MechWarrior Online (New) - Page 38
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Fencar
United States2694 Posts
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Vagabond
Scotland149 Posts
On June 22 2013 13:36 Dark.EX wrote: What's a CT laser? A CT laser means that there are Laser hardpoints in the Centre torso. Examples being the Centurion's, Trebuchet T3C, Stalker 5M and the Missery. Also since there is a engine in the mech there is only 2 crit spaces so the biggest weapons you can put in is the large laser and the large pulse laser. I just hope PGI don't try the same crap they did with swaping the orion for the quickdraw next month as i am looking forward to the Victor unless they give us a Mauler(90ton ballistics 4 AC2 in the side torsos) or the Annihilator (100ton Ballistics) i am happy with those two replacements :D. but if they put in the 80 ton Charger i am walking away. | ||
Yoav
United States1874 Posts
On June 22 2013 13:36 Dark.EX wrote: What's a CT laser? CT is Center Torso. CT laser just means a laser mounted in one of the two CT slots. Standard abreviations in MechWarrior/Battletech include: H=Head (1 slot) CT= Center Torso (2) RT/LT= Right/Left Torso (12 standard, if XL engine, only 9) CTR/RTR/LTR= Center/Right/Left Torso Rear (shares internals and slots with respective front section) RL/LL= Right/Left Leg (2) RA/LA= Right/Left Arm (slots complicated) Slots in Arms: 10 Slots: Unarticulated Arms Vertical Tracking only; cannot track horizontally beyond torso. Can mount more serious weaponry, such as dual UAC/5s or single AC/20s. 'Mechs with Unarticulated Arms are usually able to rotate their torsos farther than comparable 'mechs with Articulated Arms (including on the same chassis). Mechs: + Show Spoiler + Jenner Raven Cicada Blackjack CN9-YLW (hero Centurion) Catapult Jagermech Stalker HGN-733C <--Actually Minimally Articulated; 10 slots, but can traverse 10 degrees horizontally 9 Slots: Articulated Arms--No Hands Horizontal and vertical tracking make for better aiming, particularly against faster targets. Tradeoff is less ability to mount some weapon setups. Mechs: + Show Spoiler + Dragon CTF-4X 9/8 Slots: Articulated Arms--LA Hand only Some 'mechs have a Left Hand but no Right. When melee is implemented, they will have a good LA punch to back up their RA weapons. Mechs: + Show Spoiler + Centurion (except YLW) Trebuchet Cataphract (except 4X) Awesome Highlander (733C is wierd; Minimally articulated RA, hand on LA, but both arms track together. 10/8 slots) 8 Slots: Articulated Arms--With Hands Currently, no advantage exists to 'mechs with hands. Eventually, hands will matter in the melee system, due to be part of the Solaris expansion, a year or so out from September release. Don't hold your breath. Mechs: + Show Spoiler + Commando Spider Hunchback Quickdraw Atlas Loadout Implications of Articulation Some examples of the kinda of loadouts that are restricted by certain arrangements of actuators. Note that several of these loadouts are possible on only a single 'mech chassis, due to hardpoint restrictions. Always use Smurfy to check out possible loadouts. Loadouts Exclusive to Unarticulated (10 slot) Arms: Note that XL 'mechs cannot run these loadouts in their side torsos + Show Spoiler + 1x AC/20 2x UAC/5 GR + PPC AC/10+PPC 2x LRM20 Loadouts Only Possible for Handless (10 or 9 slot) Arms: + Show Spoiler + UAC/5 + AC/5 3x PPC GR + LL AC/10+LL LBX+PPC 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.) Edit: On June 22 2013 15:57 Vagabond wrote: ...unless they give us a Mauler(90ton ballistics 4 AC2 in the side torsos) or the Annihilator (100ton Ballistics) i am happy with those two replacements :D. but if they put in the 80 ton Charger i am walking away. The Mauler sadly, doesn't have enough variants yet, and won't for 10 years in universe (I assume a time skip will happen eventually, so it shouldn't be 10 years real time...but it could). Annihilator would be really fun. Charger is unlikely... we'd more likely get the Banshee if they decide to give us an undergunned Assault, as it's slightly less useless and fills the tonnage gap at 95 tons (only that and 55 remain unrepresented of the 5 tonnage Battlemech increments from 20-100). For a really interesting and informative compilation of variant speculation, check out http://mwomercs.com/forums/topic/18336-community-created-thread-next-mech-announcements/ I'm personally rooting for the Firestarter as the next light. Fond memories from MechCommander of torching entire forests. | ||
Vagabond
Scotland149 Posts
On June 22 2013 16:09 Yoav wrote: I'm personally rooting for the Firestarter as the next light. Fond memories from MechCommander of torching entire forests. Well the Flea is the next one which should have been out last month, but its been held off untill MASC has been worked in to the game so it was held off to August. But for a light mech i would like to see them add the Urban mech or the 35 ton Panther. But for the 55ton mech range they are kinda limited to a few mechs Like the Dervish, Gladiator and the Osprey. I would like the bushwacker but thats a 3052 mech well the fully working version. | ||
MoonfireSpam
United Kingdom1153 Posts
Rocking a 3-LL Cicada with ECM and 6ML Jenner. Go Mediums and Lights! Would love some advice from Dragon pilots if there are any, baught the god damn flame without checking for that big ass nose. Also didn't think 95kph would feel so slow. MoonfireSpam in game as well. | ||
Redox
Germany24794 Posts
On June 23 2013 02:14 MoonfireSpam wrote: I don't know why this game is so satisfying but it is! Rocking a 3-LL Cicada with ECM and 6ML Jenner. Go Mediums and Lights! Would love some advice from Dragon pilots if there are any, baught the god damn flame without checking for that big ass nose. Also didn't think 95kph would feel so slow. MoonfireSpam in game as well. Dragon is my favorite mech, play it a lot. Flame is a good mech, you just need to know how to play it. My favorite build is this: http://mwo.smurfy-net.de/mechlab#i=11&l=e3cc4b524d44eab22423ee0675d2d31704fa4d5d If you want it really fast for a heavy you can do http://mwo.smurfy-net.de/mechlab#i=11&l=434686fc81e0c2029054c04d43e074bff5270f37 or http://mwo.smurfy-net.de/mechlab#i=11&l=b83367bf5087758cfbe5d1ebcfa600e80f1e5ce4 Mind you it's still a heavy, it will never be as nimble as a light. This is Drg-1C, but you can build Flame similar. Can write more later, atm I am occupied with this tournament. I'm already top 10 and want to get top 5. Need just one more good game dammit then I can get my 300 MC prize. :D | ||
Yoav
United States1874 Posts
On June 23 2013 10:10 Redox wrote: Dragon is my favorite mech, play it a lot. Flame is a good mech, you just need to know how to play it. My favorite build is this: http://mwo.smurfy-net.de/mechlab#i=11&l=e3cc4b524d44eab22423ee0675d2d31704fa4d5d If you want it really fast for a heavy you can do http://mwo.smurfy-net.de/mechlab#i=11&l=434686fc81e0c2029054c04d43e074bff5270f37 or http://mwo.smurfy-net.de/mechlab#i=11&l=b83367bf5087758cfbe5d1ebcfa600e80f1e5ce4 Mind you it's still a heavy, it will never be as nimble as a light. This is Drg-1C, but you can build Flame similar. Can write more later, atm I am occupied with this tournament. I'm already top 10 and want to get top 5. Need just one more good game dammit then I can get my 300 MC prize. :D Good job man! Very impressed. For anyone curious about the leaderboard, Redoxin is Dragon #10 as I type. Go get em! Aside on Dragon: That said, I'm afraid the leaderboards don't bode well for the Dragon. It's viable, alright. But note the range of scores for the Dragon versus every other heavy 'mech: (scores given in hundreds for approximate ranges) CTF: 1989-1819 CPLT: 1967-1751 JM6: 1961-1779 QKD: 1879-1721<--Just introduced, and no-one knows how to drive it. DRG: 1856-1731 Not horribly imbalanced, and obviously a skilled player like Redoxin can counteract it, but there is a definite disadvantage to the Dragon compared to other heavies. | ||
daemir
Finland8662 Posts
climbing on the jager rankings, 1600 something points. Still far off, but had an awesome round, 800ish dmg, 3 kills 4 assists and a win to boot. Might get me higher. Quad ac2 dakka dakka. | ||
CuLane
United States160 Posts
On June 21 2013 21:54 Yoav wrote: 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 Space Marik-a is great! And thank you very much for the shout out to our community's events and organization. We're really proud of all that and glad people are noticing, participating, and getting inspired to play the game more and in different ways because of it. | ||
CuLane
United States160 Posts
The Mauler sadly, doesn't have enough variants yet, and won't for 10 years in universe (I assume a time skip will happen eventually, so it shouldn't be 10 years real time...but it could). Annihilator would be really fun. Charger is unlikely... we'd more likely get the Banshee if they decide to give us an undergunned Assault, as it's slightly less useless and fills the tonnage gap at 95 tons (only that and 55 remain unrepresented of the 5 tonnage Battlemech increments from 20-100). For a really interesting and informative compilation of variant speculation, check out http://mwomercs.com/forums/topic/18336-community-created-thread-next-mech-announcements/ I'm personally rooting for the Firestarter as the next light. Fond memories from MechCommander of torching entire forests. I didn't think several of the existant mechs had enough variants. But yeah, I'd rather see the Devastator, but I don't think that will happen. http://www.sarna.net/wiki/Devastator | ||
Redox
Germany24794 Posts
On June 23 2013 11:06 Yoav wrote: Good job man! Very impressed. For anyone curious about the leaderboard, Redoxin is Dragon #10 as I type. Go get em! Aside on Dragon: That said, I'm afraid the leaderboards don't bode well for the Dragon. It's viable, alright. But note the range of scores for the Dragon versus every other heavy 'mech: (scores given in hundreds for approximate ranges) CTF: 1989-1819 CPLT: 1967-1751 JM6: 1961-1779 QKD: 1879-1721<--Just introduced, and no-one knows how to drive it. DRG: 1856-1731 Not horribly imbalanced, and obviously a skilled player like Redoxin can counteract it, but there is a definite disadvantage to the Dragon compared to other heavies. Hm ended 12th. Had not enough time, because I only heard about this on the last day. To end up really high you need to put in a big amount of games, so that you get lucky on 10 of them. Which is also why these scores do not neccessarily reflect balance. This stuff favors high alpha, glass cannon builds (double AC20 etc). If you do really bad some games because you get killed fast it doesnt matter, as long as you get a few very good games where you were lucky that noone focussed you. With a Dragon I also do stuff that is not reflected in damage charts, but helps my team win. Like harassing the enemy and luring some out of position when I retreat. Or swiftly helping out an ally thanks to my good speed. (this is not how I played yesterday when I wanted the high scores though :D) In the end the only thing that really matters is win/loss, which is why Elo is the only interesting stat. But sadly they refuse to show it to us, which pisses me off to no end. If not Elo than we should have at least some derivate of that, like a ladder in sc2. The lack of this really kills my long time motivation, because I have nothing to play for other than "just for fun". | ||
daemir
Finland8662 Posts
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Redox
Germany24794 Posts
On June 23 2013 21:18 daemir wrote: Isn't the tournament still going for this day? This made me check it, and seems it is still going on. Lol. Until 12 pm PDT today. Sorry if I confused anyone. Thought it is over. Guess I could still try to climb, not sure if I still have the motivation though. | ||
daemir
Finland8662 Posts
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PassiveAce
United States18076 Posts
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Redox
Germany24794 Posts
On June 23 2013 21:49 PassiveAce wrote: Hi! Im just getting into this game, can someone give me some advice on what mech I should be looking at working towards as a noob? Yoav's posts have been really helpful but there are still some simple things that I dont understand yet, like even the f2p model for this game and how points are acquired and spent. Im even still grappling with the controls XD Generally one recommended mech for beginners is the Hunchback 4SP. But in the end it depends on what kind of mech you like. Make sure to try out all trial mechs to find that out. The f2p model is very straight forward. You earn money (C-Bills) for playing. The better you do (kills, assists etc) the more you get. You spend that money on mechs, their upgrades and their weapns. You can use one weapon for different mechs, if you take it out of one and put it ito another. Rearm and repair costs nothing in contrast to World of Tanks, so you always get more money with every game. Also there are no tiers you have to climb like in WoT. You can buy every mech right away if you have the CB. And all type of mechs fight against each other, they are not seperated. Use http://mwo.smurfy-net.de/ to plan your mech builds in advance. Spending real money on the game is not as important as in similar games, which I like. The main thing you really want to spend money on at some point is more mech bays. Buying a hero much (he earns more CB with every match) can be a good investment as well, if you dont mind spending money. They are not better than normal mechs though. | ||
PassiveAce
United States18076 Posts
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Tarias
Netherlands480 Posts
On June 23 2013 21:49 PassiveAce wrote: Hi! I'm just getting into this game, can someone give me some advice on what mech I should be looking at working towards as a noob? Yoav's posts have been really helpful but there are still some simple things that I don't understand yet, like even the f2p model for this game and how points are acquired and spent. I'm even still grappling with the controls XD I started playing a couple of days ago, and went with the hunchback for my first mech. Didn't regret it all. It's a great mech and the different models offer plenty of variety. My personal favorite is the HBK-4H with a big AC. I currently own 3 different models of the hunchback(4SP, 4P(C) and 4G, which is effectively the same as the 4H if you're running AC/20) and am in the process of getting my elite tweaks. I'm still liking it! At the start I felt that there was no real disadvantage to playing a huge assault mech like an atlas, because it just has way more HP and way more tonnage for weapons. But once you get better at using your speed and agility, hiding behind the bigger mechs and being patient you'll be able to do really well with the small hunchback. One additional thing, the game is infinitely more fun if you group up with others and get in teamspeak etc. You'll also probably be more successful and thus get more c-bills and exp etc. | ||
PassiveAce
United States18076 Posts
I am still fiddling around in the loadout menu trying to get a feel for the rules of equipment, this game is damn complex in that regard. I bought a light mech with many weapons but found that in practice it overheats far too quickly to actually make use of them, lesson learned. im really liking the complexity of the balance for mechs. | ||
daemir
Finland8662 Posts
e: ah so you bought your own light. Yea they take piloting. Avoid running straight lines if you are under fire, if you lose a leg you're done for. | ||
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