MechWarrior Online (New) - Page 37
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ObiWanPwnobi
United States30 Posts
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Tarias
Netherlands480 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) Vanir (TL: Obsidian) Black Snooty (TL: ObiWanPwnobi) Tarias 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.) | ||
unkkz
Norway2196 Posts
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woody60707
United States1863 Posts
BTW my MWO name is StingerPryde | ||
woody60707
United States1863 Posts
On June 20 2013 06:51 unkkz wrote: Did the change to S-SRM's targeting automatically increase their dmg somehow? I feel like i do tons more dmg now on my raven after patch. Or maybe i just suck less. They did add "Host state rewind" to missiles. may that's it. | ||
unkkz
Norway2196 Posts
I have two small annoyances in this game so far: 1. Certain models just suck. Like i see no reason not to play the only ECM capable version of a raven over the others, like 0 reason to play the other two other then getting the xp unlocks which is just grinding for your "main" mech. Hell they can only have crappy engines aswell i noticed, damnit why are they so bad?-.- 2. Editted out since im lol dumb. | ||
daemir
Finland8662 Posts
If you just want to fight stuff in your raven, then 360, target decay and seismic are pretty godlike. You can twist and turn and run around buildings and keep your streak locks and seismic is just a wallhack at this point. | ||
unkkz
Norway2196 Posts
On June 20 2013 18:42 daemir wrote: Raven can carry 3 modules, so if you play a scouter role, 360 target retention, seismic sensor and heck if you are feeling real teamplay-like an UAV. If you just want to fight stuff in your raven, then 360, target decay and seismic are pretty godlike. You can twist and turn and run around buildings and keep your streak locks and seismic is just a wallhack at this point. nvm im dumb. | ||
daemir
Finland8662 Posts
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CuLane
United States160 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. So with Ferro Fibrous, a larger engine, your build would look something like this http://mwo.smurfy-net.de/mechlab#i=1&l=376598e1cab7eceb85efbea8744da669fcaa6189 However as was mentioned the 4G is the worst hunchback at the moment. It might get a nice quick or two when they do the hunchback quircks but I'm not holding my breath. I would definitely recommend any Hunchback over the 4G until/unless they change something. | ||
CuLane
United States160 Posts
On June 20 2013 17:55 unkkz wrote: God they have to make the trial mechs not suck ass, the heavy versions of trial mechs have 0 chance of killing my raven since they can't turn even remotely fast enough. They really do have to change the Trial Mech system, and we've been saying this since the first day they put them in during closed beta. They've also finally admitted that it's garbage and that they're doing something different with UI 2.0, more like a training session and then get your own medium mech I THINK. | ||
Tarias
Netherlands480 Posts
On June 20 2013 20:17 CuLane wrote: So with Ferro Fibrous, a larger engine, your build would look something like this http://mwo.smurfy-net.de/mechlab#i=1&l=376598e1cab7eceb85efbea8744da669fcaa6189 However as was mentioned the 4G is the worst hunchback at the moment. It might get a nice quick or two when they do the hunchback quircks but I'm not holding my breath. I would definitely recommend any Hunchback over the 4G until/unless they change something. That is almost exactly what I have right now, except I have a 260 engine and slightly less armor on legs. Currently my plan is to just stick to hunchbacks, and buy 2 other ones so I can get the ELITE tweaks for them. That seems like a better idea than just buying random other mechs. Currently I'm looking at the 4SP, something like HBK-4SP any feedback would be welcome! I'm also curious about the (c) mechs, do those sort of rotate around, are or they always the same? If so would it be worth waiting for the (c) version of the mech you want? | ||
daemir
Finland8662 Posts
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Yoav
United States1874 Posts
On June 20 2013 17:55 unkkz wrote: God they have to make the trial mechs not suck ass, the heavy versions of trial mechs have 0 chance of killing my raven since they can't turn even remotely fast enough. I have two small annoyances in this game so far: 1. Certain models just suck. Like i see no reason not to play the only ECM capable version of a raven over the others, like 0 reason to play the other two other then getting the xp unlocks which is just grinding for your "main" mech. Hell they can only have crappy engines aswell i noticed, damnit why are they so bad?-.- 2. Editted out since im lol dumb. In lore, they were failed protoypes. So yeah, the 3L is the good RVN. However, while leveling, I suggest you have fun with it... run silly builds on the sub-optimal chassis. For instance, the RVN-4X can make a ghetto version of:http://www.sarna.net/wiki/Hollander But not all 'mechs are equally useful. They all have something to offer, but you're just not gonna build a lot of Dark Archons, as cool as they are to have in the game. On June 20 2013 21:32 daemir wrote: This community trial hunchback is actually legit, double heatsinks, max armor, 9 medium lasers. I recommend that if you have to play trials. Or is it champion mech? I don't know, but it shows up in the trial list. It's solid. In response to this and everything everybody else is saying: Yes, Trial 'mechs suck. Except for Champions. Play the Champion every rotation. 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) Black Snooty (TL: ObiWanPwnobi) Tarias StingerPryde (TL: woody60707) 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.) | ||
unkkz
Norway2196 Posts
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ankurra
Germany46 Posts
Also, thanks for the guides. Helped out a lot and have a good read. | ||
CuLane
United States160 Posts
On June 20 2013 20:59 Tarias wrote: That is almost exactly what I have right now, except I have a 260 engine and slightly less armor on legs. Currently my plan is to just stick to hunchbacks, and buy 2 other ones so I can get the ELITE tweaks for them. That seems like a better idea than just buying random other mechs. Currently I'm looking at the 4SP, something like HBK-4SP any feedback would be welcome! I'm also curious about the (c) mechs, do those sort of rotate around, are or they always the same? If so would it be worth waiting for the (c) version of the mech you want? The SP looks good. Only thing I would say is you might not need all that ammo. Use only 2 tons, and put an extra MLas on each arm. Then excercise discipline with your shots cause you can heat up quick, but also put a lot of punishment out quickly if you're accurate. I sometimes play around with a little less armor (remember hunchback arms are never targets, and their legs rarely are...) to get another heat sink. | ||
Redox
Germany24794 Posts
On June 21 2013 21:45 CuLane wrote: The SP looks good. Only thing I would say is you might not need all that ammo. Use only 2 tons, and put an extra MLas on each arm. Then excercise discipline with your shots cause you can heat up quick, but also put a lot of punishment out quickly if you're accurate. I sometimes play around with a little less armor (remember hunchback arms are never targets, and their legs rarely are...) to get another heat sink. This. You should always use the 4 arm Lasers on the 4 SP. You can maybe do without the head one. And 1 ton of ammo per SRM6 launcher is usually enough. | ||
Yoav
United States1874 Posts
@Ankurra: Happy to help! Added you to the list; you're the unlucky 13th! Been really busy the last few days, but hoping to put out guides on Sniper Weapons (PPC, Gauss) and Small Arms (MG, Flamer) sometime in the next few days. Then maybe chassis guides or general combat tips. Faction Guide .............Lawful.......Neutral.......Chaotic Good.....Davion......FRR..........Good Mercs (Wolf's Dragoons, ELH, etc.) Neutral...ComStar...Steiner......True Mercs Evil........Kurita........Liao..........WoB/Pirates Note that at this point in the timeline Davion and Steiner are allied through marriage of ruling houses. ComStar is the Catholic Church in the middle ages meets AT&T: neutral party constantly begging everyone to stop the senseless killing, but providing vital services to the function of the bureaucracy. Good Mercs are the ones with books written about them, making them noble crusaders who only fight bad guys. WoB=Word of Blake, an extremist faction of ComStar that kinda wants to nuke everybody and rule the ashes. Pirates are Pirates. For Playable Factions: (Note iconic 'mechs are just that... it's a scavenger society, and everyone uses a bit of everything) Davion: Space Britain. The good guys, as much as there are any, but very willing to fight a little unfair. Lots of heroic characters. Weapon preference: Autocannons (MORE DAKKA!). Attitude of willingness to take on every other faction put together. Often happens. Lot of RL military vets in MWO. My loyalties are here, incidentally. Iconic Mechs: Centurion (including hero) Blackjack Jagermech Cataphract (3D and 4X only) Victor FRR: Space Sweden. Okay, the real good guys, but they are a minor faction and are due to be wiped out of existence in a few months. No faction-specific 'mechs or heroes. Breakaway from Steiner and Kurita. Steiner: Space Germany (and Scotland). Merchant house, meaning their iconic 'mechs are proliferated across the IS, and are less faction specific than some. Throw the best parties in the Inner Sphere, thanks to having the best women, beer, and attitude. Famous for preferring assault 'mechs, with the joke being that a "Steiner Scout Lance" is typically 4 Atlases. Iconic Mechs: Commando (inc. hero) Hunchback* Stalker* Atlas *produced in smaller numbers by Marik and Kurita too. Marik: Space All Other. Highly disorganized and infighting in lore (despite the highly organized MWO group). Hard to say much definite about the Mariks due to their factionalism. The leader is secretly evil though, if it matters to you. As in, nuclear weapons annihilating everything evil. Merchant culture like Steiner, who are their historical rivals. Iconic Mechs: Spider Cicada Trebuchet Quickdraw Orion Awesome Kurita: Space Imperial Japan. The honorable bad guys. Won't shoot you in the back, prefer 1v1 duels, but willing to wipe out the entire civilian population of a planet (Kentares IV). Prefer fast 'mechs. Have a tendency to retrofit 'mech models of other houses in interesting ways. Don't get along well with mercs, for fairly obvious reasons. Lot of role-players in MWO. Iconic Mechs: Jenner Spider-K Dragon (including heroes) Catapult-K2 Highlander (actually on loan from ComStar) Atlas-K Liao: Space China. The dishonorable bad guys. In lore, whenever somebody needs to do somthing mind-bogglingly horrible, these are the guys. Some attempts at rehabilitation as a misunderstood tiny faction doing whatever it takes to survive. Home of the GoonSwarm in MWO. Iconic Mechs: Flea Raven Catapult Cataphract (1X, 2X variants, the hero, and the design as a whole) 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) Black Snooty (TL: ObiWanPwnobi) Tarias StingerPryde (TL: woody60707) WarpikeBarbarian (TL: ankurra) 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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