instead of 14 + 14 (endo + ferro). This further enhances IS builds.

    Nope

    HLL + ERML
    Gauss + ERML
    Heavy Gauss + (ER)ML
    L(P)L + ERML (avoid LPL, unless really needed due to tonnage / hardpoints, it's better fit more DHS)
    ERLL (+ Gauss)
    PPCs... All alone, unless you want to fit some short range backup weapons

    Those are the most common pinpoint builds...
    Something else could be:

    SRM + AC/LBX20
    ATM + LTAG + HML/MPL/HSL
    UAC10 + UAC5 (mostly clan)
    UAC10 + ML (warhammer)
     
    skribs likes this.
  10. skribs

    skribs Legendary Member

    1,644
    147
    48
    So it actually makes your Mech invisible to the eye as well? Can you shoot while stealthed?

    Regarding PPCs - what about snub PPCs?
     
  11. CarloArmato

    CarloArmato MechSpecs Addict

    589
    154
    48
    No, you can be seen only by naked eye, enemy won't be able to lock on you or target you as long as you stealthed. Be careful though: stealth relies on ECM, so if your ECM will be countered while stealth is offline, even if you will reactivate it you can be targeted / spotted / locked

    Snubnose PPCs are a niche weapon: they can be very powerfull in the right hands because one snubnose is basically an energy half AC20, but they are very hot for being a short range weapon. Best used with LBX20 / AC20 for maximum pinpoint or with other cool weapons... Or simply on a troll build, like mine UM-R60L "Hipster" (2xSNPPC, 2xMG, 1xJJ, XL180)
     
  12. Excalibaard

    Excalibaard ComStar - First Circuit Staff Member

    3,348
    610
    219
    1. Usual PGI 'balancing' has made LPLs unfavored. the HLL/ERML combo is now reigning for clan as even that alpha won't make a mech overheat.
    2. Heat Penalties, but IS UACs fire 1 pellet less than their clan counterparts to a minimum of 1, so are slightly more pinpoint.
    3. Completely different system. Spools up and starts firing later (RAC5 has double damage than RAC2 but also longer spool time). After spooling for several secs they can start to jam.
    4. Advanced Tactical Missiles are lock-on missiles that CAN fly out to 1100m but are most useful as close range weapons as they deal up to triple damage up close. SSRMs but without the random targeting and with more damage. Has hard minimum of 120m.
    5. Consumables that guarantee damage if you can aim. Fun to use imo (except for minimum range of 50m)
    6. MRMs are fun. Fire sequentially so very different from SRMs. Have to track targets with them, feels new and good to spray someone with a bunch of metal.
    7. Not worth your time unless in a Nova or Piranha
    8. Heavy laser = much higher damage, heat, cooldown, duration and more slots required. The damage per tick of heavies are higher than ER lasers.
    9. HGR is an AC20 with more damage, without (ghost) heat and with higher range thanks to a 5x max range multiplier over optimal range. Annihilators and Cyclops heroes equip 2 of them for big pinpoint deletion effect (the damage is almost similar to 6PPC stalkers). LGR are niche, can replace the AC10 but the AC10 is usually better in most situations.
    10. lighter = more range, more crit chance, less damage per second. 0.7/1/1.4 dps, 250/130/100m
    11. Quirks, and bigger is usually better. HPPC on a K2 or Firebrand is mean.
    12. Hardly. Though they're better than clan counterparts due to the much better cooldown, you can't mount enough of them in most cases due to the weight.
    13. It's really hot, a normal AMS with 1ton of ammo usually shoots down a similar amount of missiles.
    14. LTAG and LAP, because their effects are often needed in shorter ranges anyway (when playing ATMs at least)
    15. fine, nothing to write home about. the VIII is just for memes though.
    16. Still visible to naked eye, but invisible from heat vision and you get no red triangles on your head so people will ignore you sometimes. You can fire weapons but can't dissipate heat so will have to go out of stealth mode often unless you bring Gauss only.
    17. Light engines are replacing both XL builds that were too fragile (grasshoppers, black knights, battlemasters) and standard builds (roughnecks, stalkers) that couldn't bring enough weapons as a compromise between both. They're still inferior to the savings of a clan XL.
    18. IS LBX5s and 20s are fun. LBX2s are too spacious most of the time.
    19. Run ATMs with the artemis upgrade. The launcher won't change but the lock-time will.
    20. Big Alpha is the current meta. Vomit for clans, HGR or vomit for IS. PPCs are no longer used much because they have ghost heat with gauss rifles. Gauss stayed due to having no heat (that was the only reason for PPCs, it was pinpoint and filled the available heat gap).
      Common combos:
      cHLL+cERML,
      cATM+cLTAG(+cHSL or cHML),
      HGR + MPL/ERSL
      LPL+ERML/ML (closer range or closer cooldown, MLs now have longer cooldown than large lasers)
     
  13. CarloArmato

    CarloArmato MechSpecs Addict

    589
    154
    48
  14. Dagonus

    Dagonus Benefactor

    171
    46
    37

    I've found them useful in certain circumstances for light mechs that I know i'm going to be hugging someone's back. The increased weight makes them hard to use though unless you're already running maxes armor and engine. They're not entirely useless, but 95% of the time, Regular MGs with upgrades to other components are a better use of weight.
     
  15. CarloArmato

    CarloArmato MechSpecs Addict

    589
    154
    48
    Not only that, if there is a variant for that said mech (or a similar mech) with more ballistic hardpoints, it's more efficient to simply switch to that variant / mech with standard MGs.

    Spider 5K is an example: you will get more DPS by switching from 4xMG+1xLPL to 4xHMG+1xLL (same tonnage), but that's because you are limited by hardpoints... Any other IS light mech with 6 or more ballistic hardpoints will have more DPS for less tonnage and more potential damage per ton of ammo. IMHO HMGs are too niche to be considered anywhere good.
     
  16. Shock

    Shock Benefactor

    511
    187
    53
    HMGs are useful because the list of IS light mechs with 6 or more ballistic hardpoints is pretty short. I think the Flea might be the first (and only). I know I've made good use of them.
     
    Dagonus likes this.
  17. skribs

    skribs Legendary Member

    1,644
    147
    48
    Thanks for all the advice. I tried downloading the game last night and...well for some reason it has to go through every patch instead of just giving me the latest one, and it wasn't going fast last night.
     
  18. Shock

    Shock Benefactor

    511
    187
    53
    I recommend running the game on Steam rather than through the MWO launcher. It's worked a lot better for me
     
    Dagonus, CarloArmato and skribs like this.
  19. CarloArmato

    CarloArmato MechSpecs Addict

    589
    154
    48
    This.
    I've downloaded the game from the launcher at least 3 times: every time I've tried to install the game from the launcher, the installer was corrupted.
    I'm not a huge fan of steam, but in these cases it saved my time and sanity.
     
    Dagonus likes this.
  20. skribs

    skribs Legendary Member

    1,644
    147
    48
    If it isn't downloaded by the time I get home, or if it's corrupted, I'll try Steam.

    I do have a follow-up question: how many builds haven't been changed by the new tech?
     

Share This Page