• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:02
CEST 09:02
KST 16:02
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins EWC 202514Tournament Spotlight: FEL Cracow 20259Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder2EWC 2025 - Replay Pack2Google Play ASL (Season 20) Announced27BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams10Weekly Cups (July 14-20): Final Check-up0
StarCraft 2
General
Greatest Players of All Time: 2025 Update #1: Maru - Greatest Players of All Time Serral wins EWC 2025 Power Rank - Esports World Cup 2025 EWC 2025 - Replay Pack
Tourneys
FEL Cracov 2025 (July 27) - $10,000 live event TaeJa vs Creator Bo7 SC Evo Showmatch Esports World Cup 2025 $25,000 Streamerzone StarCraft Pro Series announced $5,000 WardiTV Summer Championship 2025
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune
Brood War
General
Google Play ASL (Season 20) Announced Shield Battery Server New Patch BW General Discussion [BSL 2025] H2 - Team Wars, Weeklies & SB Ladder BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [BSL20] Non-Korean Championship 4x BSL + 4x China CSL Xiamen International Invitational [CSLPRO] It's CSLAN Season! - Last Chance
Strategy
Does 1 second matter in StarCraft? Simple Questions, Simple Answers Muta micro map competition [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Total Annihilation Server - TAForever [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
UK Politics Mega-thread US Politics Mega-thread Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Things Aren’t Peaceful in Palestine
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread [\m/] Heavy Metal Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Eight Anniversary as a TL…
Mizenhauer
Customize Sidebar...

Website Feedback

Closed Threads



Active: 689 users

MechWarrior Online (New) - Page 50

Forum Index > General Games
Post a Reply
Prev 1 48 49 50 51 Next
Hoender
Profile Joined March 2011
South Africa381 Posts
Last Edited: 2013-09-02 20:29:09
September 02 2013 20:21 GMT
#981
Go with the Hunchback. Ever since I saw this video, I've been in love with this mech and I've been playing with it nonstop:



You should consider playing with either the Hunchback 4H or the 4SP, those are the best chassis imo. Just keep that right torso away from enemy fire with the 4H and you should be crushing mechs in no time

My current 4H build if you need a starting build to fiddle around with:
Hunchback 4H 250std ac20 4ml 4 ton ammo, although the amount of ammo and or engine size obviously depends on your fighting style.
Die ou swepe sê: "daar's 'n raat vir elke kwaal," maar watse pil kou jy as die donker jou kom haal?
Yoav
Profile Joined March 2011
United States1874 Posts
Last Edited: 2013-09-02 23:35:31
September 02 2013 20:40 GMT
#982
On September 03 2013 03:26 Snotling wrote:
Thanks for the help.

Show nested quote +
On September 03 2013 03:07 Yoav wrote:
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.


Show nested quote +
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


Well, I'm the world's biggest proponent of Centurions, so let me sing their praises for a minute.

Centurions have a shield arm. With other 'mechs, you try to spread damage out. With the CN9, you just soak it all on the LA until that goes down. Then you use the RA or LT, build depending.

RA ballistic (or RA energy, for the AL) builds can do a really cool thing and use that shield arm to block while they fire across the chest. Just remember to always be circling to the left (break right when starting the fight).

The Centurion is also second only to the Catapult in terms of different viable builds enabled by the variants. You have:

CN9-A: Usually set up as a 3xSRM6 2xML max standard engine. I run mine (quite successfully) as an escort (anti-scout/LRM) with AC/2, 2xML, 3xSSRM2. Kinda weird, but great in a turn fight (thanks to the RA AC/20 and the SSRMs) and capable of zombieing like a champ.
CN9-D: Engine size can be utterly insane, and hardpoints allow you to rock SRM or AC based builds, backed up with the zombie lasers. I run mine basically stock. Playing around with the LRM, at least, is advisable: 2xLRM5 is always better than 1xLRM10... even with Artemis. Swapping out the LRM for SSRMs or SRMs is common too.
CN9-AL: Can be a flanker (SRMs), scout hunter (MPL+SSRM), or pinch sniper (2 PPC in RA). If you're going to skip one, I'd make it this one, unless you're tight on cash and not into the CN9-D.
CN9-YLW: My favorite mech right now. Lower damage scores, but you can solo much bigger 'mechs, and the KDR is great. Unusual for a Centurion in having very limited build flexibility. The RA kinda has to go AC/20 or 2xUAC/5, and CT has to go either 2xML or 2xMPL. I run AC/20 with 2xMPL and a 300XL. Then play like an assassin. You're not that good in a big fight... but solo up close you have a decent chance against an Atlas. Just move fast, stay out of arc, and lay into him with the AC/20. Your turn and twist speed are insane. On the retreat, this thing is great and pulling off snap shots and re-shielding. Note the lack of an articulated RA, however.

All that said, there are several good mediums. I have a lancemate who loves his Cicada, if that even counts as a medium. Blackjack and Kintaro are special 'mechs for special people. Hunchback is pretty versatile too, but suffers from the huge hunch being a bullet magnet... shielding is important, and don't count on your arms to help. Trebuchet is probably best outside of Centurion, and is probably your thing if you're not a fan of ballistics. But the variants (except the typically batshit crazy Kurita one) are kinda monotonous.

If you want to be added to the list, let me know what your in-game handle is!

Edit:
In response to above (posted while I was writing my main text):

Hunchbacks are undoubtedly great rides. The 4H, 4SP, and 4P in particular are interesting and useful.

The downside, as I see it, is that they aren't necessarily the best at what each one does. The 4P has the best claim to being top of its class: its competition from the Cicada, Blackjack, Kintaro and Quickdraw all have disadvantages. I'm not sure they outweigh the downside of the hunch, but they are present.

The 4SP seems to me inferior to its Centurion, Kintaro, and Trebuchet competitors.

The 4H (classically with the AC/20), is in pretty direct competition with the CN9-YLW. There aren't a whole lot of other 'mechs that go for what it goes for. Advantages of each:
HBK-4H
Articulated arms
More laser slots
CN9-YLW
AC/20 can elevate
AC/20 has better horizontal tracking (superior torso twist)
Can run XL engine
Can zombie (if not running XL engine)
Shield arm
C-Bill boost

Personal opinion: I'd take the Yen-Lo-Wang. That said, my founders HBK-4G gets a lot of love too.

Known TLers on MWO:
+ Show Spoiler +

Khanahar (TL: Yoav)
Erish II (TL: daemir)
Rwrzr
MeatLoaf
Raddmiral (TL: hp.Shell)
Unkkz
Redoxin
Aym (TL: CuLane)
Vanir (TL: Obsidian)
Black Snooty (TL: ObiWanPwnobi)
TL Tarias
MoonfireSpam
TrickyGilligan
Passive42 (TL: PassiveAce)
Hoender
Sick Ion (TL: Sicion)
Vagabond the scot (Vagabond)

Some Guides
+ Show Spoiler +

New Player Quick-List
+ Show Spoiler +

1. Use the local Champion 'mech. It'll be the trial 'mech with a (c ) after its name..
2. Stick with your team at all times, no matter what, unless you're leading 2:1 or more. And usually even then.
3. Try to always shoot at something other people are shooting at.
4. Generally, aim for center body mass. If you have FPS/Mechwarrior experience, try legging lights and zippy mediums.
5. http://mwo.smurfy-net.de/mechlab
6. Read other guides here and on the MWO forums!


Your First 'Mech
+ Show Spoiler +

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...

CPLT-C1
+ Show Spoiler +
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.

JM6-S
+ Show Spoiler +

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.


Mechlab
How to Build a Stompy Robot
+ Show Spoiler +

1. Always get faster engine than stock
2. Always max armor
-No exceptions for lights. But for mediums/heavies/assaults, only 3/4 or 1/2 armor on legs is ok… 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.

XL Engines
+ Show Spoiler +

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.


Game Mechanics
The Upcomming Tonnage Limit
+ Show Spoiler +
Each tonnage bracket will add/subtract the following to what your lancemates can play (from the base of 60):
+ Show Spoiler +
Atlas: -40
Highlander: -30
Stalker/Battlemaster: -25
Awesome/Victor: -20
Orion: -15
Cataphract: -10
Catapult/Jagermech/Thunderbolt: -5
Dragon/Quickdraw: 0
Griffin/Wolverine/Kintaro/Shadowhawk: +5
Centurion/Trebuchet/Hunchback: +10
Blackjack: +15
Cicada: +20
Jenner/Raven: +25
Spider: +30
Commando: +35
Flea/Locust: +40


Put another way, if you are in a 2-man, the biggest mech your lancemate can take based on your mech is...
+ Show Spoiler +
Atlas..............................Flea/Locust
Highlander....................Spider/Commando
Stalker/Battlemaster....Jenner/Raven
Awesome/Victor...........Cicada
Orion.............................Blackjack
Cataphract....................Centurion/Trebuchet/Hunchback
Catapult/Jagermech/Thunderbolt..........Griffin/Wolverine/Kintaro/Shadowhawk
Dragon/Quickdraw.......Dragon/Quickdraw


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.

Critical Slots
+ Show Spoiler +

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 +
*Centurion (except YLW)
Trebuchet
*Cataphract (except 4X)
Awesome
*Victor-9K
*Highlander (except 733C)


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 +
UAC/5 + AC/5
3x PPC
GR + LL
AC/10+LL
LBX+PPC

Weapon Ranges
+ Show Spoiler +

All energy weapons in the game do max damage between 0 and [listed range] meters, then drop off linearly to do 0 damage at 2x[listed range].

All ballistic weapons are the same, but only drop off to 0 at 3x listed range (giving them better range per listed number, though they compensate with lower acuracy).

Missile weapons just blow up at listed max range, doing no damage. LRMs have a 180m arming range.

Critical Hits
+ Show Spoiler +

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.


Weapons
Autocannons
+ Show Spoiler +

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.

Laser Weapons
+ Show Spoiler +

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)

Sniper Weapons
+ Show Spoiler +

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


Mech Chassis
CN9 Builds
+ Show Spoiler +

With Centurions, you really get to pick from 2 options:

1) AC-based
Right arm cannon, backed up by CT lasers and streaks (the latter to fend off scouts). Uncommonly feature LRMs.

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.

CuLane
Profile Joined October 2010
United States160 Posts
September 03 2013 09:08 GMT
#983
These guys both make good points about viable 50 tonners. The strengths of the Centurion are a bit more versatility on each chassis, but less specialization on each one as well. Additionally the nigh-indestructible CT on Centurions is a bug relating to hit-box damage transfer so it shouldn't necessarily be counted on to last forever, but then again it's been known for a while. Trebs are currently the absolute worst medium mech and it's hard for me to say that as a member of House Marik ;-)
Cicadas play like slightly more armored lights, so they're a whole different discussion.

Snotling
Profile Joined August 2011
Germany885 Posts
September 03 2013 10:47 GMT
#984
On September 03 2013 18:08 CuLane wrote:
These guys both make good points about viable 50 tonners. The strengths of the Centurion are a bit more versatility on each chassis, but less specialization on each one as well. Additionally the nigh-indestructible CT on Centurions is a bug relating to hit-box damage transfer so it shouldn't necessarily be counted on to last forever, but then again it's been known for a while. Trebs are currently the absolute worst medium mech and it's hard for me to say that as a member of House Marik ;-)
Cicadas play like slightly more armored lights, so they're a whole different discussion.



and whats the problem with the treb? are lrm only viably in huge numbers? or something hitbox related?
daemir
Profile Joined September 2010
Finland8662 Posts
September 03 2013 11:09 GMT
#985
A single AMS negates an LRM5 I believe. When mechs with AMS stand in a group, you'll shoot down a lot of missiles, some chassis can even have 2 AMS. LRMs in small numbers work only for targets who are alone, without AMS and do not move at light mech speeds. LRMs are pretty dire in small numbers.
Snotling
Profile Joined August 2011
Germany885 Posts
September 03 2013 13:55 GMT
#986
how viable is the laser-hunchback full of med or light laseres?
CuLane
Profile Joined October 2010
United States160 Posts
September 03 2013 15:50 GMT
#987
On September 03 2013 19:47 Snotling wrote:
Show nested quote +
On September 03 2013 18:08 CuLane wrote:
These guys both make good points about viable 50 tonners. The strengths of the Centurion are a bit more versatility on each chassis, but less specialization on each one as well. Additionally the nigh-indestructible CT on Centurions is a bug relating to hit-box damage transfer so it shouldn't necessarily be counted on to last forever, but then again it's been known for a while. Trebs are currently the absolute worst medium mech and it's hard for me to say that as a member of House Marik ;-)
Cicadas play like slightly more armored lights, so they're a whole different discussion.



and whats the problem with the treb? are lrm only viably in huge numbers? or something hitbox related?

Both. The LRMs are only viable in large numbers and that requires heavy launchers that take up a lot of space, tons of ammo that takes up tons of tons, and DHS that take up a bit of space and a fast medium simply can't have all of those. Add to that less than optimal hardpoint layouts AND a bad hitbox...
CuLane
Profile Joined October 2010
United States160 Posts
September 03 2013 15:51 GMT
#988
On September 03 2013 22:55 Snotling wrote:
how viable is the laser-hunchback full of med or light laseres?

Sort-of. Medium lasers activate Ghost Heat after 6 fired together, so you can't use all Mediums on it, but pulse lasers are do for some buffs, so that gives you more options. Heck you could go with a huge XL engine and 2 ER PPC's for lols!
Hoender
Profile Joined March 2011
South Africa381 Posts
Last Edited: 2013-09-03 15:58:50
September 03 2013 15:53 GMT
#989
On September 03 2013 22:55 Snotling wrote:
how viable is the laser-hunchback full of med or light laseres?

Personally I'm not a fan of the swayback, but I know a lot of people played with it when the champion mech option first came out. It's fairly decent, but I myself don't get as much damage per match as the other two variants. Just my personal opinion though, so maybe it would be best if you give it a go yourself and decide then

edit: Damn you CuLane, ninja'ing me

On September 04 2013 00:51 CuLane wrote:
Sort-of. Medium lasers activate Ghost Heat after 6 fired together, so you can't use all Mediums on it, but pulse lasers are do for some buffs, so that gives you more options. Heck you could go with a huge XL engine and 2 ER PPC's for lols!

LOL, just remember, if you're planning to put an XL engine on the 4H or 4P other than just for laughs, youre gonna have a bad time
Die ou swepe sê: "daar's 'n raat vir elke kwaal," maar watse pil kou jy as die donker jou kom haal?
Yoav
Profile Joined March 2011
United States1874 Posts
Last Edited: 2013-09-03 20:50:26
September 03 2013 20:28 GMT
#990
On September 03 2013 22:55 Snotling wrote:
how viable is the laser-hunchback full of med or light laseres?


It's a favorite build of Koreanese (or at least was pre boat penalty), widely regarded as one of the best players in the game.
@3:05


I get solid numbers out of mine, trading out a few lasers and upgrading the LA to MPL to ensure firepower when the hunch goes down

As for the Trebuchet, I enjoy my ghetto CPLT. It's not my most successful 'mech, but you can pack 2xLRM15s in there and do just fine.

List of TLers updated to include Snotling.

Known TLers on MWO:
+ Show Spoiler +

Khanahar (TL: Yoav)
Erish II (TL: daemir)
Rwrzr
MeatLoaf
Raddmiral (TL: hp.Shell)
Unkkz
Redoxin
Aym (TL: CuLane)
Vanir (TL: Obsidian)
Black Snooty (TL: ObiWanPwnobi)
TL Tarias
MoonfireSpam
TrickyGilligan
Passive42 (TL: PassiveAce)
Hoender
Sick Ion (TL: Sicion)
Vagabond the scot (TL: Vagabond)
Snotling

Some Guides
+ Show Spoiler +

New Player Quick-List
+ Show Spoiler +

1. Use the local Champion 'mech. It'll be the trial 'mech with a (c ) after its name..
2. Stick with your team at all times, no matter what, unless you're leading 2:1 or more. And usually even then.
3. Try to always shoot at something other people are shooting at.
4. Generally, aim for center body mass. If you have FPS/Mechwarrior experience, try legging lights and zippy mediums.
5. http://mwo.smurfy-net.de/mechlab
6. Read other guides here and on the MWO forums!


Your First 'Mech
+ Show Spoiler +

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...

CPLT-C1
+ Show Spoiler +
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.

JM6-S
+ Show Spoiler +

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.


Mechlab
How to Build a Stompy Robot
+ Show Spoiler +

1. Always get faster engine than stock
2. Always max armor
-No exceptions for lights. But for mediums/heavies/assaults, only 3/4 or 1/2 armor on legs is ok… 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.

XL Engines
+ Show Spoiler +

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.


Game Mechanics
The Upcomming Tonnage Limit
+ Show Spoiler +
Each tonnage bracket will add/subtract the following to what your lancemates can play (from the base of 60):
+ Show Spoiler +
Atlas: -40
Highlander: -30
Stalker/Battlemaster: -25
Awesome/Victor: -20
Orion: -15
Cataphract: -10
Catapult/Jagermech/Thunderbolt: -5
Dragon/Quickdraw: 0
Griffin/Wolverine/Kintaro/Shadowhawk: +5
Centurion/Trebuchet/Hunchback: +10
Blackjack: +15
Cicada: +20
Jenner/Raven: +25
Spider: +30
Commando: +35
Flea/Locust: +40


Put another way, if you are in a 2-man, the biggest mech your lancemate can take based on your mech is...
+ Show Spoiler +
Atlas..............................Flea/Locust
Highlander....................Spider/Commando
Stalker/Battlemaster....Jenner/Raven
Awesome/Victor...........Cicada
Orion.............................Blackjack
Cataphract....................Centurion/Trebuchet/Hunchback
Catapult/Jagermech/Thunderbolt..........Griffin/Wolverine/Kintaro/Shadowhawk
Dragon/Quickdraw.......Dragon/Quickdraw


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.

Critical Slots
+ Show Spoiler +

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 +
*Centurion (except YLW)
Trebuchet
*Cataphract (except 4X)
Awesome
*Victor-9K
*Highlander (except 733C)


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 +
UAC/5 + AC/5
3x PPC
GR + LL
AC/10+LL
LBX+PPC

Weapon Ranges
+ Show Spoiler +

All energy weapons in the game do max damage between 0 and [listed range] meters, then drop off linearly to do 0 damage at 2x[listed range].

All ballistic weapons are the same, but only drop off to 0 at 3x listed range (giving them better range per listed number, though they compensate with lower acuracy).

Missile weapons just blow up at listed max range, doing no damage. LRMs have a 180m arming range.

Critical Hits
+ Show Spoiler +

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.


Weapons
Autocannons
+ Show Spoiler +

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.

Laser Weapons
+ Show Spoiler +

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)

Sniper Weapons
+ Show Spoiler +

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


Mech Chassis
Medium Choices
+ Show Spoiler +

Centurions have a shield arm. With other 'mechs, you try to spread damage out. With the CN9, you just soak it all on the LA until that goes down. Then you use the RA or LT, build depending.

RA ballistic (or RA energy, for the AL) builds can do a really cool thing and use that shield arm to block while they fire across the chest. Just remember to always be circling to the left (break right when starting the fight).

The Centurion is also second only to the Catapult in terms of different viable builds enabled by the variants. You have:

CN9-A: Usually set up as a 3xSRM6 2xML max standard engine. I run mine (quite successfully) as an escort (anti-scout/LRM) with AC/2, 2xML, 3xSSRM2. Kinda weird, but great in a turn fight (thanks to the RA AC/20 and the SSRMs) and capable of zombieing like a champ.
CN9-D: Engine size can be utterly insane, and hardpoints allow you to rock SRM or AC based builds, backed up with the zombie lasers. I run mine basically stock. Playing around with the LRM, at least, is advisable: 2xLRM5 is always better than 1xLRM10... even with Artemis. Swapping out the LRM for SSRMs or SRMs is common too.
CN9-AL: Can be a flanker (SRMs), scout hunter (MPL+SSRM), or pinch sniper (2 PPC in RA). If you're going to skip one, I'd make it this one, unless you're tight on cash and not into the CN9-D.
CN9-YLW: My favorite mech right now. Lower damage scores, but you can solo much bigger 'mechs, and the KDR is great. Unusual for a Centurion in having very limited build flexibility. The RA kinda has to go AC/20 or 2xUAC/5, and CT has to go either 2xML or 2xMPL. I run AC/20 with 2xMPL and a 300XL. Then play like an assassin. You're not that good in a big fight... but solo up close you have a decent chance against an Atlas. Just move fast, stay out of arc, and lay into him with the AC/20. Your turn and twist speed are insane. On the retreat, this thing is great and pulling off snap shots and re-shielding. Note the lack of an articulated RA, however.

All that said, there are several good mediums. I have a lancemate who loves his Cicada, if that even counts as a medium. Blackjack and Kintaro are special 'mechs for special people. Hunchback is pretty versatile too, but suffers from the huge hunch being a bullet magnet... shielding is important, and don't count on your arms to help. Trebuchet is probably best outside of Centurion, and is probably your thing if you're not a fan of ballistics. But the variants (except the typically batshit crazy Kurita one) are kinda monotonous.

What about Hunchbacks?

Hunchbacks are undoubtedly great rides. The 4H, 4SP, and 4P in particular are interesting and useful.

The downside, as I see it, is that they aren't necessarily the best at what each one does. The 4P has the best claim to being top of its class: its competition from the Cicada, Blackjack, Kintaro and Quickdraw all have disadvantages. I'm not sure they outweigh the downside of the hunch, but they are present.

The 4SP seems to me inferior to its Centurion, Kintaro, and Trebuchet competitors.

The 4H (classically with the AC/20), is in pretty direct competition with the CN9-YLW. There aren't a whole lot of other 'mechs that go for what it goes for. Advantages of each:
HBK-4H
Articulated arms
More laser slots
CN9-YLW
AC/20 can elevate
AC/20 has better horizontal tracking (superior torso twist)
Can run XL engine
Can zombie (if not running XL engine)
Shield arm
C-Bill boost

Personal opinion: I'd take the Yen-Lo-Wang. That said, my founders HBK-4G gets a lot of love too.

CN9 Builds
+ Show Spoiler +

With Centurions, you really get to pick from 2 options:

1) AC-based
Right arm cannon, backed up by CT lasers and streaks (the latter to fend off scouts). Uncommonly feature LRMs.

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.

Snotling
Profile Joined August 2011
Germany885 Posts
Last Edited: 2013-09-04 15:15:03
September 04 2013 15:05 GMT
#991
hmm, with the new patch i basically have to change all my mechs before i can get a new one...time to make a brawler
Yoav
Profile Joined March 2011
United States1874 Posts
September 04 2013 18:27 GMT
#992
ORRRRRRRRRIIION!!

Looks beastly. I've got a ON1-K build all layed out. 40% heat efficiency with AC/20, 2xSSRM (+BAP), and arm weapons 4xML moving at 71kph with tweak. Lose a HS (goes to 38%) and a little armor and you can get an AMS in there. Switch the ML to SL and lose a little armor and you get 2xSRM6 in place of the SSRMs. In any event, a nasty multipurpose or brawler.

PPC overnerfed, I'd say. I thing the pendulum will have to swing back a little bit. But, as we all know, it's worse to have an overpowered weapon than an underpowered one.
Belisarius
Profile Joined November 2010
Australia6230 Posts
Last Edited: 2013-09-07 09:38:16
September 07 2013 09:27 GMT
#993
I'm surprised this thread is so quiet considering the game seems to have gone into failure cascade.


If you want a look at how enraged a community of dedicated and passionate fans can get, the community around Mechwarrior Online and the rage it’s currently feeling is a good place to start.

To those reading the Mechwarrior Online forums now, as opposed to six months ago, the change is marked. Gone are the days of typical forum behavior: quiet threads toiling in the background with the occasional drive-by trolling or derailment. Instead, the community is in full riot mode, slandering the developers in announcement threads and creating signatures insulting Piranha Games’s competence. The phrase “PGI Lied, MWO Died” has taken on a weird sort of life amidst the disgruntled players.

This wasn’t spontaneous, however. The road that led to MWO’s fanbase banging on PGI’s gates with pitchforks and torches was a long one, and the situation acts as an interesting case study in how to gradually alienate your players. Or, at least, the players on your forums.

http://www.gamefront.com/mechwarrior-online-forum-ragesplosion/

The article's well worth reading, and I agree with the conclusion:

PGI promised a vision of Mechwarrior that led to the game’s funding through fans and founder’s packs, then changed its mind and failed to provide an explanation satisfactory to the majority of involved fans as to why it did so. The developer has stated it’s no longer concerned with pleasing existing fans — many of whom have dumped hundreds of dollars into Mechwarrior Online based on the promises PGI made them — and that its goal is to instead seek out new players.

Many players are comparing PGI’s practices to the infamous Star Wars Galaxies”new game enhancement“ fiasco, and others are saying they want Mechwarrior Online to die so that another developer, such as the Mechwarrior: Living Legends mod team, can grab the intellectual property rights and craft the game players want.

Mechwarrior Online’s road to launch is a cautionary consumer tale, fraught with anger and betrayal. It shows how a company can take a fan base dedicated to an old IP and completely alienate it through lack of communication, unpopular features, and oathbreaking. It shows how players need to be cautious of supporting a project based solely on the IP backing it.

Most depressingly, it shows how you can’t always trust a developer to keep its promises
daemir
Profile Joined September 2010
Finland8662 Posts
September 07 2013 09:45 GMT
#994
I figured I've been enough critical/negative influence on this thread already to not update it with all the fails that happened and keep happening, to not deter anyone from giving the game a try. It's f2p after all, and it's not that bad of a game, but there are severe problems.


And now, for the launch, they've pretty much clarified that neither UI2.0 nor the by now infamous Community Warfare will make it. What is in the launch then? Bloody good question, for it seems that for now, nothing really. I'm hoping the reviewers will dig into that, the game that will launch is not imo worth spending money at and grinding f2p gets old pretty quick. Once new game modes and such make it in, it's all for the better and good, but that's not gonna be at launch. And then there's always ghost heat, I don't even want to think of the idiocy of what ac/2 has become anymore, just makes me angry.


game is still worth the time to try as a f2p, but I would strongly recommend holding your money until they deliver on promises made 6-12 months ago.
Hoender
Profile Joined March 2011
South Africa381 Posts
September 13 2013 10:55 GMT
#995
Really had to stop myself from not posting a sarcastic comment regarding that article.

I like MWO as it is atm. To be honest, I wouldn't even mind if the game just continues as it is at the moment with no extra additions at all. The game imo is fun and is already a success. I'm glad I spent my $30 on it. People are just once again throwing all their toys out of the cot. Then again I'm still one of the old BW fanboys who actually still plays SC2, so what do I know.

Die ou swepe sê: "daar's 'n raat vir elke kwaal," maar watse pil kou jy as die donker jou kom haal?
Redox
Profile Joined October 2010
Germany24794 Posts
September 13 2013 11:21 GMT
#996
I cant even really comment on that article and that alleged hate train, because I cant understand what people are complaining about. The things they rage about seem so minor, its just weird to me.
Off-season = best season
Snotling
Profile Joined August 2011
Germany885 Posts
September 13 2013 12:01 GMT
#997
On September 13 2013 20:21 Redox wrote:
I cant even really comment on that article and that alleged hate train, because I cant understand what people are complaining about. The things they rage about seem so minor, its just weird to me.


imo its not a problem of an actual bad game, they just promised even more and cant keep it now.

also: Oldschool battletech fans are mostly crazy :D
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2013-09-26 22:00:06
September 26 2013 21:52 GMT
#998
the launch party is live at

http://www.twitch.tv/igp

they are trying to get this tournament going, from what it sounded on stream, they have to sync drop the teams to get into matches.. >_>
Hoender
Profile Joined March 2011
South Africa381 Posts
September 26 2013 22:16 GMT
#999
Awesome! I forgot this was gonna happen, thanks for bumping as I would've missed it
Die ou swepe sê: "daar's 'n raat vir elke kwaal," maar watse pil kou jy as die donker jou kom haal?
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2013-09-26 22:35:22
September 26 2013 22:24 GMT
#1000
There's not much you'll see with this spectator client from the match itself, sadly.

This production is rather cringe worthy. Cold wakeup from watching the LCS..
Prev 1 48 49 50 51 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 58m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Sea 4437
Nal_rA 504
Leta 285
PianO 215
JulyZerg 92
Sacsri 60
Aegong 56
GoRush 27
Backho 26
soO 22
[ Show more ]
Bale 22
Dota 2
XcaliburYe74
League of Legends
JimRising 875
Counter-Strike
Stewie2K960
Super Smash Bros
Westballz53
Other Games
summit1g13918
WinterStarcraft462
SortOf93
Organizations
Other Games
gamesdonequick1040
BasetradeTV42
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• davetesta50
• Light_VIP 49
• Kozan
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• iopq 2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota225
League of Legends
• Rush1778
• Stunt652
• HappyZerGling208
Upcoming Events
Sparkling Tuna Cup
2h 58m
WardiTV European League
8h 58m
PiGosaur Monday
16h 58m
OSC
1d 5h
uThermal 2v2 Circuit
1d 8h
The PondCast
2 days
Online Event
2 days
Korean StarCraft League
3 days
CranKy Ducklings
4 days
Online Event
4 days
[ Show More ]
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

BSL 20 Non-Korean Championship
FEL Cracow 2025
Underdog Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
CC Div. A S7
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

BSL 21 Qualifiers
ASL Season 20: Qualifier #1
ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.