MechWarrior Online (New) - Page 36
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CuLane
United States160 Posts
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Yoav
United States1874 Posts
Known TLers on MWO: + Show Spoiler + Khanahar (TL: Yoav) Erish II (TL: daemir) Rwrzr MeatLoaf Raddmiral (TL: hp.Shell) Unkkz Redoxin Aym (TL: CuLane) Some Guides + Show Spoiler + New Player Quick-List + Show Spoiler + 1. Use the local Champion 'mech. It'll be the trial 'mech with a (c ) after its name.. 2. Stick with your team at all times, no matter what, unless you're leading 2:1 or more. And usually even then. 3. Try to always shoot at something other people are shooting at. 4. Generally, aim for center body mass. If you have FPS/Mechwarrior experience, try legging lights and zippy mediums. 5. http://mwo.smurfy-net.de/mechlab 6. Read other guides here and on the MWO forums! Mechlab Basics + Show Spoiler + 1. Always get faster engine than stock 2. Always max armor -No exceptions for lights. But for mediums/heavies/assaults, only 3/4 or 1/2 armor on legs is ok -Front/Back ratio should be 2:1 for scouts, 3:1 for most builds, and 4:1 for snipers 3. Always get Double Heat Sinks (DHS) 4. Usually get Endo Steel 5. Almost never get Ferro Fibrous, unless you have everything else you want and need more slots. It doesn't increase your armor cap, just slightly reduces your weight. 6. XL engines vary by 'mech. They are expensive, so get a 300XL and use it for everything that can fit it (swap it around, dont' sell it. only a handful of 'mechs can't take it.) With an XL, you die if you lose a side torso, but the XL is much lighter than the standard. Good Mechs for an XL: Any light: Commando, Jenner, Spider, Raven Faster mediums: Cicada, Trebuchets Big 'mechs with small side torsos: Catapult, Dragon Bad Mechs for an XL: Atlas, Awesome, Stalker (deceptively large side torsos) Build Dependent Mechs: Centurion: SRM focused should get fast XL--note: cannot fit 300 except in CN9-D AC/Laser focused should get fast Standard Cataphract, Jagermech Really better not to go XL, but some builds, like the 2xAC/20 Jager, require it for function. CN9 Builds + Show Spoiler + With Centurions, you really get to pick from 2 options: 1) AC-based Right arm cannon, backed up by CT lasers and streaks (the latter to fend off scouts). Uncommonly feature LRMs, but this is sub-optimal. 2) SRM-based No cannon, but using multiple large SRM-packs. 3x6 is possible. Occasionally uses XL engine, particularly in CN9-D variant. Be aware that these go for the A, D, and YLW variants. The AL is a different beast and can be set up as a scout hunter (lasers and streaks) or pinch sniper (2xPPCs in RA). Never use a CN9 with a <250 engine rating. Max engine rating is preferable. ZOMBIE CENTURIONS: Cn9s can be really good "zombie 'mechs." This means they can limp around the battlefield on one leg, both side torsos and attached arms destroyed, and still put out respectable damage after the enemy has decided you aren't worth focusing on. This is because of (1) good hitboxes that soak damage and (2) all variants can pack 2 ML or MPL in the center torso, giving you moderate DPS way after you should be dead. The best zombie is actually the hero CN9-YLW, because it has superior torso twist to compensate for now having elbows. Mechs with XL engines obviously cannot zombie. Weapon Ranges and You + Show Spoiler + All energy weapons in the game do max damage between 0 and [listed range] meters, then drop off linearly to do 0 damage at 2x[listed range]. All ballistic weapons are the same, but only drop off to 0 at 3x listed range (giving them better range per listed number, though they compensate with lower acuracy). Missile weapons just blow up at listed max range, doing no damage. LRMs have a 180m arming range. Critical Hits + Show Spoiler + Critical Hits In MechWarrior, MechCommander, or the board game version, Battletech, critical hits are one of the most important systems to understand. It is also one of the most misunderstood. This is how the MWO version works. See those "slots" in the 'mechlab? Every Arm and Torso segment has 12, and every Head and Leg has 6, no matter what the 'mech is (a Commando at 25 tons and an Atlas at 100 have the same number of slots). Some of those are filled by "built-in" equipment like engines, gyros, the cockpit, various actuators (joints). As of right now, these cannot take critical damage. This may change later on. The "dynamic slots" added by Endo or Ferro (never get Ferro before Endo) cannot take critical hits, and never will. CASE ammo storage cannot take critical damage. Everything else on your 'mech can take critical damage: heat sinks, weapons, electronics, ammunition. Your 'mech is protected by armor plating and internal structure. On your 'mech doll in the HUD, internal structure is the filling, and the armor is the shell. Critical hits cannot currently go through armor, so a mech segment (a component) is safe from critical hits while armored. However, when the armor is stripped off a component on your 'mech, the items inside become vulnerable. Luckily, most shots won't do any critical damage; they'll just hurt your internal structure and increase the chance of that component being destroyed. However, 42% of shots will do damage to both your internal structure and some items in the component. The amount of damage dealt is based on weapon damage, according to the below: 58% of the time, no critical damage. 25% chance 1x weapon damage, dealt to a random available critical slot in the component. 14% chance 2x weapon damage, dealt in packets like the above to 2 random available critical slots (can be the same one) 3% chance 3x weapon damage. A few special weapons deal extra critical damage. Break these out against exposed internals. They are the Machine Gun, Flamer, and LB 10-X AC. Be aware that the MG and Flamer are underpowered due to being essentially only good at this. Debate exists on the LBX (shotgun autocannon). Special critical values 33% 0 crits 33% 1 crit 28% 2 crits 6% 3 crits Most items have 10 HP, and will be destroyed upon accumulating 10 damage. Gauss Rifles and ECMs are particularly fragile. AC/20s are particularly durable... but this is offset by their large slot count, meaning they are likely to take crit hits. Destroyed items do not work, and ammo bins have a 10% chance of detonation on being destroyed, leading to a happy pop-pop-pop that will shell the poor 'mech unless the explosion is vented by a CASE system. CASE will not protect the side torso it is in, but will prevent the damage from going on to kill the center torso. Damage will naturally progress toward the center of a 'mech, from Arm or Leg to Side Torso to Center Torso. Passing each barrier reduces damage by 50%. Gauss Rifles also have a 90% chance of detonation, and do 20 damage. Gauss Rifle ammo itself is inert. When a component with a Gauss Rifle or Ammo Bin are destroyed (regularly, not critical damage) they still have the same chance to go up in smoke. Crits just make it happen earlier. Implications of Critical Hit System Scoring Critical Hits Your best bet to score good critical hits is just to hammer weakened body parts. Anything packing a Gauss Rifle is a juicy target. LBXs are good at this, but so are any weapon with a high enough damage value that a single crit will destroy a component. These include PPCs, AC10s, Gauss Rifles, and AC/20s. Defending against Critical Hits Don't get shot. Also, "crit pad." Crit Padding is when you make use of the "damage is dealt to a random hittable location" mechanic. If you have a Gauss Rifle as the only thing in a component, when the component takes a single AC/10 hit, you have a 38% chance of having a real bad day. If, however, you throw in a Double Heat sink and 2 tons of Gauss Ammo, you have a little more than half that chance. Whenever you have something explosive in a segment, try not to leave any empty slots there. And if you use Gauss, you really should use CASE. Understanding Autocannons + Show Spoiler + Understanding Autocannons All ACs have about 150 damage per ton of ammo. This means a single AC type for the 'mech will need 3-5 tons. If you have 2 types of AC, each needs 1-3 tons. The below listed by increasing weight AC/2: +Long range, +Excellent DPS per tonnage +Rocks the enemy like a wagonwheel +High projectile speed -Terrible heat/damage ratio (for a ballistic... similar to missiles but still better than lasers) -Damage scattered all over target -Need lots of ammo due to damage inefficency AC/5: +Can be useful due to lowish weight and ability to aim shots +Most heat efficient AC, so good if tight on heat and spare on tons ~Only useful if extremely skilled and using as direct fire support (high RoF sniper) -Low DPS -Sucks UAC/5: +Absurd DPS +Best noise in game ~Generally similar pros and cons to AC/2. Pairs well with it. -Biggest ammo-hog in game -Jams make firepower unreliable. Best used if cover available to hid during jams. But boated, can just stand ground and press trigger. LB10-X AC: +Scattershot +Good if you can't hit things ++Bonus to crit damage +Lightish for job -Scattershot -Limited range -Low striking power, DPS AC/10: +Biggest AC that can fit on arms with lower actuators (elbows, which allow horizontal arm articulation) +Most versitile weapon in game except ML, with which it pairs nicely +Style points ~Basically a bigger AC/5. Shorter range, more concentrated damage -Generally better to trade up to AC/20, though you lose range -Lowish DPS AC20: +20 f*ckin' points of m*therf*ckin' damage per hit +2 head hits drops any 'mech in game (pairing these on a Jagermech or Cat K2 is often a good idea). Means auto-kill on Catapults that let you get to close range if you can nail your shots. +High damage and low RoF great for popping in and out of cover +Efficient kills mean you KS a lot, and use relatively little ammo. (Flipside: can't use damage score for E-Peening) -Really easy to lose to critical hits -Low projectile velocity and RoF means you have to be on top of your shots -Really heavy -Can't mount in a torso if have XL engine -Can't mount in the arm of a 'mech with lower arm actuators (see note for AC/10). Mechs that can mount an AC/20 in their arms: Highlander 733C Jagermech (all can mount 1 in each arm... result of using both is the dreaded "Jagerbomb") Centurion YLW (Hero variant) Raven 4X Any 'mech with a ballistic hardpoint in the torso can mount an AC/20, but many are ill advised to use XL engines. All of this said, try different weapons out and see what works for you. I love AC/10s, despite them being the 2nd weakest AC. My lancemate is even crazier: he uses a 4 AC/5 Cataphract 4X. Does amazing with it. Really nails his shots, because the AC/5 cooldown gives him a moment to line each up and fire with clicks rather than mashing. Each volley hits like an AC/20, and can reach out really far. But it's a very difficult build to pull off unless you really have a lot of faith in your ability to keep hitting the legs of jumping 'mechs at 1000m. Oh, and remember that each ballistic still does damage out to almost 3x its max listed range! (Linearly less from it though.) | ||
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daemir
Finland8662 Posts
![]() hoping to catch some folks from TL to play with today. my quest for mastering the catapults continues, now i have 3 chassis, none of them properly fitted out due to lack of c-bills, but my c4 has been laying down the hurt with the NGNG guys. 1440 rounds of ALRMs, got plenty to fire out without much worry about stable target locks. | ||
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Yoav
United States1874 Posts
On June 19 2013 03:00 daemir wrote: When is the server planned to come back? I just decided to bite the bullet and bought some MC for premium time, go eat, come back and servers down for maintenance ![]() hoping to catch some folks from TL to play with today. my quest for mastering the catapults continues, now i have 3 chassis, none of them properly fitted out due to lack of c-bills, but my c4 has been laying down the hurt with the NGNG guys. 1440 rounds of ALRMs, got plenty to fire out without much worry about stable target locks. What are you running on the C4? I didn't get one because I really had no good ideas. The 2 E are easy to fill, but 4 M? The C1 seems better to me for anything but SSRM or LRM5ing, and even then you have to back up with LLs or PPCs to get anywhere near a respectable firepower. We should definitely play sometime. Tonight I'm gonna be with my lancemates, but I play more than they do and so I find myself solo some portion of the time. (SC is my "friends" game and MWO my "family game:" my lancemates are my brother, girlfriend, and awesome retired dad.) | ||
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daemir
Finland8662 Posts
After I get the XL and free some tonnage, I may consider putting in streaks or srms as self defense method, but running with other people has worked fine so far. I mean, are you realistically ever going to fight off any offensive light/medium that gets on you, no matter if you have 1-3 MLs? I'd rather put that tonnage into JJs to get out of harms way and close to friendlies. You could say I'm a believer in specialization. All I bring to the team is a ton of indirect fire and should the happenstance be that I get a direct LOS on a target, with TAG and artemis those missiles are packing a mean punch then. If I shoot out all missiles, run out and have done 300-500 damage, I'm happy. I can still tank damage for others or try to cap, but I don't see myself doing anything useful with 1 medium laser, or 3 if in a C1. The Jenner aiming at your backside is gonna have the upper hand in lasers, hell even the RVN-3L is going to outgun you at that point. | ||
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Yoav
United States1874 Posts
On June 19 2013 03:58 daemir wrote: Since I couldn't afford an XL on it yet, it's just 2xALRM20s with a shit ton of ammo and TAG. Dropping with other people, don't need to fend off lights myself, not that there's much of them in sight anyway, as everyone is running ppc/gauss boats. With 1440 missiles aboard, I don't need to be picky with my shots, so I can suppress enemies while team gets to make a move on them. It needs to be a really long match to run out. After I get the XL and free some tonnage, I may consider putting in streaks or srms as self defense method, but running with other people has worked fine so far. I mean, are you realistically ever going to fight off any offensive light/medium that gets on you, no matter if you have 1-3 MLs? I'd rather put that tonnage into JJs to get out of harms way and close to friendlies. You could say I'm a believer in specialization. All I bring to the team is a ton of indirect fire and should the happenstance be that I get a direct LOS on a target, with TAG and artemis those missiles are packing a mean punch then. If I shoot out all missiles, run out and have done 300-500 damage, I'm happy. I can still tank damage for others or try to cap, but I don't see myself doing anything useful with 1 medium laser, or 3 if in a C1. The Jenner aiming at your backside is gonna have the upper hand in lasers, hell even the RVN-3L is going to outgun you at that point. Yeah, I follow, even if I think you overstate the case. I've killed a fair few flankers with my C1's 4 MLs (JJs help a lot in close quarters and while backpedalling). A lot of Jenners don't actually pack any more firepower than that. And, perhaps more importantly, I use them when big guys are closing to range and I need that extra firepower. You overheat pretty fast, but if you can backpedal fast enough to keep them in the 300-180m sweet spot for the three volleys it takes for that to happen, you get a lot more damage in. 4xML for 3 volleys is 60 damage in about 6 seconds, which is enough to core a 'mech you've already damaged with ALRMs. And, as a matter of style, I really hate being helpless if caught alone or as the last man on a team. It's also great for duels with other LRM boats... in a 1 on 1, a C1 with 4 ML and 2 ALRM15 is always gonna kill a C4 with 2 ALRM 20, even if the C4 has an edge in group fights. That said, you have to make sacrifices, which is why I run only 2 ALRM15s, and no tag (that's where I rely on teammates). So, you had me thinking, and I played around in mechlab a little bit. I got a C4 with the following, which I can imagine trying out when I have the C-Bills (working on the AWS line right now... yes, I know that makes me a masochist). [2 tons free for extra ammo, JJ, HS, or an ML. Space for any of em.] 288 armor (skimping in legs and side torsos is safe for a CPLT) 2 ALRM20 2 SSRM2 1 TAG 82.2 kph (tweaked XL300) 1 JJ 1 SSRM ammo (50v; 100r) 7 LRM ammo (31v; 1260r) 53% cooling | ||
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Coriolis
United States1152 Posts
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daemir
Finland8662 Posts
Trouble with the ssrms is that once that ecm light is on you, they do nothing. Which is usually the thing that bumrushes me. I'll start exping up my A1 now, 2xLRM15 4xSSRM2, bap, 4 JJs. first impression: really fun build, second impression: holy fuck i need double heatsinks fast. Probably will need to drop AMS to get artemis on my LRMs. e: not C1, A1 | ||
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Yoav
United States1874 Posts
On June 19 2013 06:10 daemir wrote: Yoav, I was just building up to a similar build, but I found that the 1 JJ on cata seemed terribly underwhelming, so I just dropped the ssrms for now to try how my build feels with XL engine and 4 JJs, which is, much better. I'll try the ssrms later. I also have full armor on torsos still, but I agree I can drop a lot of that on a cata. Trouble with the ssrms is that once that ecm light is on you, they do nothing. Which is usually the thing that bumrushes me. I'll start exping up my A1 now, 2xLRM15 4xSSRM2, bap, 4 JJs. first impression: really fun build, second impression: holy fuck i need double heatsinks fast. Probably will need to drop AMS to get artemis on my LRMs. e: not C1, A1 Agreed that there is a serious danger of ECMage. With your A1 in particular, a BAP to counter the ECM (and give sensor range) would be a great thing to have. Due to threat of ECM, I almost always use lasers for close defense on any sniper/LRM. The only exception is my AWS-9M, which can pack 3 SSRM with BAP. Along with the 3 ERPPCs, they make it actually perfectly competent against even very skilled light pilots. | ||
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daemir
Finland8662 Posts
![]() This is my A1 that I'm aiming at, missing funds for artemis upgrade | ||
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Obsidian
United States350 Posts
My current loadout is a Jaegermech running with an AC20, Ultra AC5 and a pair of MLs. Suped up with a 300+XL engine, and it can haul ass, with enough armor to take a little bit of a beating. I'm looking at changing the UAC5 to something else... Not sure the jamming is working for me, possibly a pair of AC2s. | ||
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Yoav
United States1874 Posts
The A1 is a tricky 'mech to get right. It tends toward boating SRMs, SSRMs, or, in rare cases, LRM5s. And those are all pretty one-dimensional 'mechs that get screwed pretty fast in the wrong place. SSRM boat has to hunt lights, SRM boat has to face-hug, LRM5 boat only useful for CC on some target. I just threw 4 SRM6s and 2 SRM4s on it with an XL300 and called it a day once I'd leveled it as far as she went. @Obsidian That's a crazy build. Does the AC/20 and light autocannon mix work for you? Lighter ACs are generally good for DPS in a brawl, while AC/20s are better for poking around cover, taking a shot, and waiting the cooldown out. So my AC/20 Jagermech has 2 of them, and my Light AC Jagermech has 2 UAC/5s and 2 AC2s. The AC/20 one works okay, if you can land headshots on headshottable 'mechs with some regularity. The light AC one works amazing, like a buzzsaw at both long and short range. I also have 2 SL on that, for a little extra punch and something to fall back on when ammo gets low. Player list updated. Known TLers on MWO: + Show Spoiler + Khanahar (TL: Yoav) Erish II (TL: daemir) Rwrzr MeatLoaf Raddmiral (TL: hp.Shell) Unkkz Redoxin Aym (TL: CuLane) Vanir (TL: Obsidian) Some Guides + Show Spoiler + New Player Quick-List + Show Spoiler + 1. Use the local Champion 'mech. It'll be the trial 'mech with a (c ) after its name.. 2. Stick with your team at all times, no matter what, unless you're leading 2:1 or more. And usually even then. 3. Try to always shoot at something other people are shooting at. 4. Generally, aim for center body mass. If you have FPS/Mechwarrior experience, try legging lights and zippy mediums. 5. http://mwo.smurfy-net.de/mechlab 6. Read other guides here and on the MWO forums! Mechlab Basics + Show Spoiler + 1. Always get faster engine than stock 2. Always max armor -No exceptions for lights. But for mediums/heavies/assaults, only 3/4 or 1/2 armor on legs is ok -Front/Back ratio should be 2:1 for scouts, 3:1 for most builds, and 4:1 for snipers 3. Always get Double Heat Sinks (DHS) 4. Usually get Endo Steel 5. Almost never get Ferro Fibrous, unless you have everything else you want and need more slots. It doesn't increase your armor cap, just slightly reduces your weight. 6. XL engines vary by 'mech. They are expensive, so get a 300XL and use it for everything that can fit it (swap it around, dont' sell it. only a handful of 'mechs can't take it.) With an XL, you die if you lose a side torso, but the XL is much lighter than the standard. Good Mechs for an XL: Any light: Commando, Jenner, Spider, Raven Faster mediums: Cicada, Trebuchets Big 'mechs with small side torsos: Catapult, Dragon Bad Mechs for an XL: Atlas, Awesome, Stalker (deceptively large side torsos) Build Dependent Mechs: Centurion: SRM focused should get fast XL--note: cannot fit 300 except in CN9-D AC/Laser focused should get fast Standard Cataphract, Jagermech Really better not to go XL, but some builds, like the 2xAC/20 Jager, require it for function. CN9 Builds + Show Spoiler + With Centurions, you really get to pick from 2 options: 1) AC-based Right arm cannon, backed up by CT lasers and streaks (the latter to fend off scouts). Uncommonly feature LRMs, but this is sub-optimal. 2) SRM-based No cannon, but using multiple large SRM-packs. 3x6 is possible. Occasionally uses XL engine, particularly in CN9-D variant. Be aware that these go for the A, D, and YLW variants. The AL is a different beast and can be set up as a scout hunter (lasers and streaks) or pinch sniper (2xPPCs in RA). Never use a CN9 with a <250 engine rating. Max engine rating is preferable. ZOMBIE CENTURIONS: Cn9s can be really good "zombie 'mechs." This means they can limp around the battlefield on one leg, both side torsos and attached arms destroyed, and still put out respectable damage after the enemy has decided you aren't worth focusing on. This is because of (1) good hitboxes that soak damage and (2) all variants can pack 2 ML or MPL in the center torso, giving you moderate DPS way after you should be dead. The best zombie is actually the hero CN9-YLW, because it has superior torso twist to compensate for now having elbows. Mechs with XL engines obviously cannot zombie. Weapon Ranges and You + Show Spoiler + All energy weapons in the game do max damage between 0 and [listed range] meters, then drop off linearly to do 0 damage at 2x[listed range]. All ballistic weapons are the same, but only drop off to 0 at 3x listed range (giving them better range per listed number, though they compensate with lower acuracy). Missile weapons just blow up at listed max range, doing no damage. LRMs have a 180m arming range. Critical Hits + Show Spoiler + Critical Hits In MechWarrior, MechCommander, or the board game version, Battletech, critical hits are one of the most important systems to understand. It is also one of the most misunderstood. This is how the MWO version works. See those "slots" in the 'mechlab? Every Arm and Torso segment has 12, and every Head and Leg has 6, no matter what the 'mech is (a Commando at 25 tons and an Atlas at 100 have the same number of slots). Some of those are filled by "built-in" equipment like engines, gyros, the cockpit, various actuators (joints). As of right now, these cannot take critical damage. This may change later on. The "dynamic slots" added by Endo or Ferro (never get Ferro before Endo) cannot take critical hits, and never will. CASE ammo storage cannot take critical damage. Everything else on your 'mech can take critical damage: heat sinks, weapons, electronics, ammunition. Your 'mech is protected by armor plating and internal structure. On your 'mech doll in the HUD, internal structure is the filling, and the armor is the shell. Critical hits cannot currently go through armor, so a mech segment (a component) is safe from critical hits while armored. However, when the armor is stripped off a component on your 'mech, the items inside become vulnerable. Luckily, most shots won't do any critical damage; they'll just hurt your internal structure and increase the chance of that component being destroyed. However, 42% of shots will do damage to both your internal structure and some items in the component. The amount of damage dealt is based on weapon damage, according to the below: 58% of the time, no critical damage. 25% chance 1x weapon damage, dealt to a random available critical slot in the component. 14% chance 2x weapon damage, dealt in packets like the above to 2 random available critical slots (can be the same one) 3% chance 3x weapon damage. A few special weapons deal extra critical damage. Break these out against exposed internals. They are the Machine Gun, Flamer, and LB 10-X AC. Be aware that the MG and Flamer are underpowered due to being essentially only good at this. Debate exists on the LBX (shotgun autocannon). Special critical values 33% 0 crits 33% 1 crit 28% 2 crits 6% 3 crits Most items have 10 HP, and will be destroyed upon accumulating 10 damage. Gauss Rifles and ECMs are particularly fragile. AC/20s are particularly durable... but this is offset by their large slot count, meaning they are likely to take crit hits. Destroyed items do not work, and ammo bins have a 10% chance of detonation on being destroyed, leading to a happy pop-pop-pop that will shell the poor 'mech unless the explosion is vented by a CASE system. CASE will not protect the side torso it is in, but will prevent the damage from going on to kill the center torso. Damage will naturally progress toward the center of a 'mech, from Arm or Leg to Side Torso to Center Torso. Passing each barrier reduces damage by 50%. Gauss Rifles also have a 90% chance of detonation, and do 20 damage. Gauss Rifle ammo itself is inert. When a component with a Gauss Rifle or Ammo Bin are destroyed (regularly, not critical damage) they still have the same chance to go up in smoke. Crits just make it happen earlier. Implications of Critical Hit System Scoring Critical Hits Your best bet to score good critical hits is just to hammer weakened body parts. Anything packing a Gauss Rifle is a juicy target. LBXs are good at this, but so are any weapon with a high enough damage value that a single crit will destroy a component. These include PPCs, AC10s, Gauss Rifles, and AC/20s. Defending against Critical Hits Don't get shot. Also, "crit pad." Crit Padding is when you make use of the "damage is dealt to a random hittable location" mechanic. If you have a Gauss Rifle as the only thing in a component, when the component takes a single AC/10 hit, you have a 38% chance of having a real bad day. If, however, you throw in a Double Heat sink and 2 tons of Gauss Ammo, you have a little more than half that chance. Whenever you have something explosive in a segment, try not to leave any empty slots there. And if you use Gauss, you really should use CASE. Understanding Autocannons + Show Spoiler + Understanding Autocannons All ACs have about 150 damage per ton of ammo. This means a single AC type for the 'mech will need 3-5 tons. If you have 2 types of AC, each needs 1-3 tons. The below listed by increasing weight AC/2: +Long range, +Excellent DPS per tonnage +Rocks the enemy like a wagonwheel +High projectile speed -Terrible heat/damage ratio (for a ballistic... similar to missiles but still better than lasers) -Damage scattered all over target -Need lots of ammo due to damage inefficency AC/5: +Can be useful due to lowish weight and ability to aim shots +Most heat efficient AC, so good if tight on heat and spare on tons ~Only useful if extremely skilled and using as direct fire support (high RoF sniper) -Low DPS -Sucks UAC/5: +Absurd DPS +Best noise in game ~Generally similar pros and cons to AC/2. Pairs well with it. -Biggest ammo-hog in game -Jams make firepower unreliable. Best used if cover available to hid during jams. But boated, can just stand ground and press trigger. LB10-X AC: +Scattershot +Good if you can't hit things ++Bonus to crit damage +Lightish for job -Scattershot -Limited range -Low striking power, DPS AC/10: +Biggest AC that can fit on arms with lower actuators (elbows, which allow horizontal arm articulation) +Most versitile weapon in game except ML, with which it pairs nicely +Style points ~Basically a bigger AC/5. Shorter range, more concentrated damage -Generally better to trade up to AC/20, though you lose range -Lowish DPS AC20: +20 f*ckin' points of m*therf*ckin' damage per hit +2 head hits drops any 'mech in game (pairing these on a Jagermech or Cat K2 is often a good idea). Means auto-kill on Catapults that let you get to close range if you can nail your shots. +High damage and low RoF great for popping in and out of cover +Efficient kills mean you KS a lot, and use relatively little ammo. (Flipside: can't use damage score for E-Peening) -Really easy to lose to critical hits -Low projectile velocity and RoF means you have to be on top of your shots -Really heavy -Can't mount in a torso if have XL engine -Can't mount in the arm of a 'mech with lower arm actuators (see note for AC/10). Mechs that can mount an AC/20 in their arms: Highlander 733C Jagermech (all can mount 1 in each arm... result of using both is the dreaded "Jagerbomb") Centurion YLW (Hero variant) Raven 4X Any 'mech with a ballistic hardpoint in the torso can mount an AC/20, but many are ill advised to use XL engines. All of this said, try different weapons out and see what works for you. I love AC/10s, despite them being the 2nd weakest AC. My lancemate is even crazier: he uses a 4 AC/5 Cataphract 4X. Does amazing with it. Really nails his shots, because the AC/5 cooldown gives him a moment to line each up and fire with clicks rather than mashing. Each volley hits like an AC/20, and can reach out really far. But it's a very difficult build to pull off unless you really have a lot of faith in your ability to keep hitting the legs of jumping 'mechs at 1000m. Oh, and remember that each ballistic still does damage out to almost 3x its max listed range! (Linearly less from it though.) | ||
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unkkz
Norway2196 Posts
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daemir
Finland8662 Posts
I'm feeling myself out on this C4 build. The damage you get with 2x20 ALRM if you keep TAG on is disgusting. The missile grouping is really effective. | ||
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Tarias
Netherlands480 Posts
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CuLane
United States160 Posts
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Tarias
Netherlands480 Posts
HBK-4G AC20 So far in playing around with the trial mechs I've found myself like the AC's most, however the big mechs are a bit frustrating because they are so slow. I figured this would give me a nice combination of good speed and a big gun. | ||
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Hoender
South Africa381 Posts
On June 19 2013 22:56 Tarias wrote: How does this look for a first mech: HBK-4G AC20 So far in playing around with the trial mechs I've found myself like the AC's most, however the big mechs are a bit frustrating because they are so slow. I figured this would give me a nice combination of good speed and a big gun. looks good, although you could get the Ferro Fibrous Armour upgrade to free up some tonnage for a bigger engine. My 4G version I'm running has doesn't have the extra heatsink, 1 ton less ammo for a 260 engine. For me it's perfect - I tend to use my ac20 sparingly and like to go fast | ||
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daemir
Finland8662 Posts
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Yoav
United States1874 Posts
On June 19 2013 22:56 Tarias wrote: How does this look for a first mech: HBK-4G AC20 So far in playing around with the trial mechs I've found myself like the AC's most, however the big mechs are a bit frustrating because they are so slow. I figured this would give me a nice combination of good speed and a big gun. If you're running an AC/20 build on a HBK, use the 4H, not the 4G. 4G's only advantage is extra ballistic hardpoints, which only matter if you have multiple MGs or light ACs. The 4H is the better choice for AC/20 loadouts because it has additional energy hardpoints, giving you flexibility in your backup weaponry. Otherwise, that's a strong build. You should lose some arm armor (on a HBK, they barely get hit since they're tiny and everyone's aiming at your hunch) could lose a little leg armor if you wanted to (and put in DHS), and I'd put the AC/20 ammo in the legs also. But solid in most of its details to be sure. /*Edit: On June 19 2013 23:34 daemir wrote: Those back torso armors look kinda slim or? That's like 2 medium lasers connect and take off your armor. Daemir is right... a 3:1 ratio is probably better for a medium in general. HOWEVER, on a Hunchback, with everyone aiming at the hunch, I can see 4 or even 5 to 1 FOR THE RT ONLY. Just don't show your back until you lose the hunch (which, let's be real, will happen in any serious battle against competent opponents.) */ For other help, tell us your pilot name and I'll add it to the running list. I also have a selection of guides below. The new players section of the official forums is good as well. Known TLers on MWO: + Show Spoiler + Khanahar (TL: Yoav) Erish II (TL: daemir) Rwrzr MeatLoaf Raddmiral (TL: hp.Shell) Unkkz Redoxin Aym (TL: CuLane) Vanir (TL: Obsidian) Some Guides + Show Spoiler + New Player Quick-List + Show Spoiler + 1. Use the local Champion 'mech. It'll be the trial 'mech with a (c ) after its name.. 2. Stick with your team at all times, no matter what, unless you're leading 2:1 or more. And usually even then. 3. Try to always shoot at something other people are shooting at. 4. Generally, aim for center body mass. If you have FPS/Mechwarrior experience, try legging lights and zippy mediums. 5. http://mwo.smurfy-net.de/mechlab 6. Read other guides here and on the MWO forums! Mechlab Basics + Show Spoiler + 1. Always get faster engine than stock 2. Always max armor -No exceptions for lights. But for mediums/heavies/assaults, only 3/4 or 1/2 armor on legs is ok -Front/Back ratio should be 2:1 for scouts, 3:1 for most builds, and 4:1 for snipers 3. Always get Double Heat Sinks (DHS) 4. Usually get Endo Steel 5. Almost never get Ferro Fibrous, unless you have everything else you want and need more slots. It doesn't increase your armor cap, just slightly reduces your weight. 6. XL engines vary by 'mech. They are expensive, so get a 300XL and use it for everything that can fit it (swap it around, dont' sell it. only a handful of 'mechs can't take it.) With an XL, you die if you lose a side torso, but the XL is much lighter than the standard. Good Mechs for an XL: Any light: Commando, Jenner, Spider, Raven Faster mediums: Cicada, Trebuchets Big 'mechs with small side torsos: Catapult, Dragon Bad Mechs for an XL: Atlas, Awesome, Stalker (deceptively large side torsos) Build Dependent Mechs: Centurion: SRM focused should get fast XL--note: cannot fit 300 except in CN9-D AC/Laser focused should get fast Standard Cataphract, Jagermech Really better not to go XL, but some builds, like the 2xAC/20 Jager, require it for function. CN9 Builds + Show Spoiler + With Centurions, you really get to pick from 2 options: 1) AC-based Right arm cannon, backed up by CT lasers and streaks (the latter to fend off scouts). Uncommonly feature LRMs, but this is sub-optimal. 2) SRM-based No cannon, but using multiple large SRM-packs. 3x6 is possible. Occasionally uses XL engine, particularly in CN9-D variant. Be aware that these go for the A, D, and YLW variants. The AL is a different beast and can be set up as a scout hunter (lasers and streaks) or pinch sniper (2xPPCs in RA). Never use a CN9 with a <250 engine rating. Max engine rating is preferable. ZOMBIE CENTURIONS: Cn9s can be really good "zombie 'mechs." This means they can limp around the battlefield on one leg, both side torsos and attached arms destroyed, and still put out respectable damage after the enemy has decided you aren't worth focusing on. This is because of (1) good hitboxes that soak damage and (2) all variants can pack 2 ML or MPL in the center torso, giving you moderate DPS way after you should be dead. The best zombie is actually the hero CN9-YLW, because it has superior torso twist to compensate for now having elbows. Mechs with XL engines obviously cannot zombie. Weapon Ranges and You + Show Spoiler + All energy weapons in the game do max damage between 0 and [listed range] meters, then drop off linearly to do 0 damage at 2x[listed range]. All ballistic weapons are the same, but only drop off to 0 at 3x listed range (giving them better range per listed number, though they compensate with lower acuracy). Missile weapons just blow up at listed max range, doing no damage. LRMs have a 180m arming range. Critical Hits + Show Spoiler + Critical Hits In MechWarrior, MechCommander, or the board game version, Battletech, critical hits are one of the most important systems to understand. It is also one of the most misunderstood. This is how the MWO version works. See those "slots" in the 'mechlab? Every Arm and Torso segment has 12, and every Head and Leg has 6, no matter what the 'mech is (a Commando at 25 tons and an Atlas at 100 have the same number of slots). Some of those are filled by "built-in" equipment like engines, gyros, the cockpit, various actuators (joints). As of right now, these cannot take critical damage. This may change later on. The "dynamic slots" added by Endo or Ferro (never get Ferro before Endo) cannot take critical hits, and never will. CASE ammo storage cannot take critical damage. Everything else on your 'mech can take critical damage: heat sinks, weapons, electronics, ammunition. Your 'mech is protected by armor plating and internal structure. On your 'mech doll in the HUD, internal structure is the filling, and the armor is the shell. Critical hits cannot currently go through armor, so a mech segment (a component) is safe from critical hits while armored. However, when the armor is stripped off a component on your 'mech, the items inside become vulnerable. Luckily, most shots won't do any critical damage; they'll just hurt your internal structure and increase the chance of that component being destroyed. However, 42% of shots will do damage to both your internal structure and some items in the component. The amount of damage dealt is based on weapon damage, according to the below: 58% of the time, no critical damage. 25% chance 1x weapon damage, dealt to a random available critical slot in the component. 14% chance 2x weapon damage, dealt in packets like the above to 2 random available critical slots (can be the same one) 3% chance 3x weapon damage. A few special weapons deal extra critical damage. Break these out against exposed internals. They are the Machine Gun, Flamer, and LB 10-X AC. Be aware that the MG and Flamer are underpowered due to being essentially only good at this. Debate exists on the LBX (shotgun autocannon). Special critical values 33% 0 crits 33% 1 crit 28% 2 crits 6% 3 crits Most items have 10 HP, and will be destroyed upon accumulating 10 damage. Gauss Rifles and ECMs are particularly fragile. AC/20s are particularly durable... but this is offset by their large slot count, meaning they are likely to take crit hits. Destroyed items do not work, and ammo bins have a 10% chance of detonation on being destroyed, leading to a happy pop-pop-pop that will shell the poor 'mech unless the explosion is vented by a CASE system. CASE will not protect the side torso it is in, but will prevent the damage from going on to kill the center torso. Damage will naturally progress toward the center of a 'mech, from Arm or Leg to Side Torso to Center Torso. Passing each barrier reduces damage by 50%. Gauss Rifles also have a 90% chance of detonation, and do 20 damage. Gauss Rifle ammo itself is inert. When a component with a Gauss Rifle or Ammo Bin are destroyed (regularly, not critical damage) they still have the same chance to go up in smoke. Crits just make it happen earlier. Implications of Critical Hit System Scoring Critical Hits Your best bet to score good critical hits is just to hammer weakened body parts. Anything packing a Gauss Rifle is a juicy target. LBXs are good at this, but so are any weapon with a high enough damage value that a single crit will destroy a component. These include PPCs, AC10s, Gauss Rifles, and AC/20s. Defending against Critical Hits Don't get shot. Also, "crit pad." Crit Padding is when you make use of the "damage is dealt to a random hittable location" mechanic. If you have a Gauss Rifle as the only thing in a component, when the component takes a single AC/10 hit, you have a 38% chance of having a real bad day. If, however, you throw in a Double Heat sink and 2 tons of Gauss Ammo, you have a little more than half that chance. Whenever you have something explosive in a segment, try not to leave any empty slots there. And if you use Gauss, you really should use CASE. Understanding Autocannons + Show Spoiler + Understanding Autocannons All ACs have about 150 damage per ton of ammo. This means a single AC type for the 'mech will need 3-5 tons. If you have 2 types of AC, each needs 1-3 tons. The below listed by increasing weight AC/2: +Long range, +Excellent DPS per tonnage +Rocks the enemy like a wagonwheel +High projectile speed -Terrible heat/damage ratio (for a ballistic... similar to missiles but still better than lasers) -Damage scattered all over target -Need lots of ammo due to damage inefficency AC/5: +Can be useful due to lowish weight and ability to aim shots +Most heat efficient AC, so good if tight on heat and spare on tons ~Only useful if extremely skilled and using as direct fire support (high RoF sniper) -Low DPS -Sucks UAC/5: +Absurd DPS +Best noise in game ~Generally similar pros and cons to AC/2. Pairs well with it. -Biggest ammo-hog in game -Jams make firepower unreliable. Best used if cover available to hid during jams. But boated, can just stand ground and press trigger. LB10-X AC: +Scattershot +Good if you can't hit things ++Bonus to crit damage +Lightish for job -Scattershot -Limited range -Low striking power, DPS AC/10: +Biggest AC that can fit on arms with lower actuators (elbows, which allow horizontal arm articulation) +Most versitile weapon in game except ML, with which it pairs nicely +Style points ~Basically a bigger AC/5. Shorter range, more concentrated damage -Generally better to trade up to AC/20, though you lose range -Lowish DPS AC20: +20 f*ckin' points of m*therf*ckin' damage per hit +2 head hits drops any 'mech in game (pairing these on a Jagermech or Cat K2 is often a good idea). Means auto-kill on Catapults that let you get to close range if you can nail your shots. +High damage and low RoF great for popping in and out of cover +Efficient kills mean you KS a lot, and use relatively little ammo. (Flipside: can't use damage score for E-Peening) -Really easy to lose to critical hits -Low projectile velocity and RoF means you have to be on top of your shots -Really heavy -Can't mount in a torso if have XL engine -Can't mount in the arm of a 'mech with lower arm actuators (see note for AC/10). Mechs that can mount an AC/20 in their arms: Highlander 733C Jagermech (all can mount 1 in each arm... result of using both is the dreaded "Jagerbomb") Centurion YLW (Hero variant) Raven 4X Any 'mech with a ballistic hardpoint in the torso can mount an AC/20, but many are ill advised to use XL engines. All of this said, try different weapons out and see what works for you. I love AC/10s, despite them being the 2nd weakest AC. My lancemate is even crazier: he uses a 4 AC/5 Cataphract 4X. Does amazing with it. Really nails his shots, because the AC/5 cooldown gives him a moment to line each up and fire with clicks rather than mashing. Each volley hits like an AC/20, and can reach out really far. But it's a very difficult build to pull off unless you really have a lot of faith in your ability to keep hitting the legs of jumping 'mechs at 1000m. Oh, and remember that each ballistic still does damage out to almost 3x its max listed range! (Linearly less from it though.) | ||
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