Shoot for the legs on a CN9 people. Or really on any other fast medium. Or really any medium except a HBK, and sometimes even then. Some 'mechs have hitbox advantages. The CN9 has pretty bad hardpoints to compensate for having terrible hitboxes. Only boatable CN9 build is the 3SRM6 set up, but they fire in multiple salvos, making them easier to dodge or block, and generally carry XLs, which negate the hitbox advantage almost entirely.
You and I must be playing on different servers. Cent-bombs (3SRM6 2 MLas Cent's) NEVER have XL engines, that's why they're dangerous with their borked hit boxes.
I have never seen a CN9 with an XL, I have seen one that was alive with head, CT and one leg though. The ghost hitboxes from the arms and side torsoes make it the most durable CT as long as you keep twisting, regardless if you have anything on the sides to actually twist shield with, that doesn't matter due to how the ghost buggy part works.
Just want to say: I love my catapults (k2, srm and lrm boats alike), I love my hunchbacks and I love this game. I've been dropping almost every single night the past month and plan to keep doing so for a long time still. Regardless of all the flak they're getting for things that could've been implemented better, PGI is still awesome for bringing the Mechwarrior franchise back
On August 23 2013 08:46 Hoender wrote: Just want to say: I love my catapults (k2, srm and lrm boats alike), I love my hunchbacks and I love this game. I've been dropping almost every single night the past month and plan to keep doing so for a long time still. Regardless of all the flak they're getting for things that could've been implemented better, PGI is still awesome for bringing the Mechwarrior franchise back
Here here to this.
As for the CN9-Bombs, I was intrigued, and have been intentionally torso-killing Centurions for a bit to check and see whether or not XLs predominate. It seems they do not. I've got to say, I'm not sold on the ammunition/HS sacrifices that are necessary to run the Standards in these cases, but it seems others have done more research on this than I... I only run AC-based CN9s, and only shoot for the legs against enemy models. This does reinforce the importance of killing Cents, and really any zippy medium or light, by shooting out its legs.
Thought I would share a gem I found on the Fan Art portion of the official forums: http://mwomercs.com/forums/topic/132546-third-davion-guard-costume/ I kinda want to make a 1st Davion Guard version of this... My lancemates and my 'mechs are already painted in a Sapphire/Sulphur to evoke the paint scheme they used in MechCommander.
Total Biscuit did a streaming session the other day with Garth (MWO development team) and Phil (from NGNG). Is quite fun to watch if you guys are interested and also good exposure for MWO:
On August 28 2013 22:36 Hoender wrote: Total Biscuit did a streaming session the other day with Garth (MWO development team) and Phil (from NGNG). Is quite fun to watch if you guys are interested and also good exposure for MWO:
Me and lance mates managed to play in the first game and the last game of that stream, we where not stream sniping just our daily play time. the first match me and the lance had went around to D2 checking for scouts and lrm mechs or the ususal stray assault. only to see our guys ingaged with Tb's guys. we managed to flank from behind me jumping in with my Brawlander (733C Highlander) trying to gain as much focus on to myself, while dishing it out, only to be killed by Angry joe in his Atlas. almost killed TB that match but the spider with dual LL got him D:.
The last match started us off with us heading upper city to see if we ran in to stragglers, only to find that they had went water past the citidel and where in our base at the time, i start to charge back to base, by the time i get there i am face to face with Joe in his Atlas, and Tb in his heavy metal. Not being a match to take Joe on toe to toe in a Almost Fresh victor not got the armour for that even if its maxed. i started to try and strip TB of his CT while getting a good register with my Ac20 on Garths CT only to be legged. still killed garth :D.
On August 28 2013 22:36 Hoender wrote: Total Biscuit did a streaming session the other day with Garth (MWO development team) and Phil (from NGNG). Is quite fun to watch if you guys are interested and also good exposure for MWO:
Me and lance mates managed to play in the first game and the last game of that stream, we where not stream sniping just our daily play time. the first match me and the lance had went around to D2 checking for scouts and lrm mechs or the ususal stray assault. only to see our guys ingaged with Tb's guys. we managed to flank from behind me jumping in with my Brawlander (733C Highlander) trying to gain as much focus on to myself, while dishing it out, only to be killed by Angry joe in his Atlas. almost killed TB that match but the spider with dual LL got him D:.
The last match started us off with us heading upper city to see if we ran in to stragglers, only to find that they had went water past the citidel and where in our base at the time, i start to charge back to base, by the time i get there i am face to face with Joe in his Atlas, and Tb in his heavy metal. Not being a match to take Joe on toe to toe in a Almost Fresh victor not got the armour for that even if its maxed. i started to try and strip TB of his CT while getting a good register with my Ac20 on Garths CT only to be legged. still killed garth :D.
I am Vagabond the scot in mwo.
hehehe awesome, I did recognise your handle from the vod
That's one of the awesome things about MWO atm for me. I don't consider myself a good player, but I've already been able to drop with both Bombadil and Sean Lang. Playing with "famous" ppl would never happen to me in SC2 ladder...
hehehe awesome, I did recognise your handle from the vod
That's one of the awesome things about MWO atm for me. I don't consider myself a good player, but I've already been able to drop with both Bombadil and Sean Lang. Playing with "famous" ppl would never happen to me in SC2 ladder...
Yes and no... I shout-casted a game with Artosis at the TL Blizzcon thing a few years ago, and fans are frequently invited to play custom games and so on with casters
On August 28 2013 22:36 Hoender wrote: Total Biscuit did a streaming session the other day with Garth (MWO development team) and Phil (from NGNG). Is quite fun to watch if you guys are interested and also good exposure for MWO:
Me and lance mates managed to play in the first game and the last game of that stream, we where not stream sniping just our daily play time. the first match me and the lance had went around to D2 checking for scouts and lrm mechs or the ususal stray assault. only to see our guys ingaged with Tb's guys. we managed to flank from behind me jumping in with my Brawlander (733C Highlander) trying to gain as much focus on to myself, while dishing it out, only to be killed by Angry joe in his Atlas. almost killed TB that match but the spider with dual LL got him D:.
The last match started us off with us heading upper city to see if we ran in to stragglers, only to find that they had went water past the citidel and where in our base at the time, i start to charge back to base, by the time i get there i am face to face with Joe in his Atlas, and Tb in his heavy metal. Not being a match to take Joe on toe to toe in a Almost Fresh victor not got the armour for that even if its maxed. i started to try and strip TB of his CT while getting a good register with my Ac20 on Garths CT only to be legged. still killed garth :D.
I am Vagabond the scot in mwo.
That is awesome.
My best MWO dev story is that I once encountered Alex Iglesias solo. It was at the theta cap point on Frozen Colony, and he was in a CN9-YLW packing 2 UAC/5. I was in my COM-2D. Not sure if it would be as easy to do now (because medium buffs), but I had an easy time staying out of his firing arc and just pounding the hell out of him. I had stripped out his CT armor by the time another 'mech from my side joined the fight... and stole my kill :-)
Anybody else get the Phoenix package upgrade? The Wolverine looks sick... basically a Centurion with jump jets. (Although the CT hardpoint is moved to H, which reduces by 1 the number of ML/MPL you can take).
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!
This is a complicated question with complicated answers. Let's make it simple: get either a Catapult (CPLT) or a Jagermech (JM6). Both are useful, fun to level, and interesting in variants. Which of the two you want comes down to preference. I would generally recommend the JM6 if you have MechWarrior experience and/or prefer to be up close in the enemy's face. I would recommend the CPLT more generally to most new players. The specific variants you should start with are the...
This is the finest starter 'mech in the game. It teaches many areas of the game, even though your basic mission profile is simple: stay 100-300m behind the center of your team and, whenever you have a red circle lock, firing missiles into the poor saps on the other team. Your range profile looks like this: 1000-300m: Missiles only 300-180m: Lasers and Missiles, prefer Missiles 180-0m: Lasers only Your lasers are less heat efficient, but allow you to add damage in the 300-180m range overlap. Under 180m, your missiles are useless. Backpedal if you can to keep enemies in missile range as long as possible.
You'll be deviating from the stock version significantly. You'll need 7.1 million C-bills to get a playable version of the JM6-S. Wait it out, or play the terrible stock configuration for a bit to grind up the money. Once you have the 7.1 million, build this 'mech: Armor: H: 12, RA/LA: 20, RT/LT: 45, RTR/LTR:15, CT: 63, CTR:21, RL:40 LL: 24 Weapons: 3 AC/2s (2 per arm), 4 Small Lasers Ammo: 4 tons AC/2, in Head, CT, and RL. Heat: Upgrade to double HS, get 5 of them. (15 plus engine) Engine: stock STD 260.
Now you can play a few games. Be cautious, but this build gives you way more raw DPS than most enemies out there. The downside is that your AC/2 buzz-saw scatters damage, meaning that the only thing between you and greatness is a steady aim. Only use your Small lasers within about 120 meters. Take breaks to cool down if you get too hot. It's better to wait for a good AC/2 volley than to overheat and hurt yourself.
Eventually, you will get end-steel and and XL 300 engine, which will increase the payload you can carry. Feel free to experiment around. Popular end points are 4 AC/5s or 2 AC/2 and 2 UAC/5s.
In time, you can upgrade your mech to make it stronger. The order of upgrades you should get for the CPLT-C1 in particular is more or less the list of upgrades you should get for all 'mechs in general: 0. Rip out the Jump Jets. You aren't ready yet. 1. Double Heat Sinks...crucial on all 'mechs. shoot for a smurfy heat efficiency over 40. http://mwo.smurfy-net.de/ 2. Endo Steel Structure...crucial for all non-assault 'mechs, and many of those too 3. XL 300 Engine...most useful engine in the game, though there are some 'mechs that can't or shouldn't run it. See my 'mechlab guide for more. 4. Artemis FCS...increases LRM power if you can see the target. Can be a matter of personal preference. I use it. 5. Jump Jets...add 'em back in. Try em out. Make 'em work.
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… unless you're going over 100 kph, piloting a CN9, or running with ammo in your legs. Then you should remove fairly little from the legs. -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, don't 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, Kintaro 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 or YLW AC/Laser focused should get fast Standard (except for assassin YLWs) Cataphract, Jagermech Really better not to go XL, but most builds require it for function.
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 *Centurion-YLW (hero Centurion… would be in 10/8 if it had LA weapons) Catapult Jagermech Stalker
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 *Cataphract-4X
10/8 Slots:Mixed Articulation Some 'mechs have an unarticulated RA but a fully articulated LA. These are generally variants of the 'mechs in the 9/8 category modified to be able to fit AC/20s in their RAs. Instead of having two arm reticles, they have very limited horizontal articulation (10deg). Mechs: + Show Spoiler +
*Highlander 733C *Victor 9B and 9S
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 +
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. Mechs: + Show Spoiler +
Commando Spider Hunchback Kintaro 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 +
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.
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.
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.
Update The recent buffs to MGs and LBX ACs have made them far better at scoring critical hits.
Also 15% of critical hit damage now harms internal structure as well. This has made the LBX and MG very powerful against exposed internals.
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.
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 +Shreds internal structure +Lightish for job +Rocks them enemy like a wagonwheel -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) -Heat penalty kicks in if you use 2 of these within 0.5 sec. Use chain fire.
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. Edit: this insane build has actually become quite popular lately. Try it out and see for yourself!
Oh, and remember that each ballistic still does damage out to almost 3x its max listed range! (Linearly less from it though.) I generally will still fire out to double my listed range unless ammo conservation demands otherwise.
Unlike ACs, Laser weapons get more powerful as they get longer-range, though efficiency suffers. Important things to keep track of are DPS/ton and Damage/heat, which show efficiency in 'mechlab and when under high-heat conditions on the field. Energy weapons generally have superior DPS/ton to ballistics, but substantially worse damage/heat. NB: PPC line and flamers not in this Laser guide. They will appear later with their actual peers, respectively the Gauss (Sniper Weapons) and Flamer (Crit-Seekers).
The below listed by increasing weight and heat
Small Laser +Insane DPS/ton +Insane damage/heat for an energy weapon +Weighs .5 tons, good for filling out load-outs -Weak individually, which means hardpoints prevent too much boating of these -Hardpoints mean these work better on smaller mechs (which have more HP/tons) ---Piss-poor range. Like really, really bad.
Small Pulse Laser +Shortest burn time of lasers with hitscan means great accuracy for ankle-biters who want to take a shot and turn away -The same size as the ML, which is generally better
Medium Laser +Most versatile weapon in game. Good combination of traits. I run it on essentially all of my builds as the standard back-up weapon. Hard to boat as a primary due to hardpoints, but great as a secondary. Some variants can boat for high heat but great short range power. +Great DPS/ton +Easy to hit lights +Weighs 1 ton, 1 slot -Fairly short range -Hard to boat -Heat gets up there in larger numbers
Medium Pulse Laser +Slightly better heat/damage than ML +Better at fitting into limited hardpoints (e.g. CT energy slots on CN9) than ML +Faster burn time makes it really good for concentrating damage on scouts -Substantially worse DPS/ton than ML -Lower range than ML -Inferior to ML except for specialty applications
Large Laser +LL line is only way to get laser mechanic (easy to hit) with significant damage per hardpoint, making them popular with heavies and assaults +Good range for a laser -Way heavier than other laser models (at 5 tons 10x the SL, 5x the ML) -Lacks the great efficiency that characterizes other lasers
Extended Range Large Laser (ERLL) +Popular as a pinch sniper. Tonnage cheap way to get long range damage -On paper and by stats, a terrible weapon. The efficiency you want from a laser is not here
Large Pulse Laser +High damage with short burn and hitscan. Good for assault 'mechs looking for scout-hunting capability -Really bad efficiency
Of course, use this only as an outline. Try out what weapons work for you. Stats aren't everything. MPLs in particular have their fans, despite being kinda sub-optimal by the numbers.
Oh, and remember that each energy weapon still does damage out to almost 2x its max listed range! (Linearly less from it though, which decreases heat efficiency)
The favored weapons of the current meta, Sniper weapons make huge sacrifices in efficiency and stats for range, and high damage per strike at that range.
The below listed by increasing weight and heat
Suppression Weapons AC/2 +A capable long range weapon with unusually good brawling capability +Projectile speed and RoF give it a unique role as a targeting weapon: if you're leading right to hit with the AC/2, you'll land your PPC and GR shots. +High DPS. In a long-range stand-and-fight scenario, the best weapon out there. -Tiny damage packets mean that it is unsuited to Sniper work. Cannot duck in and out of cover, and damage tends to scatter across the target.
Large Laser and ER LL +Longest range hitscan weapons. With burn time, makes them very accurate. +Excellent for precision work, such as focusing down a weakened side torso, or attempting a headshot +Great for anti-scout work at close range, for a long range weapon. Great at "sweeping the leg" -Scattered damage -Shorter range than the other weapons on this list
True Sniper Weapons PPC +Most generally useful sniper weapon, most favored weapon in current meta +Especially when fired in groups, crazy damage per burst +Heat limitation is mitigated if you can duck behind cover after each shot +Remarkably fast cycle time allows serious DPS as heat allows +Kills ECM for 3 seconds, allowing complete suppression of ECM with a single PPC and good enough shooting -High heat, limiting usefulness in a brawl (where it's hard to find cover) -Minimum range (damage falls of linearly from 10 at 90m to 0 at 0m) further limits usefulness in a brawl -Draws a lot of attention fast. Flankers look for places emanating LRMs or PPC bolts as easy prey -Large, high-heat energy weapon with projectile attack. This means that it doesn't pair great with MLs, the standard backup weapon. The synergy forces you into either SLs, MLs fired sparingly, SRMs, or SSRMs (with BAP if you don't have the heat to use PPCs to keep ECM negated) -Boating requires insane amounts of DHS, and usually a big engine to help out. This often forces PPC boats into larger standard engines, which are really heavy -Limit 2 per volley unless you want to burn up
ER-PPC +All listed for PPC +NO MINIMUM RANGE. If you've got a good eye, you can drop scouts and flankers easily with the ER-PPC. +Superior maximum range to PPC, among the longest in game +No additional slots or tonnage compared to PPC -Highest heat in game per shot, and bad efficiency to boot -Heat exacerbates the biggest limitation of the PPC
Gauss +Almost no heat at all +Synergizes great with PPC or ML, for more sniper power or more backup flexibility +Second highest damage per shot in game +Ammo does not explode +Does significant damage past a kilometer, and only drops off to 0 at around 2km. If you can hit it, you'll do good damage -Ammo dependent -Heaviest weapon in the game (mitigated by lack of heat requirements) -Lot of slots -Low hitpoints make it vulnerable to destruction -Explodes for 15 damage 90% of the time on component or item destruction. In an XL 'mech or anything small, this has a decent chance of killing you outright -Brawl with it, and prepare for a humiliating self-inflicted death
As usual, experiment to find your favorites!
Oh, and remember that each energy weapon still does damage out to almost 2x its max listed range! (Linearly less from it though, which decreases heat efficiency)
Ballistics drop off linearly to 3x effective range (the listed one). This is a notable advantage
Since it matters, here is a list of range data on long range weapons: AC/2: ..…720……2,160 Gauss: …660……1,980 (better damage percentage than ER-PPC outside of around 1,250) ER PPC:.810…….1,620 PPC:……540……1,080
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.
2) SRM-based No cannon, but using multiple large SRM-packs. 3x6 is possible. Can use XL engine, particularly in CN9-D variant, but more common is to use max sized standard.
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.
YEN-LO-WANG ASSASSIN BUILD: Normally, the YLW is run with a standard engine to optimize zombie power. But what if you throw caution to the wind and run around at 107 kph with your AC/20, blasting away like a maniac? A lot of fun, actually. I have my highest KDR in this configuration, using my AC/20 and MPL to precision strike 'mechs in the back, focus damage on one body part, and cripple or destroy the enemy before he has a chance to return fire. In a turn fight, you can actually stay out of the firing arcs of any assault or heavy, and many mediums. Make sure to aim your shots, because your advantage is the damage you can put on a single point… your DPS is actually fairly low.
I have been thinking of upgrading my Overlord package, but i am not since i am not much of a medium mech pilot, i am more in the heavy/assault bracket of mech pilot. the only medium i still have is my Cent 9A (Zombie build) that i for my 12 man groups. And i am waiting on my Shadow hawk
On August 30 2013 15:30 Vagabond wrote: I have been thinking of upgrading my Overlord package, but i am not since i am not much of a medium mech pilot, i am more in the heavy/assault bracket of mech pilot. the only medium i still have is my Cent 9A (Zombie build) that i for my 12 man groups. And i am waiting on my Shadow hawk
Yeah, I get that. If you play with friends, however, keep in mind that the tonnage limits are going to be implemented around a 60-per mech basis. This will mean that those of you who play heavy/assault will want to think hard about either pairing up with a buddy who plays little mechs, or else practicing on mediums. (And let's face it... there are probably too many big guys out there right now, leading to frustrating cap losses).
Let's assume they go with 60... It's a good number since it means every medium is matched by a heavy, and every light by an assault. Therefore, each tonnage bracket will add/subtract the following to what your lancemates can play (from the base of 60): + Show Spoiler +
So Dragon lances will be massable (hurrah for the snakes), but most other compositions will feature a balancing of weight classes. My gf plays mostly Catapult LRM support, so she'll want to think about looking at downrange LRM boats she can use if our lance includes some larger guys. A coordinated brawler lance with tonnage limits is far more likely to be mixed mediums/small heavies than the massed assaults we're used to now.
My lance will be basing on our standards, with 15 tons to play with if somebody wants to trade up: Centurion +10 Catapult -5 Cicada +20 Cataphract -10
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!
This is a complicated question with complicated answers. Let's make it simple: get either a Catapult (CPLT) or a Jagermech (JM6). Both are useful, fun to level, and interesting in variants. Which of the two you want comes down to preference. I would generally recommend the JM6 if you have MechWarrior experience and/or prefer to be up close in the enemy's face. I would recommend the CPLT more generally to most new players. The specific variants you should start with are the...
This is the finest starter 'mech in the game. It teaches many areas of the game, even though your basic mission profile is simple: stay 100-300m behind the center of your team and, whenever you have a red circle lock, firing missiles into the poor saps on the other team. Your range profile looks like this: 1000-300m: Missiles only 300-180m: Lasers and Missiles, prefer Missiles 180-0m: Lasers only Your lasers are less heat efficient, but allow you to add damage in the 300-180m range overlap. Under 180m, your missiles are useless. Backpedal if you can to keep enemies in missile range as long as possible.
You'll be deviating from the stock version significantly. You'll need 7.1 million C-bills to get a playable version of the JM6-S. Wait it out, or play the terrible stock configuration for a bit to grind up the money. Once you have the 7.1 million, build this 'mech: Armor: H: 12, RA/LA: 20, RT/LT: 45, RTR/LTR:15, CT: 63, CTR:21, RL:40 LL: 24 Weapons: 3 AC/2s (2 per arm), 4 Small Lasers Ammo: 4 tons AC/2, in Head, CT, and RL. Heat: Upgrade to double HS, get 5 of them. (15 plus engine) Engine: stock STD 260.
Now you can play a few games. Be cautious, but this build gives you way more raw DPS than most enemies out there. The downside is that your AC/2 buzz-saw scatters damage, meaning that the only thing between you and greatness is a steady aim. Only use your Small lasers within about 120 meters. Take breaks to cool down if you get too hot. It's better to wait for a good AC/2 volley than to overheat and hurt yourself.
Eventually, you will get end-steel and and XL 300 engine, which will increase the payload you can carry. Feel free to experiment around. Popular end points are 4 AC/5s or 2 AC/2 and 2 UAC/5s.
In time, you can upgrade your mech to make it stronger. The order of upgrades you should get for the CPLT-C1 in particular is more or less the list of upgrades you should get for all 'mechs in general: 0. Rip out the Jump Jets. You aren't ready yet. 1. Double Heat Sinks...crucial on all 'mechs. shoot for a smurfy heat efficiency over 40. http://mwo.smurfy-net.de/ 2. Endo Steel Structure...crucial for all non-assault 'mechs, and many of those too 3. XL 300 Engine...most useful engine in the game, though there are some 'mechs that can't or shouldn't run it. See my 'mechlab guide for more. 4. Artemis FCS...increases LRM power if you can see the target. Can be a matter of personal preference. I use it. 5. Jump Jets...add 'em back in. Try em out. Make 'em work.
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… unless you're going over 100 kph, piloting a CN9, or running with ammo in your legs. Then you should remove fairly little from the legs. -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, don't 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, Kintaro 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 or YLW AC/Laser focused should get fast Standard (except for assassin YLWs) Cataphract, Jagermech Really better not to go XL, but most builds require it for function.
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 *Centurion-YLW (hero Centurion… would be in 10/8 if it had LA weapons) Catapult Jagermech Stalker
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 *Cataphract-4X
10/8 Slots:Mixed Articulation Some 'mechs have an unarticulated RA but a fully articulated LA. These are generally variants of the 'mechs in the 9/8 category modified to be able to fit AC/20s in their RAs. Instead of having two arm reticles, they have very limited horizontal articulation (10deg). Mechs: + Show Spoiler +
*Highlander 733C *Victor 9B and 9S
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 +
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. Mechs: + Show Spoiler +
Commando Spider Hunchback Kintaro 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 +
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.
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.
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.
Update The recent buffs to MGs and LBX ACs have made them far better at scoring critical hits.
Also 15% of critical hit damage now harms internal structure as well. This has made the LBX and MG very powerful against exposed internals.
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.
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 +Shreds internal structure +Lightish for job +Rocks them enemy like a wagonwheel -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) -Heat penalty kicks in if you use 2 of these within 0.5 sec. Use chain fire.
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. Edit: this insane build has actually become quite popular lately. Try it out and see for yourself!
Oh, and remember that each ballistic still does damage out to almost 3x its max listed range! (Linearly less from it though.) I generally will still fire out to double my listed range unless ammo conservation demands otherwise.
Unlike ACs, Laser weapons get more powerful as they get longer-range, though efficiency suffers. Important things to keep track of are DPS/ton and Damage/heat, which show efficiency in 'mechlab and when under high-heat conditions on the field. Energy weapons generally have superior DPS/ton to ballistics, but substantially worse damage/heat. NB: PPC line and flamers not in this Laser guide. They will appear later with their actual peers, respectively the Gauss (Sniper Weapons) and Flamer (Crit-Seekers).
The below listed by increasing weight and heat
Small Laser +Insane DPS/ton +Insane damage/heat for an energy weapon +Weighs .5 tons, good for filling out load-outs -Weak individually, which means hardpoints prevent too much boating of these -Hardpoints mean these work better on smaller mechs (which have more HP/tons) ---Piss-poor range. Like really, really bad.
Small Pulse Laser +Shortest burn time of lasers with hitscan means great accuracy for ankle-biters who want to take a shot and turn away -The same size as the ML, which is generally better
Medium Laser +Most versatile weapon in game. Good combination of traits. I run it on essentially all of my builds as the standard back-up weapon. Hard to boat as a primary due to hardpoints, but great as a secondary. Some variants can boat for high heat but great short range power. +Great DPS/ton +Easy to hit lights +Weighs 1 ton, 1 slot -Fairly short range -Hard to boat -Heat gets up there in larger numbers
Medium Pulse Laser +Slightly better heat/damage than ML +Better at fitting into limited hardpoints (e.g. CT energy slots on CN9) than ML +Faster burn time makes it really good for concentrating damage on scouts -Substantially worse DPS/ton than ML -Lower range than ML -Inferior to ML except for specialty applications
Large Laser +LL line is only way to get laser mechanic (easy to hit) with significant damage per hardpoint, making them popular with heavies and assaults +Good range for a laser -Way heavier than other laser models (at 5 tons 10x the SL, 5x the ML) -Lacks the great efficiency that characterizes other lasers
Extended Range Large Laser (ERLL) +Popular as a pinch sniper. Tonnage cheap way to get long range damage -On paper and by stats, a terrible weapon. The efficiency you want from a laser is not here
Large Pulse Laser +High damage with short burn and hitscan. Good for assault 'mechs looking for scout-hunting capability -Really bad efficiency
Of course, use this only as an outline. Try out what weapons work for you. Stats aren't everything. MPLs in particular have their fans, despite being kinda sub-optimal by the numbers.
Oh, and remember that each energy weapon still does damage out to almost 2x its max listed range! (Linearly less from it though, which decreases heat efficiency)
The favored weapons of the current meta, Sniper weapons make huge sacrifices in efficiency and stats for range, and high damage per strike at that range.
The below listed by increasing weight and heat
Suppression Weapons AC/2 +A capable long range weapon with unusually good brawling capability +Projectile speed and RoF give it a unique role as a targeting weapon: if you're leading right to hit with the AC/2, you'll land your PPC and GR shots. +High DPS. In a long-range stand-and-fight scenario, the best weapon out there. -Tiny damage packets mean that it is unsuited to Sniper work. Cannot duck in and out of cover, and damage tends to scatter across the target.
Large Laser and ER LL +Longest range hitscan weapons. With burn time, makes them very accurate. +Excellent for precision work, such as focusing down a weakened side torso, or attempting a headshot +Great for anti-scout work at close range, for a long range weapon. Great at "sweeping the leg" -Scattered damage -Shorter range than the other weapons on this list
True Sniper Weapons PPC +Most generally useful sniper weapon, most favored weapon in current meta +Especially when fired in groups, crazy damage per burst +Heat limitation is mitigated if you can duck behind cover after each shot +Remarkably fast cycle time allows serious DPS as heat allows +Kills ECM for 3 seconds, allowing complete suppression of ECM with a single PPC and good enough shooting -High heat, limiting usefulness in a brawl (where it's hard to find cover) -Minimum range (damage falls of linearly from 10 at 90m to 0 at 0m) further limits usefulness in a brawl -Draws a lot of attention fast. Flankers look for places emanating LRMs or PPC bolts as easy prey -Large, high-heat energy weapon with projectile attack. This means that it doesn't pair great with MLs, the standard backup weapon. The synergy forces you into either SLs, MLs fired sparingly, SRMs, or SSRMs (with BAP if you don't have the heat to use PPCs to keep ECM negated) -Boating requires insane amounts of DHS, and usually a big engine to help out. This often forces PPC boats into larger standard engines, which are really heavy -Limit 2 per volley unless you want to burn up
ER-PPC +All listed for PPC +NO MINIMUM RANGE. If you've got a good eye, you can drop scouts and flankers easily with the ER-PPC. +Superior maximum range to PPC, among the longest in game +No additional slots or tonnage compared to PPC -Highest heat in game per shot, and bad efficiency to boot -Heat exacerbates the biggest limitation of the PPC
Gauss +Almost no heat at all +Synergizes great with PPC or ML, for more sniper power or more backup flexibility +Second highest damage per shot in game +Ammo does not explode +Does significant damage past a kilometer, and only drops off to 0 at around 2km. If you can hit it, you'll do good damage -Ammo dependent -Heaviest weapon in the game (mitigated by lack of heat requirements) -Lot of slots -Low hitpoints make it vulnerable to destruction -Explodes for 15 damage 90% of the time on component or item destruction. In an XL 'mech or anything small, this has a decent chance of killing you outright -Brawl with it, and prepare for a humiliating self-inflicted death
As usual, experiment to find your favorites!
Oh, and remember that each energy weapon still does damage out to almost 2x its max listed range! (Linearly less from it though, which decreases heat efficiency)
Ballistics drop off linearly to 3x effective range (the listed one). This is a notable advantage
Since it matters, here is a list of range data on long range weapons: AC/2: ..…720……2,160 Gauss: …660……1,980 (better damage percentage than ER-PPC outside of around 1,250) ER PPC:.810…….1,620 PPC:……540……1,080
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.
2) SRM-based No cannon, but using multiple large SRM-packs. 3x6 is possible. Can use XL engine, particularly in CN9-D variant, but more common is to use max sized standard.
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.
YEN-LO-WANG ASSASSIN BUILD: Normally, the YLW is run with a standard engine to optimize zombie power. But what if you throw caution to the wind and run around at 107 kph with your AC/20, blasting away like a maniac? A lot of fun, actually. I have my highest KDR in this configuration, using my AC/20 and MPL to precision strike 'mechs in the back, focus damage on one body part, and cripple or destroy the enemy before he has a chance to return fire. In a turn fight, you can actually stay out of the firing arcs of any assault or heavy, and many mediums. Make sure to aim your shots, because your advantage is the damage you can put on a single point… your DPS is actually fairly low.
Yeah Yoav i agree about the weight ballance, in the group i am with we usualy ran 2 lights, 2 Cents 9As, 2 Heavys usualy phracts and 2 DDC for brawling/tanking. this is back in 8 mans we have had a small break from running 12 mans because of the summer holidays. Well apart from the insane lol fest we had a while back with a 12 man trial Cicada runs. the start of MWO i was running Hunchbacks but i kinda out grew them, They need to add some of the other 55 ton mechs that are more ballance around the whole mech. unlike the griffin and the Wolverine which are mostly one sided mechs that have everything on one side of that mech. Also brining in some of the better light mechs that are not all about speed but weapons and Armoured like the Panther (35ton Kuria ppc mech) and the Wolfhound (35ton counter Fedsuns LL and Medium lasers mech) only issue is the Wolfhound is rather limited in varients untill 3052.
On August 31 2013 07:35 Vagabond wrote: Yeah Yoav i agree about the weight ballance, in the group i am with we usualy ran 2 lights, 2 Cents 9As, 2 Heavys usualy phracts and 2 DDC for brawling/tanking. this is back in 8 mans we have had a small break from running 12 mans because of the summer holidays. Well apart from the insane lol fest we had a while back with a 12 man trial Cicada runs. the start of MWO i was running Hunchbacks but i kinda out grew them, They need to add some of the other 55 ton mechs that are more ballance around the whole mech. unlike the griffin and the Wolverine which are mostly one sided mechs that have everything on one side of that mech. Also brining in some of the better light mechs that are not all about speed but weapons and Armoured like the Panther (35ton Kuria ppc mech) and the Wolfhound (35ton counter Fedsuns LL and Medium lasers mech) only issue is the Wolfhound is rather limited in varients untill 3052.
12 man trial Cicadas... I bet that's hilarious... (some joke about a swarm of locusts).
Griffin I get as a one-sided mech... It had better have hella perks in order to be of any use at all.
But the Wolverine? It's basically a Centurion, but trading one of the CT energy hardpoints for JJ capability. RA ballistic, Zombie energy, LT missile. I plan to play around with it a lot, though I'm gonna miss my 2 ML zombie capability.
Panther and Wolfhound would be awesome from a fluff point of view... but unfortunately the Panther doesn't have much else going for it. Stock Panther packs a RA PPC and CT SRM. You get a max of 2 missile hardpoints in the CT, which leaves the RA energy hardpoints as the only opportunity for the Panther to distinguish itself over the Jenner. CuLane is right... the Jenner pretty much obsoletes the Panther in MWO. Maybe eventually as a Kurita loyalty reward 'mech. (I have a fantasy where they hand out Enforcers to loyal Davions, Panthers to the Kuritans, Zeus to Steiner, and so on.)
Wolfhound could be interesting. In stock form the 35-ton Wolfhound packs 2 CT ML, 1 ML in each side torso, and a LL in the RA. If you went with 3E RA, 1E RT, 2E CT, and 1E LT, you have a mech potentially different from our existing versions. The problem, of course, is the lack of variants. And even if you disregard timeline... the variants are all very similar. You'd have to just change the allocation of E hardpoints... but nothing that would make them play terribly differently.
Added the musings on the tonnage limit to the guides section.
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!
This is a complicated question with complicated answers. Let's make it simple: get either a Catapult (CPLT) or a Jagermech (JM6). Both are useful, fun to level, and interesting in variants. Which of the two you want comes down to preference. I would generally recommend the JM6 if you have MechWarrior experience and/or prefer to be up close in the enemy's face. I would recommend the CPLT more generally to most new players. The specific variants you should start with are the...
This is the finest starter 'mech in the game. It teaches many areas of the game, even though your basic mission profile is simple: stay 100-300m behind the center of your team and, whenever you have a red circle lock, firing missiles into the poor saps on the other team. Your range profile looks like this: 1000-300m: Missiles only 300-180m: Lasers and Missiles, prefer Missiles 180-0m: Lasers only Your lasers are less heat efficient, but allow you to add damage in the 300-180m range overlap. Under 180m, your missiles are useless. Backpedal if you can to keep enemies in missile range as long as possible.
You'll be deviating from the stock version significantly. You'll need 7.1 million C-bills to get a playable version of the JM6-S. Wait it out, or play the terrible stock configuration for a bit to grind up the money. Once you have the 7.1 million, build this 'mech: Armor: H: 12, RA/LA: 20, RT/LT: 45, RTR/LTR:15, CT: 63, CTR:21, RL:40 LL: 24 Weapons: 3 AC/2s (2 per arm), 4 Small Lasers Ammo: 4 tons AC/2, in Head, CT, and RL. Heat: Upgrade to double HS, get 5 of them. (15 plus engine) Engine: stock STD 260.
Now you can play a few games. Be cautious, but this build gives you way more raw DPS than most enemies out there. The downside is that your AC/2 buzz-saw scatters damage, meaning that the only thing between you and greatness is a steady aim. Only use your Small lasers within about 120 meters. Take breaks to cool down if you get too hot. It's better to wait for a good AC/2 volley than to overheat and hurt yourself.
Eventually, you will get end-steel and and XL 300 engine, which will increase the payload you can carry. Feel free to experiment around. Popular end points are 4 AC/5s or 2 AC/2 and 2 UAC/5s.
In time, you can upgrade your mech to make it stronger. The order of upgrades you should get for the CPLT-C1 in particular is more or less the list of upgrades you should get for all 'mechs in general: 0. Rip out the Jump Jets. You aren't ready yet. 1. Double Heat Sinks...crucial on all 'mechs. shoot for a smurfy heat efficiency over 40. http://mwo.smurfy-net.de/ 2. Endo Steel Structure...crucial for all non-assault 'mechs, and many of those too 3. XL 300 Engine...most useful engine in the game, though there are some 'mechs that can't or shouldn't run it. See my 'mechlab guide for more. 4. Artemis FCS...increases LRM power if you can see the target. Can be a matter of personal preference. I use it. 5. Jump Jets...add 'em back in. Try em out. Make 'em work.
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… unless you're going over 100 kph, piloting a CN9, or running with ammo in your legs. Then you should remove fairly little from the legs. -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, don't 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, Kintaro 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 or YLW AC/Laser focused should get fast Standard (except for assassin YLWs) Cataphract, Jagermech Really better not to go XL, but most builds require it for function.
So Dragon lances will be massable (hurrah for the snakes), but most other compositions will feature a balancing of weight classes. A coordinated brawler lance with tonnage limits is far more likely to be mixed mediums/small heavies than the massed assaults we're used to now.
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 *Centurion-YLW (hero Centurion… would be in 10/8 if it had LA weapons) Catapult Jagermech Stalker
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 *Cataphract-4X
10/8 Slots:Mixed Articulation Some 'mechs have an unarticulated RA but a fully articulated LA. These are generally variants of the 'mechs in the 9/8 category modified to be able to fit AC/20s in their RAs. Instead of having two arm reticles, they have very limited horizontal articulation (10deg). Mechs: + Show Spoiler +
*Highlander 733C *Victor 9B and 9S
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 +
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. Mechs: + Show Spoiler +
Commando Spider Hunchback Kintaro 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 +
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.
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.
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.
Update The recent buffs to MGs and LBX ACs have made them far better at scoring critical hits.
Also 15% of critical hit damage now harms internal structure as well. This has made the LBX and MG very powerful against exposed internals.
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.
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 +Shreds internal structure +Lightish for job +Rocks them enemy like a wagonwheel -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) -Heat penalty kicks in if you use 2 of these within 0.5 sec. Use chain fire.
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. Edit: this insane build has actually become quite popular lately. Try it out and see for yourself!
Oh, and remember that each ballistic still does damage out to almost 3x its max listed range! (Linearly less from it though.) I generally will still fire out to double my listed range unless ammo conservation demands otherwise.
Unlike ACs, Laser weapons get more powerful as they get longer-range, though efficiency suffers. Important things to keep track of are DPS/ton and Damage/heat, which show efficiency in 'mechlab and when under high-heat conditions on the field. Energy weapons generally have superior DPS/ton to ballistics, but substantially worse damage/heat. NB: PPC line and flamers not in this Laser guide. They will appear later with their actual peers, respectively the Gauss (Sniper Weapons) and Flamer (Crit-Seekers).
The below listed by increasing weight and heat
Small Laser +Insane DPS/ton +Insane damage/heat for an energy weapon +Weighs .5 tons, good for filling out load-outs -Weak individually, which means hardpoints prevent too much boating of these -Hardpoints mean these work better on smaller mechs (which have more HP/tons) ---Piss-poor range. Like really, really bad.
Small Pulse Laser +Shortest burn time of lasers with hitscan means great accuracy for ankle-biters who want to take a shot and turn away -The same size as the ML, which is generally better
Medium Laser +Most versatile weapon in game. Good combination of traits. I run it on essentially all of my builds as the standard back-up weapon. Hard to boat as a primary due to hardpoints, but great as a secondary. Some variants can boat for high heat but great short range power. +Great DPS/ton +Easy to hit lights +Weighs 1 ton, 1 slot -Fairly short range -Hard to boat -Heat gets up there in larger numbers
Medium Pulse Laser +Slightly better heat/damage than ML +Better at fitting into limited hardpoints (e.g. CT energy slots on CN9) than ML +Faster burn time makes it really good for concentrating damage on scouts -Substantially worse DPS/ton than ML -Lower range than ML -Inferior to ML except for specialty applications
Large Laser +LL line is only way to get laser mechanic (easy to hit) with significant damage per hardpoint, making them popular with heavies and assaults +Good range for a laser -Way heavier than other laser models (at 5 tons 10x the SL, 5x the ML) -Lacks the great efficiency that characterizes other lasers
Extended Range Large Laser (ERLL) +Popular as a pinch sniper. Tonnage cheap way to get long range damage -On paper and by stats, a terrible weapon. The efficiency you want from a laser is not here
Large Pulse Laser +High damage with short burn and hitscan. Good for assault 'mechs looking for scout-hunting capability -Really bad efficiency
Of course, use this only as an outline. Try out what weapons work for you. Stats aren't everything. MPLs in particular have their fans, despite being kinda sub-optimal by the numbers.
Oh, and remember that each energy weapon still does damage out to almost 2x its max listed range! (Linearly less from it though, which decreases heat efficiency)
The favored weapons of the current meta, Sniper weapons make huge sacrifices in efficiency and stats for range, and high damage per strike at that range.
The below listed by increasing weight and heat
Suppression Weapons AC/2 +A capable long range weapon with unusually good brawling capability +Projectile speed and RoF give it a unique role as a targeting weapon: if you're leading right to hit with the AC/2, you'll land your PPC and GR shots. +High DPS. In a long-range stand-and-fight scenario, the best weapon out there. -Tiny damage packets mean that it is unsuited to Sniper work. Cannot duck in and out of cover, and damage tends to scatter across the target.
Large Laser and ER LL +Longest range hitscan weapons. With burn time, makes them very accurate. +Excellent for precision work, such as focusing down a weakened side torso, or attempting a headshot +Great for anti-scout work at close range, for a long range weapon. Great at "sweeping the leg" -Scattered damage -Shorter range than the other weapons on this list
True Sniper Weapons PPC +Most generally useful sniper weapon, most favored weapon in current meta +Especially when fired in groups, crazy damage per burst +Heat limitation is mitigated if you can duck behind cover after each shot +Remarkably fast cycle time allows serious DPS as heat allows +Kills ECM for 3 seconds, allowing complete suppression of ECM with a single PPC and good enough shooting -High heat, limiting usefulness in a brawl (where it's hard to find cover) -Minimum range (damage falls of linearly from 10 at 90m to 0 at 0m) further limits usefulness in a brawl -Draws a lot of attention fast. Flankers look for places emanating LRMs or PPC bolts as easy prey -Large, high-heat energy weapon with projectile attack. This means that it doesn't pair great with MLs, the standard backup weapon. The synergy forces you into either SLs, MLs fired sparingly, SRMs, or SSRMs (with BAP if you don't have the heat to use PPCs to keep ECM negated) -Boating requires insane amounts of DHS, and usually a big engine to help out. This often forces PPC boats into larger standard engines, which are really heavy -Limit 2 per volley unless you want to burn up
ER-PPC +All listed for PPC +NO MINIMUM RANGE. If you've got a good eye, you can drop scouts and flankers easily with the ER-PPC. +Superior maximum range to PPC, among the longest in game +No additional slots or tonnage compared to PPC -Highest heat in game per shot, and bad efficiency to boot -Heat exacerbates the biggest limitation of the PPC
Gauss +Almost no heat at all +Synergizes great with PPC or ML, for more sniper power or more backup flexibility +Second highest damage per shot in game +Ammo does not explode +Does significant damage past a kilometer, and only drops off to 0 at around 2km. If you can hit it, you'll do good damage -Ammo dependent -Heaviest weapon in the game (mitigated by lack of heat requirements) -Lot of slots -Low hitpoints make it vulnerable to destruction -Explodes for 15 damage 90% of the time on component or item destruction. In an XL 'mech or anything small, this has a decent chance of killing you outright -Brawl with it, and prepare for a humiliating self-inflicted death
As usual, experiment to find your favorites!
Oh, and remember that each energy weapon still does damage out to almost 2x its max listed range! (Linearly less from it though, which decreases heat efficiency)
Ballistics drop off linearly to 3x effective range (the listed one). This is a notable advantage
Since it matters, here is a list of range data on long range weapons: AC/2: ..…720……2,160 Gauss: …660……1,980 (better damage percentage than ER-PPC outside of around 1,250) ER PPC:.810…….1,620 PPC:……540……1,080
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.
2) SRM-based No cannon, but using multiple large SRM-packs. 3x6 is possible. Can use XL engine, particularly in CN9-D variant, but more common is to use max sized standard.
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.
YEN-LO-WANG ASSASSIN BUILD: Normally, the YLW is run with a standard engine to optimize zombie power. But what if you throw caution to the wind and run around at 107 kph with your AC/20, blasting away like a maniac? A lot of fun, actually. I have my highest KDR in this configuration, using my AC/20 and MPL to precision strike 'mechs in the back, focus damage on one body part, and cripple or destroy the enemy before he has a chance to return fire. In a turn fight, you can actually stay out of the firing arcs of any assault or heavy, and many mediums. Make sure to aim your shots, because your advantage is the damage you can put on a single point… your DPS is actually fairly low.
On August 31 2013 16:13 Vagabond wrote: 12 man Cicida vid This would be the video that a team mate had recorded.
That video is hilarious. The other team's reaction was almost the best part.
How are HHoD as a unit, incidentally? I haven't yet looked seriously for a unit, mostly because I play with IRL friends. But I am vaguely interested in joining one at some point down the road, and as a loyal Davion, their names have come up quite a bit whenever I've done a little poking around.
Also, speaking of silly builds, last night I played a match on Terra Therma. We smash their force, but are in the middle of the map when our base counter starts going down. I'm in my Knell, and I go back with the other light we have, to delay capture while the rest of our team gets on point. Instead, we run into 2 AC/20 Ravens. I laughed, but these guys were no slouches at shooting. The other light goes down almost instantly, and I take a leg off one before I get cored. I'm just so damn impressed with those guys I don't know what to say...
HHoD is not a bad unit at all they have a competative team that runs the RHOD tournaments and official scrims, Also its split in to 3 different regiments 1st Regiment is Battalion 1 through 3 with several Lances in each battalion, 2nd regiment is 4-6, these are mostly people that play in the US primetime. Then you have the 3rd that is made up of most of the European players and the Austrailians. We try to play with our lance mates once a week at an official training day each lance is different.
HHoD use the House Davion TS server like most of the davion units.
The Ac20 raven is a insane build that i have seen a video of that was released just after the NDA was lifted just before open beta started. but i have seen worse and raise you a jenner with 3 ppcs and no armour on thier mech at all.
Hey, m a little late to the party, (got a new pc recently) and im having a lot of fun with this.
I played every Mechwarrior Game there is. Especially 4 (BUE and EBTL, both europe based leagues with lots of rollplay and a management programm behind were every mech had to be manufactured, jumped and dropped to the planet the fight was about, on the surface there was a grid that determined the maps and so on. Got galaxycommander by trial and my bloodname (for Clan Diamond Shark) also led a lot fo lances for House Steiner (and spend Hours with logistics....good times....but i alsow asted way to much time (6 hours a day for a year)
So after some games im kinda getting the hang of this. Mostly dropping in that hero cataphract to get the cbills to pimp out my other mechs (2Gaus, 3mlas, top 5 with damage and a k/d over 2.) I'm not the best shot, but it seems i still know what to do in a mech, (as in when to attack and when to retreat and such things)
Problem is: I dont care about kd and pug games all that much, im a team player, i can happily spend a whole evening supporting, scouting defending Arty-mechs and so on.
So whats the best way to find a fun unit without much pressure and preferably older (at 20+) players (also called people with a realy life and a job). And are there any leagues and tournaments and how do i find them? (Europe-Based)
On September 03 2013 01:26 Snotling wrote: So after some games im kinda getting the hang of this. Mostly dropping in that hero cataphract to get the cbills to pimp out my other mechs (2Gaus, 3mlas, top 5 with damage and a k/d over 2.) I'm not the best shot, but it seems i still know what to do in a mech, (as in when to attack and when to retreat and such things)
Illya Muppets is a great ride. I run with 3 UAC/5s and 3 ML. It snipes and shreds faces with equal awesomeness.
On September 03 2013 01:26 Snotling wrote: So whats the best way to find a fun unit without much pressure and preferably older (at 20+) players (also called people with a realy life and a job). And are there any leagues and tournaments and how do i find them? (Europe-Based)
Your accomplishments are pretty significant... I think a lot of merc corps would be happy to have you. As I understand it, the generally recommended route is to hang out on the teamspeak server of your faction (Steiner?) and make friends there to see what group is best for you. (Many of them are older... this is MechWarrior after all)
Also, there are quite a few TL players online, as identified below. Friend any of us (I'm Khanahar) any time. I'm occasionally doing something already with my lancemates, but otherwise, I'm happy to drop with anybody. Team play is the best part of this game.
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!
This is a complicated question with complicated answers. Let's make it simple: get either a Catapult (CPLT) or a Jagermech (JM6). Both are useful, fun to level, and interesting in variants. Which of the two you want comes down to preference. I would generally recommend the JM6 if you have MechWarrior experience and/or prefer to be up close in the enemy's face. I would recommend the CPLT more generally to most new players. The specific variants you should start with are the...
This is the finest starter 'mech in the game. It teaches many areas of the game, even though your basic mission profile is simple: stay 100-300m behind the center of your team and, whenever you have a red circle lock, firing missiles into the poor saps on the other team. Your range profile looks like this: 1000-300m: Missiles only 300-180m: Lasers and Missiles, prefer Missiles 180-0m: Lasers only Your lasers are less heat efficient, but allow you to add damage in the 300-180m range overlap. Under 180m, your missiles are useless. Backpedal if you can to keep enemies in missile range as long as possible.
You'll be deviating from the stock version significantly. You'll need 7.1 million C-bills to get a playable version of the JM6-S. Wait it out, or play the terrible stock configuration for a bit to grind up the money. Once you have the 7.1 million, build this 'mech: Armor: H: 12, RA/LA: 20, RT/LT: 45, RTR/LTR:15, CT: 63, CTR:21, RL:40 LL: 24 Weapons: 3 AC/2s (2 per arm), 4 Small Lasers Ammo: 4 tons AC/2, in Head, CT, and RL. Heat: Upgrade to double HS, get 5 of them. (15 plus engine) Engine: stock STD 260.
Now you can play a few games. Be cautious, but this build gives you way more raw DPS than most enemies out there. The downside is that your AC/2 buzz-saw scatters damage, meaning that the only thing between you and greatness is a steady aim. Only use your Small lasers within about 120 meters. Take breaks to cool down if you get too hot. It's better to wait for a good AC/2 volley than to overheat and hurt yourself.
Eventually, you will get end-steel and and XL 300 engine, which will increase the payload you can carry. Feel free to experiment around. Popular end points are 4 AC/5s or 2 AC/2 and 2 UAC/5s.
In time, you can upgrade your mech to make it stronger. The order of upgrades you should get for the CPLT-C1 in particular is more or less the list of upgrades you should get for all 'mechs in general: 0. Rip out the Jump Jets. You aren't ready yet. 1. Double Heat Sinks...crucial on all 'mechs. shoot for a smurfy heat efficiency over 40. http://mwo.smurfy-net.de/ 2. Endo Steel Structure...crucial for all non-assault 'mechs, and many of those too 3. XL 300 Engine...most useful engine in the game, though there are some 'mechs that can't or shouldn't run it. See my 'mechlab guide for more. 4. Artemis FCS...increases LRM power if you can see the target. Can be a matter of personal preference. I use it. 5. Jump Jets...add 'em back in. Try em out. Make 'em work.
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… unless you're going over 100 kph, piloting a CN9, or running with ammo in your legs. Then you should remove fairly little from the legs. -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, don't 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, Kintaro 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 or YLW AC/Laser focused should get fast Standard (except for assassin YLWs) Cataphract, Jagermech Really better not to go XL, but most builds require it for function.
So Dragon lances will be massable (hurrah for the snakes), but most other compositions will feature a balancing of weight classes. A coordinated brawler lance with tonnage limits is far more likely to be mixed mediums/small heavies than the massed assaults we're used to now.
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 *Centurion-YLW (hero Centurion… would be in 10/8 if it had LA weapons) Catapult Jagermech Stalker
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 *Cataphract-4X
10/8 Slots:Mixed Articulation Some 'mechs have an unarticulated RA but a fully articulated LA. These are generally variants of the 'mechs in the 9/8 category modified to be able to fit AC/20s in their RAs. Instead of having two arm reticles, they have very limited horizontal articulation (10deg). Mechs: + Show Spoiler +
*Highlander 733C *Victor 9B and 9S
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 +
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. Mechs: + Show Spoiler +
Commando Spider Hunchback Kintaro 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 +
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.
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.
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.
Update The recent buffs to MGs and LBX ACs have made them far better at scoring critical hits.
Also 15% of critical hit damage now harms internal structure as well. This has made the LBX and MG very powerful against exposed internals.
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.
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 +Shreds internal structure +Lightish for job +Rocks them enemy like a wagonwheel -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) -Heat penalty kicks in if you use 2 of these within 0.5 sec. Use chain fire.
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. Edit: this insane build has actually become quite popular lately. Try it out and see for yourself!
Oh, and remember that each ballistic still does damage out to almost 3x its max listed range! (Linearly less from it though.) I generally will still fire out to double my listed range unless ammo conservation demands otherwise.
Unlike ACs, Laser weapons get more powerful as they get longer-range, though efficiency suffers. Important things to keep track of are DPS/ton and Damage/heat, which show efficiency in 'mechlab and when under high-heat conditions on the field. Energy weapons generally have superior DPS/ton to ballistics, but substantially worse damage/heat. NB: PPC line and flamers not in this Laser guide. They will appear later with their actual peers, respectively the Gauss (Sniper Weapons) and Flamer (Crit-Seekers).
The below listed by increasing weight and heat
Small Laser +Insane DPS/ton +Insane damage/heat for an energy weapon +Weighs .5 tons, good for filling out load-outs -Weak individually, which means hardpoints prevent too much boating of these -Hardpoints mean these work better on smaller mechs (which have more HP/tons) ---Piss-poor range. Like really, really bad.
Small Pulse Laser +Shortest burn time of lasers with hitscan means great accuracy for ankle-biters who want to take a shot and turn away -The same size as the ML, which is generally better
Medium Laser +Most versatile weapon in game. Good combination of traits. I run it on essentially all of my builds as the standard back-up weapon. Hard to boat as a primary due to hardpoints, but great as a secondary. Some variants can boat for high heat but great short range power. +Great DPS/ton +Easy to hit lights +Weighs 1 ton, 1 slot -Fairly short range -Hard to boat -Heat gets up there in larger numbers
Medium Pulse Laser +Slightly better heat/damage than ML +Better at fitting into limited hardpoints (e.g. CT energy slots on CN9) than ML +Faster burn time makes it really good for concentrating damage on scouts -Substantially worse DPS/ton than ML -Lower range than ML -Inferior to ML except for specialty applications
Large Laser +LL line is only way to get laser mechanic (easy to hit) with significant damage per hardpoint, making them popular with heavies and assaults +Good range for a laser -Way heavier than other laser models (at 5 tons 10x the SL, 5x the ML) -Lacks the great efficiency that characterizes other lasers
Extended Range Large Laser (ERLL) +Popular as a pinch sniper. Tonnage cheap way to get long range damage -On paper and by stats, a terrible weapon. The efficiency you want from a laser is not here
Large Pulse Laser +High damage with short burn and hitscan. Good for assault 'mechs looking for scout-hunting capability -Really bad efficiency
Of course, use this only as an outline. Try out what weapons work for you. Stats aren't everything. MPLs in particular have their fans, despite being kinda sub-optimal by the numbers.
Oh, and remember that each energy weapon still does damage out to almost 2x its max listed range! (Linearly less from it though, which decreases heat efficiency)
The favored weapons of the current meta, Sniper weapons make huge sacrifices in efficiency and stats for range, and high damage per strike at that range.
The below listed by increasing weight and heat
Suppression Weapons AC/2 +A capable long range weapon with unusually good brawling capability +Projectile speed and RoF give it a unique role as a targeting weapon: if you're leading right to hit with the AC/2, you'll land your PPC and GR shots. +High DPS. In a long-range stand-and-fight scenario, the best weapon out there. -Tiny damage packets mean that it is unsuited to Sniper work. Cannot duck in and out of cover, and damage tends to scatter across the target.
Large Laser and ER LL +Longest range hitscan weapons. With burn time, makes them very accurate. +Excellent for precision work, such as focusing down a weakened side torso, or attempting a headshot +Great for anti-scout work at close range, for a long range weapon. Great at "sweeping the leg" -Scattered damage -Shorter range than the other weapons on this list
True Sniper Weapons PPC +Most generally useful sniper weapon, most favored weapon in current meta +Especially when fired in groups, crazy damage per burst +Heat limitation is mitigated if you can duck behind cover after each shot +Remarkably fast cycle time allows serious DPS as heat allows +Kills ECM for 3 seconds, allowing complete suppression of ECM with a single PPC and good enough shooting -High heat, limiting usefulness in a brawl (where it's hard to find cover) -Minimum range (damage falls of linearly from 10 at 90m to 0 at 0m) further limits usefulness in a brawl -Draws a lot of attention fast. Flankers look for places emanating LRMs or PPC bolts as easy prey -Large, high-heat energy weapon with projectile attack. This means that it doesn't pair great with MLs, the standard backup weapon. The synergy forces you into either SLs, MLs fired sparingly, SRMs, or SSRMs (with BAP if you don't have the heat to use PPCs to keep ECM negated) -Boating requires insane amounts of DHS, and usually a big engine to help out. This often forces PPC boats into larger standard engines, which are really heavy -Limit 2 per volley unless you want to burn up
ER-PPC +All listed for PPC +NO MINIMUM RANGE. If you've got a good eye, you can drop scouts and flankers easily with the ER-PPC. +Superior maximum range to PPC, among the longest in game +No additional slots or tonnage compared to PPC -Highest heat in game per shot, and bad efficiency to boot -Heat exacerbates the biggest limitation of the PPC
Gauss +Almost no heat at all +Synergizes great with PPC or ML, for more sniper power or more backup flexibility +Second highest damage per shot in game +Ammo does not explode +Does significant damage past a kilometer, and only drops off to 0 at around 2km. If you can hit it, you'll do good damage -Ammo dependent -Heaviest weapon in the game (mitigated by lack of heat requirements) -Lot of slots -Low hitpoints make it vulnerable to destruction -Explodes for 15 damage 90% of the time on component or item destruction. In an XL 'mech or anything small, this has a decent chance of killing you outright -Brawl with it, and prepare for a humiliating self-inflicted death
As usual, experiment to find your favorites!
Oh, and remember that each energy weapon still does damage out to almost 2x its max listed range! (Linearly less from it though, which decreases heat efficiency)
Ballistics drop off linearly to 3x effective range (the listed one). This is a notable advantage
Since it matters, here is a list of range data on long range weapons: AC/2: ..…720……2,160 Gauss: …660……1,980 (better damage percentage than ER-PPC outside of around 1,250) ER PPC:.810…….1,620 PPC:……540……1,080
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.
2) SRM-based No cannon, but using multiple large SRM-packs. 3x6 is possible. Can use XL engine, particularly in CN9-D variant, but more common is to use max sized standard.
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.
YEN-LO-WANG ASSASSIN BUILD: Normally, the YLW is run with a standard engine to optimize zombie power. But what if you throw caution to the wind and run around at 107 kph with your AC/20, blasting away like a maniac? A lot of fun, actually. I have my highest KDR in this configuration, using my AC/20 and MPL to precision strike 'mechs in the back, focus damage on one body part, and cripple or destroy the enemy before he has a chance to return fire. In a turn fight, you can actually stay out of the firing arcs of any assault or heavy, and many mediums. Make sure to aim your shots, because your advantage is the damage you can put on a single point… your DPS is actually fairly low.
On September 03 2013 01:26 Snotling wrote: So after some games im kinda getting the hang of this. Mostly dropping in that hero cataphract to get the cbills to pimp out my other mechs (2Gaus, 3mlas, top 5 with damage and a k/d over 2.) I'm not the best shot, but it seems i still know what to do in a mech, (as in when to attack and when to retreat and such things)
Illya Muppets is a great ride. I run with 3 UAC/5s and 3 ML. It snipes and shreds faces with equal awesomeness.
I had the same config for a couple of games, and i liked it. I just changed it because in the lone wolf/pug environment i felt the need to do a lot of damage in the shortest amount of time and then get out. With a lance to back me up i might change it again. My first (and im only) 1000Point game was with another Illya Something in my Lance were we both hat that loadout and stuck togehter. dakkaDAKKAdakka. :D That was also awesome because of teamplay in a pug game.
On September 03 2013 03:07 Yoav wrote:
Your accomplishments are pretty significant... I think a lot of merc corps would be happy to have you. As I understand it, the generally recommended route is to hang out on the teamspeak server of your faction (Steiner?) and make friends there to see what group is best for you. (Many of them are older... this is MechWarrior after all)
Also, there are quite a few TL players online, as identified below. Friend any of us (I'm Khanahar) any time. I'm occasionally doing something already with my lancemates, but otherwise, I'm happy to drop with anybody. Team play is the best part of this game.
Thank you. Although these accomplishments were from another game I guess a lot of it transfers. After all I pretty much didnt do anything else for a year. Would be a shame if nothing stuck And all I played in mwo were pugs so far, I bet there are tons of people out there who kick my ass any time.
Im not dead set on Steiner, actually im pretty open to all factions. hanging in teamspeak might not be a bad idea.
Also I own: Illya Muromets as a heavy, Victor as my assault and a Commando (max Speed, ecm, ssrm, mlas) any ideas for good mediums? I kinda find it hard to identfy their role without a tonnage restriction, they cant really fight heavys and assault, but they are to slow to really avoid them (mostly)
Any recommendations? Is a fast trebuchet with lrms viable as a supporter? (the tbt-3c looks pretty sweet right out of the box) I havent really tried lrms yet. In my MW4 day i mostly played mediums, and i would like to get some in MWO as well. After all they should be the backbone of every fighting force in the inner sphere