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TheParadigm
Dec 10, 2009

As a returning semi-bitter veteran poking in once more, I thought I'd share some old but fun designs with the thread. The first one was called 'surprising' in mumble, which I'm hoping is a good thing:

Derpjenner. Highlights: LPL and a PPC, using an XL255 and full endo,ferro,doubles.
Made when ECM was king and skirmish Was It, its not meant to lagtank. Its an escort for heavier mechs and a lighthunter with very large butt blasting ability. I found the LPL better for close-in snapshooting but it works just as well with larges. A regular PPC is managable if you watch the minimum, mostly its there to disable ECM.

There's a spider build that I find fun I could use some critique on. I can't help but feel it could use some help. The obvious candidate is Mpulses for mediums, but I wasn't finding myself needing six jets. Or That left arm at all.

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TheParadigm
Dec 10, 2009

Willfrey posted:

That jenner is awful. jenners f's are xl350's with 6 lasers probably the best jenner that isnt an oxide

but if you want an IS light get a 5 MPL firestarter s, probably a better robot

Sadly, that engine isn't one I have any more. The last great reset hit me hard.

So many standard 300's though.

TheParadigm
Dec 10, 2009

Hey, recommend me some mechs to move into. I've elited most things I have from back when I played.

I have:
Loads of Atlas -df, 7k, rs and sl
Cataphracts: muromets, 3d, 4x
Stalker 5s
Treb:
Lights: Spider 5d, Jenner 7f, raven 3l

So far I like playing with mediums. I've had a lot of fun with moderately fast trebuches, escorting goons and hunting lights.
cataphracts are okay. Seem to die too easily even with max armor. Can't help but want a better option in that department.

So far:
I'm going to sell my cataphracts back once the muromets has the module slot.
Stalker may go away as well.(builds worth using post ghost-heat and stuff would be helpful)
I want to consolidate my lights into one model that's all around useful. ECM is a plus for group play. The ones I have really don't seem to be that good any more. I was looking at other models to buy to work on eliting them out, and the answer ended up being 'gently caress that, work on funner stuff, ditch them all.'

Firestarters and Arctic Cheetas have already been brought to my attention: Which first? Any particular model to look at?

Could use suggestions on fun mediums and heavies. Shadow Hawk/Cat(i forget which is the 'good' one constantly) and Thunderbolt?

Assaults: I kind of miss my awesomes. I'm willing to try a banshee. I like my atlases, a lighter assault to fall back on might be fun to experiment with. WOuld be willing to try a banshee. Are highlanders, victors and zeus's any good or junk?

Help me decide what mechs to buy next. I can afford to experiment and find something I like, 20m cbills to work with.

TheParadigm
Dec 10, 2009

Does anyone know how radar deprivation interacts with target retention?

I'm sure it's terrible but I'm curious anyway.

TheParadigm
Dec 10, 2009

Sard posted:

Target retention allows you to maintain a lock on someone with radar deprivation for only as long as the target lock bonus time is.

So you lose lock easier, but target retention works as normal.

TheParadigm
Dec 10, 2009

Nuebot posted:

What does that even mean. I can buy more arms?

Omnimechs whole thing - as far as I have been informed second hand, correct me if i'm wrong - is that clan mechs aren't able to change engines out (or possibly some other internals), but can just buy parts(arms,torsos, legs etc) from other mechs in the same series. This sets hardpoints and quirks based on parts you're actually using, so its kind of an assemble your own mecha type deal.

TheParadigm
Dec 10, 2009

Nuebot posted:

So I kind of want to buy a better light mech, like one of those goofy looking humanoid ones I love shooting. Which one is goodest?

I've been liking Trebuchets recently. They go fast, work as faux scouts and light hunters. Decently fast, decently armored, its made me pull the trigger on branching towards Griffins. Both Mediums, though, not lights. Getting used to not having any left arm weapons is a bit wierd coming from the treb, but I can't complain about the missile hardpoints.

(If you're interested in the treb, ignore the 7k, it may be cheap but it has terrible weapon placement. The 7m is pricey, but it boats SRMs wonderfully due to that 25% missile cooldown, but has nice features stock. Doubles, endo, xl250, jumpjets. My preference leans towards the 3 energy/3srm or the 4 energy 2 srm, using xl 280-300 depending on whether I want a beagle or not.)

I think the obligatory answer is 'try a stormcrow prime since its on trial and then get one' though.

Skoll posted:

Just play with goons and don't pay attention to the grind and you'll be swimming in money before you know it.

Cyrano4747 posted:

It gets a lot better the more you play. After a bit you develop a large cache of weapons and gear that you can swap out. After a month or so of semi regular non poopsock play you will have enough to try new poo poo out without bankrupting yourself.


So much these. I've been less about making a perfect robot lately, focusing instead on making a new model with without any more cbux thrown into them and I'm coming out ahead by the time I'm done with basic masteries. Playing inner sphere and without dumping loadsabucks into double sinks and expensive artemis launchers(this is a one-time purchase if you intend to move them around though, the upgrade itself is cheap) is making me money by the time I'm looking for a new mechs.

Once you have a few parts a new build isn't too bad. A ppc here or srm there adds up. Medium lasers are universal. A thing I picked up lately is the basic Smurfy page has a list of all the robots and what engines they can both take and come with along with cost.. Its handy for holding up the ones you're interested in next to each other, and doing 5 minutes of planning for looking at common equipment.

I'm kind of annoyed there aren't any xl325s I can rip out that aren't MC. For comparison, an XL250 starts at ~4 mil and an xl300 at just shy of 5 million. An expensive model might get you stuff you can rip out for your other mechastables.

My advice would be to make a shortlist of what you want to experiment with, and since speed is life in the light mechs, figure out the max or near max engine sizes that fit in what you want and look for cheap sources of it that come with a new robut.
Good example: Jenners go up to 300. Raven, spiders, firestarters don't. Ravens and firestarters both cap at 295, so a 275(+1 heatsink) to 295 engine can be shared around two entire lines of mechs.

TheParadigm fucked around with this message at 08:08 on Dec 25, 2015

TheParadigm
Dec 10, 2009

HexDog posted:

Can someone post some sweet marauder builds? I can't find any in the past 20 pages, or I missed them. You will have my eternal thanks and I will be your bro in game.

This is one thing that I actually liked the wiki for, since the OP has kind of a short list of recommended mechs and builds.

If you use anything half-decent and play with goons you do alright to good. We could certainly use a gdoc or something for "help me make x build not awful and" expanding the repitoire of semi-decent robots.


Photex posted:

did GIRL and WoL go Jade Falcon?

Noob question of the day: how do you actually change your loyalty? I think WoL changed it to steiner, but I'm still marked as Liao. How does this :pgi: stuff work?

TheParadigm
Dec 10, 2009

Also, if I have a poo poo-ton of cbills, whats a good clan CW dropdeck to build towards?

The arctic cheetah is already on my list, as is the kit fox. two thirty tonners leave a 90+100 or 95/95.

I'm thinking synergy as far as eliting stuff. Multiple stormcrows is also a possibility.

Tell me about: Hellbringers and clan assaults/heavies.

TheParadigm
Dec 10, 2009

The Repo Man posted:

The kit fox is super hard to build well or be taken seriously in CW. You are a very slow light with bad damage output and fall apart very easy. I do okay with mine, but it's still suboptimal and tends to be my last drop. Hellbringers can be built to laser vomit very effectively, and the ECM is nice to have. The Dakkawolf is your assault of choice usually, just give it some backup lasers, and at least one arm that can swivel back and forth, not just up and down. Helps deal with lights that get close. The Timber Wolf is still the go-to heavy, since you can set it up to do anything. I used to bring mine as an SRM brawler, but since IS does better in close range now, I might switch to laser vomit and try to keep my distance.

Ah ha. I knew there was something off about the kitfox. Thats pretty simliar to the mediums I've been running though.

If dire wolves are the go-to for dakka, then how are the mist lynxes? I'd need a pair of each.

TheParadigm
Dec 10, 2009

Oh Snapple! posted:

Still can't decide between grabbing the champ Stormcrow or some hero mech. Stormcrows own and it's a great cheap buy-in on them but more mechs with bonus c-bills also owns :negative:

There's the steam pack with it but its 30bux. has some MC and premium time tho.

TheParadigm
Dec 10, 2009

As far as stupid builds go, this resulted from eliting other mechs in the spider line.

What do you get with twelve jump jets, a beagle and a sensor range module?

You get the amazing spider man, that's what.


Detect range is about 1km. Its basically a UAV on demand. Plus, you know, trouble landing. Sometimes.

TheParadigm
Dec 10, 2009

AtillatheBum posted:

I wish the IS had an energy weapon that fell between the large laser and medium laser in terms of range and weight. The large is by no means a long range weapon but its a serviceable poking weapon until you can close the gap but that 5 ton weight really limits your options. On the other hand the medium lasers is insanely efficient for weight but that 270m range is laughable. Almost all of my non-assault builds have this weird deadzone past 270m to ~400m where it's easy for enemies to shoot me, but I don't feel like I can put out any kind of efficient damage back. I guess its just a disadvantage of playing IS but man it really annoys me.


Do you have any mechs with laser range quirks?

ER larges are decent, and there's a double-erlarge raven build thats half decent.

You can also stack a medium laser range module with a range quirked mech for some midrange options.

TheParadigm
Dec 10, 2009

Anyone have opinions on La Malinche? Founders MC, etc.

I'm looking at the banshee in the OP, and it looks like it runs fairly similiarly. AC10 instead of 5's, bonus SRMs.

TheParadigm
Dec 10, 2009

armchairyoda posted:

I looked into buying one with my leftover MC, but yeah, it's a trash robot.

Alright, lets flip this around and look at it from the other side then.

What are good MC purchase robots that arent hot garbage?

Topdog. Anything else?

TheParadigm
Dec 10, 2009

PoptartsNinja posted:

Ever been envious of enemy UAVs and want to take the fight to them on their terms? Now you can! Ever been circling a Dire Wolf or an Atlas and thought it'd be really funny to suddenly vanish like Batman and leave him no clue where you are or where you vanished to? Now you can! Ever been in a light `Mech duel and just really, really wanted to be anywhere else? Now you can!

With just a push of your Space Bar suddenly you're about 150 meters over everything else's heads! Just remember to save about 20-25% fuel for the landing because this Spider can only survive four max-height jumps before snapping its own legs off.

Edit: I have cleared the cooling towers in River City on this piece of poo poo. It's pretty great terrible great.

I have to really echo poptarts here. Spiders are just amazing to zip around in. I run mine with an active probe and a sensor range module. I'll have to try the medpulses out, I only had room for small lasers on mine.

But 12 jump jets and a 1200m detect range wins matches just by virtue of map control. You just pop into the air and you can see everything forever.

Notes on spiders:
The 5V can fit up to a 285 and 12 jump jets but only has 2 CT lasers
the 5k is probably the most frustrating for me. 6 jumpjets max isn't quite mobile enough for spidermanning about, but it was passable with an AC2 in the arm harassing things at range. I'll have to try it with an LPL.
The 5d is great. Ecm owns. up to 8 jets is enough to get anywhere you need to, but its locked to a 255 max. 3 laser hardpoints is nice, 2 of em are in one arm and I found it outstanding for hit and running due to actually having good traverse at speed.

Lemon Curdistan posted:

I've been dumb and bought the Griffin mastery pack.

What're some good builds for the 2N and 1S? I'm doing this for the Sparky: http://mwo.smurfy-net.de/mechlab#i=210&l=57e37731838228b45f94d6f4baaec34192e8ade6 (thanks, Popgun).

Some combination of mediums, pulses, srm4a/srm4/srm6 to suit your fancy and wallet all around. I had good luck running them as light-eaters with the same BAP setup as my spider. I mulled around between xl280, xl255 and xl300 depending on the day. 280's just felt fast enough but 300's were zippy.
Haven't tried going faster because i'm too cheap to buy new engines. How do griffins fare zombieing it up?

TheParadigm
Dec 10, 2009

Love Stole the Day posted:

Is anyone interested in showing up for a 12 v 12 goon inhouse event where we all gently caress around and do gimmicky bullshit that would never happen in a pub game?
[/list]

PPC jousting. No ER's allowed. hence the jousting. You'd probably want to specify armor levels ahead of time to be fair.


Tag-team matches: 2v2 but only one mech from each side can fight at a time.

TheParadigm
Dec 10, 2009

Of thunderbolts to get, which are the best 3 right now?

TheParadigm
Dec 10, 2009

Those were loyalty-rewards. They've got c-bill bonuses on em. The 7s is amazeballs packing all of the srms.

TheParadigm
Dec 10, 2009

I bought the cataphract 0-xp, I've been running it with an AC20 and medium pulses and it feels WAY more tanky than it has any right to be for what it is.

Its...actually pretty fun.

TheParadigm
Dec 10, 2009

A.o.D. posted:

Anyone have a better idea for a BOAR'S HEAD?

Commoners does exceptionally well with his gos handing fastlas.
I believe it's an xl 400 and 3lpl on one arm and 2lpl +1mpl on the other. All of the corner peeking basically.

TheParadigm
Dec 10, 2009

Devorum posted:

Look upon my close range punch, ye mighty, and despair.



If I was going to use this sale to buy bad gimmick robots...which 3 Spiders should I get?

The ECM spider definitely. That is the real one. The question of which other two are least painful to basic out.

a 5v with 10-12 jump jets should be experienced by everyone at least once. With a BAP, its a uav on demand, and CT lasers means it can actually kinda zombie okay.

All other variants have 6 jets and are thus inferior. Of those: I don't think i've ever seen anansi on the field, and the 5k's main perk is that energy cooldown. I found mine more tolerable with a single AC2 than machineguns. You want something similar to the laserlocust on it, though.

TheParadigm
Dec 10, 2009

ZenVulgarity posted:

Does PGI do refunds if you really hate a hero mech

Anita Dickinme posted:

As far as I know, yes. Say what you will about PGI, their customer support is actually really good.

I'm gonna do this - there's a few that i'm really not liking. Which customer support email gets success with this?

TheParadigm
Dec 10, 2009

Sharks Dont Sleep posted:


As far as Willfrey was saying: MC is best used on mechbays. Some heroes are good enough to be the type you want to routinely drop with, opinions vary. I swear by The Arrow (Blackjack) and Sparky (Griffon). Top dog (Thunderbolt) is totally solid. Jenner, Stalker, Marauder, and maybe another I've forgotten have been highly regarded but I don't own them so I'm not really sure. I certainly don't laugh at those hero mechs when I see them unlike say, Golden Boy or Heavy Metal or Pretty Baby which are basically loving awful.

How do you kit out your Sparky? I got mine on christmas sale and i don't really like it. I'm probably running it wrong in that case.

TheParadigm
Dec 10, 2009

ZenVulgarity posted:

What can have ecm and er large lasers

Me and Mathmath were just discussing how this works on a spider the other day, actually.

Would not recommend most people buy a spider. Cataphract 0xp is good times, though. The griffin 2n has a pair of arm energy slots, but erppc quirks :( There's one raven that makes for a great er large sniper, but I forget which one and I'm fairly sure it isn't the ecm raven.

TheParadigm
Dec 10, 2009

Skoll posted:

I cant bring myself to put ER lasers on clan mechs. They're too loving hot and they burn so goddamn long.

Griffin 2n with erppc, srms and ecm!

TheParadigm
Dec 10, 2009

I think i'm going to pick up some awesomes during the sale. Which ones are the best of the bunch?

9m doesn't seem worth it even with the up-engining. What about the others?

TheParadigm
Dec 10, 2009

Willfrey posted:

What is the appeal of the awesome? the sale? if that is the only reason save your space bucks, they arent that great. Mauler comes out soon save for that

Sale, yeah. I have c-bills to burn and 4m isn't that much - I'll easily make it back basicing it out. I spend cbills to screw around with mechs, and the awesome was one I used to play a lot. I haven't had one since beta and i'm curious how they hold up now.

They're actually pretty cheap for assault mechs. 5.9 mil after doubles isn't that bad, and its not like I won't make it back.

I wanted to give the commoners awesome a shot maybe, and srms are always great. Whats so garbage about em?

TheParadigm
Dec 10, 2009

ZenVulgarity posted:

What mechs are good and bad for this sale

Off the top of my head and preferences:

As7-ddc, cataphract 0xp.

What's the least awful #3 Locust? I have a pirates bane and a -1v. I need a third for eliting out the PB.

TheParadigm
Dec 10, 2009

Great Beer posted:

The missile one. Those ssrm2s give you a solid up close punch

Real answer: the 1M or 3M, whichever it is that has the ridiculous laser quirks.

It looks like the 1m has stupid quirks but 2 energy ct hardpoints, but the 3m has modest ones and 5 energy hardpoints.

the 3v's also drawn my attention due to those toughness quirks. Seems really out of place on a locust there.

TheParadigm
Dec 10, 2009

Unboxing Day posted:

The OP mentions in passing baby's first dropdeck. The problem is that it consists of clan mechs (2x Stormcrow, Arctic Cheetah, Timberwolf). What's a decent starting dropdeck to work towards if you're Inner Sphere?

I run 2 atlases and 2 locusts in mine, but this is not what you should do. If you really want 2 atlases, it leaves you 65 tons for 2 mechs. So, firestarters, ravens, jenners - note that IIC mechs aren't IS.

You usually want at least one mean light for 'everyone light rush and leg the other team' trade-up shenanigans.

You can do pretty well with peek-and-poke mechs without ammo. Otherwise, all these recommendations are good.


The laziest method is to just take your 4 best or most fun mechs that total 265 tons or less and go.

TheParadigm
Dec 10, 2009

blaarg posted:

I seem to have 2160 premium hours too. What should I look at spending my mech bux on If anything? Or will the founders mechs be good enough for a while?

Make sure to hit your premium time button on the website, not the ingame client - you can do it in chunk,s instead of forcing it all at once.

From what I remember, founders mechs are OK but the loyalty rewards ones are great - The Splatlas is amazing. Its the -S with 30% cbill and 4 missile hardpoints.

Don't spend MC on Champion mechs - the xp bonus isn't worth it. Some heroes are good, some aren't - find out what you enjoy and ask around before you pull triggers.

Hit some premium time and play, you'll be rolling in cbills in no time at all. Spend MC on mechbays, or wait for a sale.

TheParadigm
Dec 10, 2009

Yolomon Wayne posted:

Uncle Bob.

Ok, so recommend me a 50-60 ton mech that is not the blackjack (i already have a jager in that planned lance).
You know what, recommend me 3. I shouldnt lock down my dropdecks to a specific set of mechs.

Griffins. Especially the 2n. I also like trebuchets.

TheParadigm
Dec 10, 2009

Cyrano4747 posted:

I just bought the ECM cataphract because it's on sale and I love mechs with ECM.

What other two models should I be looking at to grab for elite-ing it? I just want the two least painful to grind out.

Minor things to be aware of: The 4x has a low engine cap, and only 1 slot to use on its missile because its in the head, but can rock 4 ac5s. The 3d doesn't have the stupid-tough quirks(it has jumpjets instead)

They're decent, just do whatever

TheParadigm
Dec 10, 2009

yup. Roll around a corner and roll over one enemy at a time. Don't forget to torso twist and arm shield to spread the damage out.

TheParadigm
Dec 10, 2009

The trick is to not fire the medium lasers all the time.

TheParadigm
Dec 10, 2009

Yolomon Wayne posted:

I also have no idea how id feel piloting this, as i am currently not using artemis abnd this was an idea to incorporate them.

Well, there's a couple schools of atlas thought.

The first is Use a Bigger Engine. 325 or 350 both gives you more heatsinks and increases your torso twist speed, which is vital to surviving in an atlas. You twist like a boss while your weapons are cooling down to spread out incoming fire.

Because if this, pretty much everyone will tell you to run an AC20 for the scare factor and the factor of making everyone else prioritize shooting you which is what you want.

It is, however, pretty much the first gun to go. Enemies hate the poo poo out of it, which is great. Losing the RT is acceptable because the SRMS are a solid backup punch and its meant fire's going to a disposable location. (If you're tired of losing the 20 constantly, 2 lbx10s can work instead, but its so heavy it will cost you some engine size AND this is only good on the DDC - due the ballistic slots, and the -d having ac20 cooldown quirks)

What you want to do is stagger your cooldowns so you stop twisting and drop the hammer all at the same time. Now, here's why it goes hand in hand: Ac20 has a four second cooldown. So do SRM6's. For comparison, SRM4's are 3 seconds and the ac10 is 2.5.


Now, where this gets thrown off is with quirks and modules. Depending on what you have and the model and what feels right, you can swap it around some. I tend to run srm4's because I have a cooldown module for the ac20 and I like how it matches up.

Basically, if you're going to run an AC10 you need to make up the difference elsewhere. That means SMR6's and better energy weapons. Medium or large pulses, likely. Think of it in terms of making up that damage.

TheParadigm
Dec 10, 2009

Yolomon Wayne posted:


Now please tell me how to play/build Stepdad (RS-variant with 2M, 4E and 1B) for exactly the 21.500 xp i need to elite and then sell him.
I cant get any useful build out of that chassis, at least not thats Atlas-sy and/or fits my playstyle.

Well, if you have any other assault thats elited/mastered(i forget which), you only need to basic it.

4 midpulses, biggest engine, biggest gun and srm 6's. ~2-2.5-3 tons of ammo each depending on taste and stuff it full of sinks.

I think the trial atlas counts for the right one xp-wise? I recall hearing that offhand in thread recently.

TheParadigm
Dec 10, 2009

Tell me about Hellbringers, please. Worth it, or no?

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TheParadigm
Dec 10, 2009

That Gobbo posted:

Obvious and dumb question: When brawling in my Marauder or Ghost Dad, I just want to blast the gently caress out of their CT right? Is there any situations where I would want to take out a side torso or legs?

Arcric cheaters, ravens, oxides our other annoying lights.

King crabs often have leg ammo. gently caress other marauders.
Trial atlas 7k always go for the xl.

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