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And don't overlook adding extra armor plates to your mechs in the mech lab. Any slot can have extra armor, it's a "miscellaneous" type item. It helps A LOT. Depending how much tonnage you want to devote to extra protection, you can almost make your medium mechs into assault mechs.
What is funny is that hanging back and blasting is exactly how Clanners 'should' fight and how Clan players were able to dominate so hard in the tabletop back in the day.
Lore wise on the other hand Clanners fall into the category of "Drive me closer so I can hit it with my sword!"
Everything about Clan tech from heat buildup to speed to the range of their weapons and higher base gunnery skill pushes the player towards a gun line. Everything about the lore (and mission design of MW5C) pushes the player into knife fights.
I guess i will hang back and pick them off. thanks!
Note that early game though, ER Medium lasers are best even for teammates because of limited available weight on BM and do bring ECM BM with while you do not have enough evasion.
Another thing is fight grouped. That is obvious, but the way it actually works might sometimes be tricky: the most problematic thing is teammate speed. Try having a BM which is actually of the same speed or of a lower speed than your teammates. Else you will end up alone too often. Also, cycle while fighting to be sometimes in front, sometimes in the rear, sometimes right and sometimes left from your enemies and according to your teammates. It will help sharing the hits you receive among you and your teammates. And try getting in the back of your enemies if you can and don't end up presenting your own back to an enemy. Or try hitting the head with non cluster/non missile weapons (and learn where is the head for each BM).
And think to parameter the fire commands for your teammates. They use these. If the default is not optimal, then they will not fire optimally.
Personnally I prefer the Executioner A variant because of the lasers I can put on it (ER large 1x, ER medium 2x and the rest in ER small, with armor plates, double heat sinks, an active probe and upgraded fists). But that meets my style (jumpjets, masc, laser barrage and brawls), other styles might be good too. There was another guy boasting he liked the Dire Wolf with 6 PPCs for example. It is good for sniping, if you let your teammates take most of the hits in front of you. A bit tedious to maneuver though. I tried a 4 (or 5?) Ultra AC/5 Dire Wolf too, it was efficient and could bring enough ammo with (it feels but inefficient on teammates), but I find it too slow (in Mercenaries, I liked the Jagermech for the possibility to put 4 U-AC/5 on it by mid-game. It rocked. But in Clans, it's a bit trickier.
i know how tobuild my mechs...
after the 2nd mission as star commander i had VIpers with assault level armor 630+ with 6 er-small lasers 1-2 shooting everything ..next good mech is the nova.. you can put armor in all parts...12 er-small..... also assault mech armor levels ...
there mechs that are bad cause you cant put armorplates in center or other parts .stormcrow or maddog jump into memory ..not a single free slot in center
my star of 3 vipers and 2 novas run so good i ignored all other mech unlocks ...will get madcats at level 10 for sure
you cant run with ♥♥♥♥ mechs as glass cannons and than cry that you die
+ allcrewskillpoint go into evasion only ..push that up first..... in research focus on less armor damage taken ++++if ya want structure damage taken
I have been putting 1T of Armor Pods on every upper body limb of every mech I have Heavy or Assault, and have a few MWO META builds in Clans, and yeah. My brawler Timberwolf (4MPL 4-SRM6) can mop an entire star with armor to spare without support. The moment you gain 500 ton drop decks it feels like your only option is 5 Dire Wolves, which is just so not fun. Heck, even the missions before your only options were 4 Dires and a Timberwolf with LRMs. There's just TOO MANY enemies per mission, to the point that it completely betrays lore. Mechs are highly valuable, resource intense pieces of complex machinery. In The Battle of Tukayyid, it was considered a monumental loss for Clan Nova Cat for Alpha Galaxy to lose their entire bid of 30 MechWarriors (which likely means 30-50 mechs) in a suicide run by an aerospace fighter. There are missions where you slog through 20-30 mechs in that one mission.
Mech combat is pretty much an accuracy/DPS race, and against an AI that's stupid, because they basically 'roll the dice' on hitting you when and where with whatever weapon group it decided it could fire.
You will have to modify your mechs to have a chance, playing to the messed up meta that PGI created in MWO, but even early in the game you could tell PGI has a 'Volume of enemies' issue, same as in MW5 Mercs. Even from a lore context when they say Mechs were rare in post Succession War society - which is true, and many of them were very limited in weapon choices - but then in the pirate missions they turn around and show like 20-30 mechs a mission at you, which kind of breaks their suggested lore. The pirates have like 200 mechs between their 2 battalions. Even a well stocked Clan Galaxy tended to field only 30 to 50 mechs for an entire Batchall.
My only complaint is that in some missions after you defeat a boss, (either a dropship or a mercenary) from a fight, several Mechs will storm at you and it can be frustrating because your lance mates and yourself are too damaged. The chapter should end right there after that battle.
The loss of the Cat's Maw btw was a monumental loss not because they lost 30 good Mechwarriors and 150 Elementals, but because of all the supplies that went up in flames with it.
These types of posts (that I also saw for MW5, a drastic difference to my experience there too) makes me wish that they added more robust difficulty options so people can tailor it to their own needs, because the ease of these games is the main thing I finding incomprehensible. The current difficulty options just dont cut it. Give us 'economic difficulty' (I have 68 millon kerenskies and nothing to spend them on... same deal in MW5) among other things.
Overall point I want to make, posts like these scare me because for me its already far too easy, any nerfing to the game would be catastrophic to my enjoyment.
Perhaps its my approach. Mechwarrior games are all about attrition. So I naturally gravitate immediately to stacking evasion, adding armour to mechs, and careful positioning of my star.
I'm not sure how you have that much money since you have to spend a good bit to build a decent Star - although you should still be able to float 30m most of the time - but the problems don't start to get really bad until the mission before unlocked the Dire Wolf, and then it's pretty much all of them from there on.