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Author Topic: Mechwarrior Online  (Read 108417 times)

Rince Wind

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Re: Mechwarrior Online
« Reply #630 on: October 01, 2016, 11:17:38 am »

That is how I felt when I tried the Raven after the Locust. Have sold it since. The Locust has enough XP to master it. Speaking of which, I mastered my first Mech today, the Hunchback 4P, yay.
I am also done with today's challenges and had what was probably my best match yet.
I used the trial Stalker as I don't have an assault yet. Map was Frozen City, skirmish. Me and some others pushed through the valley, then up to "their" side. I let it rain with the LRMs and shot Tag/lasers when I could, doing quite a lot of damage and getting the necessary KMMD. Both teams lost mechs quite evenly. When there were not many left, I made my way back to the other side to meet up with a badly beat up Marauder and a Puma. Killed a cored Vulture along the way. Getting up I realized that the MAD had only one leg and no side torsos. Oh well...
I had already seen a Mist Lynx (I am mixing clan and IS names again...), no idea what the other two were. Well, the next one to show itself was a Locust. It killed the Puma, but got its leg destroyed, which made it an easy target. I don't think he ever saw me as I cam from his flank. Managed to destroy a leg of the Mist Lynx, but then the last one showed up, a Phoenix Hawk. Funny, because we had already tangled on the other side of the map. He killed the Marauder, the Mist Lynx flew by and I shot his remaining leg.
Luckily the PHX kept running in circles instead of trying to stay in my back. We both shot out each others leg at almost the same time, both were down to two medium lasers. But my leg could take more damage than his'. :P
That was pretty intense, and I got 6 KMMDs out of it. :D Also 2 or three solo kills and the first time I did more than 900 damage...901 to be precise.

The hardest one for me was getting the KMMD with the heavy. I switched to the MAD 3R and use 4 PPCs now. But I am still not that convinced.
I am not yet sure what to get with my next mechbay. The 3rd Marauder? Or an assault (probably Stalker)? It has to be IS though.
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Flying Dice

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Re: Mechwarrior Online
« Reply #631 on: October 01, 2016, 01:25:01 pm »

The Marauder is basically a tossup between using the current wub meta or trying to make an older meta work. The 3R's 2x PPC/ERPPC and 2x UAC/5 is okay if you can stand it long enough to get the masteries, but I hate it personally.

If you get a Stalker, the 5M doubles as a great splat assault (5x SRM6+Artemis) and lurmboat, just remember to open the ear flaps at match start. The 4N is the best laserboat. There's going to be a variant with ECM out eventually, too. Sadly if you want ballistics your only option is to buy a Misery (though it's still pretty good even now). As long as you don't put Gauss + ERPPCs/ERLLs into it like a selfish scrub.  :P
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Rince Wind

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Re: Mechwarrior Online
« Reply #632 on: October 01, 2016, 01:56:45 pm »

Nah, I am not very good as a sniper I think.

2 UAC5s on the 3R is ok, but I can only put on enough ammo to last long enough in faction play, it is not enough for quickplay. It is also a bit weird in that way that the UACs are good for peeking over hills, while the PPCs work around corners. 4 PPCs seems fine right now. (And some machine guns if something is closer than 90m, not that they help much.)

What is the "wub" meta?

If I got a Stalker I would want some missile capacity. I really like the Royal one in Megamek (-3Fb), and the trial version is not too far off, as I prefer to have no more than 3 weapon groups. Stock mechs usually lack ammo as well for MWO style play. SRM Stalker sounds nice though, so far I think I am a better brawler than sniper. Aside from LRMs, anyone can use those. Though you can suck with them as well. Or die because you didn't bring a backup weapon that can hit stuff up close/when you are out of ammo.
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Flying Dice

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Re: Mechwarrior Online
« Reply #633 on: October 01, 2016, 02:24:54 pm »

Pulse lasers - hence "wubwubwub". Since they have a much shorter firing time than normal lasers they minimize facetime and improve damage concentration; you live longer and kill things faster, in other words, as long as you shield/use cover properly.

RE: Stalkers, here's my STK-5M. I group the SRMs into torso + arm groups both to avoid ghost heat and to let me use the arm ones independently. The MPLs give a bit of extra oomph when you really need to kill something quick/are trying to shoot lights or UAVs/manage to run out of ammo without being killed/stripped. Obviously the lone ML is just for zombie mode.

But hell, if you really want to, that's a 93 damage alpha, and it'll only put you to 63% heat on a heat-neutral map. If you get the SRMs on target that's a one-shot on most any light or medium, even at 300m out. At knife range you can two-shot assaults through the CT.
« Last Edit: October 01, 2016, 02:32:50 pm by Flying Dice »
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Rince Wind

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Re: Mechwarrior Online
« Reply #634 on: October 01, 2016, 02:31:29 pm »

That link doesn't work.

Ah, I already kinda figured that pulses are the go to option right now. I still prefer my HBK-4P with standard mediums, but I think I put pulses on the -4SP. Which makes it a smaller version of you Stalker I guess. Artemis had to go though.
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Flying Dice

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Re: Mechwarrior Online
« Reply #635 on: October 01, 2016, 02:33:24 pm »

Should now. IDK how the post preview managed to duplicate the link inside the link while I wasn't looking.
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Wiles

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Re: Mechwarrior Online
« Reply #636 on: October 01, 2016, 06:38:37 pm »

Late last night I bought an Adder. Woke up this morning and adders are on sale. I have very poor timing!

The first build I tried was sticking a UAC 20 and two flamers on it. It was great fun at first because I could hit pretty hard for a little guy and make bigger mechs shut down. The Adder is pretty slow for a light mech though and I had to get up close and personal with that build. I just ended up dying a lot, sometimes I could take a heavier mech or two down with me, sometimes I couldn't. Overall it didn't feel very consistent.

Next up was playing with 4 streak launchers, 2x SSRM6 and 2x SSRM4. It did a nice amount of damage but it spread it so very badly. One match I was engaged with a cataphract pilot who had an unusually bad shot so I got to unload a lot of streak volleys into him. I stripped the armour off all of his front torsos, legs and arms. It was ridiculous. One of his buddies eventually intervened and finished me off. I quickly decided that build was not going to work.

After that I tried LRMs. I'm not a huge LRM fan but I am really liking them on the Adder. You don't play it like an LRM boat at all though, you get close enough so that there is not a lot of travel time between you and them making most of your missiles hit your target (but not so close that you incur the minimum range damage penalty). I also found that it was easy enough to hit bigger mechs in the center a lot of the time so I wasn't spreading damage like crazy. Overall this has been the most fun I've had on the Adder so far. Though I don't enjoy it as much as I enjoy playing faster lights, the Adder is pretty sluggish comparatively.
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MrRoboto75

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Re: Mechwarrior Online
« Reply #637 on: October 01, 2016, 11:12:22 pm »

I currently have my Kit Fox S armed with a single LRM15 and two Large Lasers.  It works alright in a sniper/fire support role.  I've tried a few close range builds, but usually it just ends in me getting legged, too frail to be that slow.

I mostly just use the LRMs when moving between sniping spots or when there's nothing in line of sight.
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Rince Wind

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Re: Mechwarrior Online
« Reply #638 on: October 02, 2016, 04:37:32 am »

So clan LRMs have a minimum range damage penalty?

I liked the Adder in MW4, no faster way to get 2 ERPPCs around.

Can you take off the flamer in MWO? Because according to the TT rules it is in all configurations.
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Wiles

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Re: Mechwarrior Online
« Reply #639 on: October 02, 2016, 07:36:20 am »

Clan LRMs do reduced damage under 180m.

You can take the flamer off of the Adder. You couldn't originally but I guess they realised the Adder wasn't in the best of places so they changed it. Hopefully someday they'll do something similar for the poor ol' Mist Lynx.
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Flying Dice

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Re: Mechwarrior Online
« Reply #640 on: October 02, 2016, 08:22:33 am »

Mm, only a handful of omnimechs have variants with hardlocked equipment, and that's mostly stuff like JJs and MASC.
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Rince Wind

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Re: Mechwarrior Online
« Reply #641 on: October 02, 2016, 08:30:10 am »

Good to know about the LRMs, so it is useful to close in on Clan LRM boats as well.

If there is hardly any locked equipment, what are pods for? Do you get different hardpoints with them?

Do we still do something this evening?

I'll be online now, trying to get the next 5 challenges done. So if anyone wants to drop together send me a friend invite. (Supersonic Seasnail)
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Flying Dice

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Re: Mechwarrior Online
« Reply #642 on: October 02, 2016, 08:31:50 am »

Yes, different hardpoints, and also sometimes locked equipment - say you want some JJs on a Mad Cat but don't want to waste too much tonnage, you might buy a variant without and use an omnipod side torso with 2 or something.
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Wiles

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Re: Mechwarrior Online
« Reply #643 on: October 02, 2016, 09:16:34 am »

I think the only clan omni mech without locked equipment is the Stormcrow. A lot of it is just heatsinks though, which is fine on most mechs but on some (like the Warhawk) it can be a bit annoying. Unless I'm forgetting something I think the Mist Lynx is the only one that has locked equipment that isn't masc/jump jets/heatsinks. It has a locked clan active probe in the head slot. It could really use that extra 1t to play with considering it is only a 25 tonner.

Do we still do something this evening?

Still planning for 7pm est if others are still interested.
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Rince Wind

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Re: Mechwarrior Online
« Reply #644 on: October 02, 2016, 09:38:35 am »

That is 1 am here. Tomorrow is a public holiday, but I probably won't be long then.

But hey, we started early anyway.
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