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OP, try to save up 30 milliion cbills by doing missions in reputation 3-5 conflict zones (better to do arena fights, if you have solaris DLC). Then head to Mersa Matruh in the Draconis Combine. That's an industrial hub that usually has heavy or assault mechs available at the start of the game. If there isn't one there, go up to Bichester, which is nearby. This is another industrial hub that will likely have heavy or assault mechs. Then repeat whatever you did to get the money, and get another 75+ ton mech.
Heavier mechs are slower, but they pack more firepower, which means you take less damage in general.
Is Solaris worth getting? I keep hearing people complain about the bugs.
On the other hand, I was surrounded by a sea of crusaders both in and out of the arena until I installed Clan Invasion, which adds so many mechs to the list that there can't be 50% crusaders in a match. There's always still 2 or 3. Also the fast urbanmech is a nightmare. They gave it a supercharger, masc, and burst fire light rifles. It still has the armor of a heavy, but it goes about 130kmph. Seems like they added some power creep to lighter mechs with this DLC. These new mechs don't seem to follow the same mechlab rules as other variants. They're too good.
The solaris campaign is bugged for me, so I can't even play the main missions past the qualifying rounds. I may try to get that working later today, but as of right now I'd say wait to buy this DLC. It's half baked.
/ədˈvīs/
noun
noun: advice; plural noun: advices
1. guidance or recommendations offered with regard to prudent future action.
i never told you what to do, friend. i offered you advice. take or not, that's your prerogative.
all it takes is making the decision, "no, it's not worth replying." incidentally, that's how you shut down irrelevant conversation.
it's not your or my opinions that matter, friend.
you cant say that, because he made his post. he did not ignore it, prompting all this further discussion.
implying i am a bot? why how.... civilized of you.
you want a thread to die, don't post in it. after you post in it, you have no leg to stand on, as you actively contributed to the thread's survival.
you're making an assumption: that i want the thread to die. i don't care, to be honest. pretty much in every applicable situation, if i see a situation where something helped me and could help someone else, i'm going to tell the someone else about the something.
A. Zero out the mech, that is, strip it of everything but the engine, then max the armor. THEN add weapons and heatsinks. If you have a arm or even whole side that you don't have weapons in? You can reduce the armor there by a bit, in order to allow more wiggle room for the rest of the mech.
Don't feel tempted to fill every weapon slot. Sometimes it is not worth the weight to fill every slot. The Warhammer 6R is a good example of this. Get rid of the MGs, and use the additional 2 tons that frees up to swap the small lasers to mediums (taking up 1 ton), and then use that extra other ton for either more armor, or a heat sink.
Additionally, don't put too much stock in DPS. Something like a Hunchback 4G trading the AC20 for 3 light rifles might look theoretically weaker, but you wind up with a bigger spike damage, and SUBSTANTIALLY more weight available for beefing up the armor, or even doing something like putting more lasers on it. 5 small lasers looks silly, but it makes up the DPS deficit handily, while also providing a pretty solid 'back off bro' option if someone tries to rush you while the light rifles are reloading. Also, burst-fire weapons aren't as good as their DPS number might imply. They theoretically do more damage, but in practice that damage is spread out further, lowering the speed with which you can take out the opponents ability to fight back.
Another important thing: No matter WHAT mech you are using, your head needs more than 20 points of armor. The AI will randomly smack it out of nowhere, and if they do that with the right weapons, you will die before you can react. Ammo storage rules: DO NOT put ammo in the head. The AI will hit the head, and with it being a 'single slot' location, all crit damage WILL hit that ammo bin. Which will instantly kill you when it cooks off. This is also why you generally don't want to fill an entire side torso with ammo. Because then you get a chain cook, assuming the first one doesn't have enough ammo to just blow your mech entirely. Legs are a bit iffy for this reason as well. On a related note, the literal DOUBLING of ammo capacities per ton relative to MWO, which itself is inflated from TT, makes ammo detonations FAR more lethal than they otherwise would be. I'm personally prone to distributing half-tons (unsure if that is vanilla or added by YAML, don't feel like checking) throughout locations that are less important, to reduce the chance an ammo cook kills the whole mech. Which part of the mech an ammo bin is in DOES have a mechanical effect, in that bins from some locations are emptied before others. IDR the order off the top of my head, but it would be ahelpful thing to look up, as an empty bin can'[t cook off.
B. Some mechs are just GARBO in unmodded MW5. Examples of such include the Assassin, Cicada, all 60 ton heavies, most the 30 ton and under club, and most the 55 ton mediums. They have too large of engines taking up weight, and their firepower and armor suffers horribly. They are much more usable with the YAML mod family installed, as you can then resize the engine (or get a LFE/XL engine, for that matter) or add endosteel/ferro to save some weight and minimize that disadvantage, in addition to getting additional options for weapon slots, with it removing the 'size' restriction on hardpoints. AFAIK, most long time players don't play MW5 without YAML because the game is really quite a slog with the vanilla limitations.
C. Learn how your AI allies work. A lot of mechs they will just waste your time with repair bills with, because they do not spread damage correctly for that type of mech. They don't twist the way a player does (which, admittedly, is less effective than it should be in this game due to the way AI 'locks' onto a component when firing lasers, but it does still reduce damage income by a LOT if done correctly, just not to the degree it does in MWO) From personal examples: Archers and Orions are prone to just getting slaughtered. Lancemate AI is also not the best with Hunchbacks due to the hunch centralizing the weapon locations.
D. Understand that almost every playerbuilt mech is a solaris champion mech by lore standards. This means that it's far more specialized and focused on damage than lore mechs were, which are typically trying to cover all situations (like sustaining without resupply while dealing mostly with apcs and maybe light/medium tanks) and not really built for heavy, direct, mech-on-mech combat.
Something like one lance taking on 4-6 hostile lances of equivalent gear/tonnage is literally 'SLDF Blackwatch/Gunslinger veterans' territory, and even they tend to have just one mech left, limping and a write-off by the end of it. Commander Mason is, by battletech standards, an absolute GOD of the battlefield. On a side note, this is why 'Steiner Scout Lance' while a meme about 100 ton Atli being used stupidly as scout mechs, does actually function pretty well in practice, so long as you don't go into an urban environment packed with urbies, demolishers, and large SRM carriers.
E. To get an idea of what does and doesn't work, and which mech chassis are not in challenge run territory to use, look up some videos on YT about MWO's variants of the mechs. While you may not be able to directly mimic what people are doing there in vanilla MW5, you CAN get a good idea of what works on a chassis and what doesn't.
just as a quick example, some mechs that are not only viable in MWO but preform well, are utter garbage in MW5 vanilla. like basically every mech you listed as garbage in point B.
like take the cicada, here in MW5, you cant swap the engine out, and the best weapon to mount on it does not exist. my MWO cicada would run circles around entire lances of MW5 cicadas, quite literally.
What works and what doesn't as far as what types of weapons to load the mechs with doesn't change. The weapon balancing is also not drastically different between MW5 and MWO. YAML mostly does some reconfiguring of heat values and applying fall-off to ballistics so you can't slap an AC/20 on something and swat Igors from 2000m away all day the way you could in vanilla, unless that changed in DLC.
The weapons otherwise tend to fit the same roles, with the biggest differences in mech building in vanilla MW5 vs MWO being the lack of ability to change structure, armor, and engine + engine heatsinks, alongside weapon hardpoints having size limitations indicated by what kind of weapons the 'stock' loadout has in those slots. You can still get an idea of what weapons work best on what platforms, and what their roles in use are. That doesn't really change between MWO and MW5, outside of the consideration of 'non-mech targets are a thing in MW5', but generally in vanilla MW5, they are weak enough to be a mostly negligible consideration, with the exception of the heaviest tanks and Igors.
I was also specifically talking in that section about the trends in building mechs on a given chassis, not about what chassis to pick.
On that note: The Cicada isn't good in MWO either (being able to make it work and pull okay numbers doesn't make it good, that speaks more to the pilot. I regularly pull good numbers with a champion rocking a Gauss and 5x ML. Noone sane would call that 'good'), and assassins literally only function due to lag comp shenanigans messing with their hitboxes.
My ability to duel a fresh KC with a crab (LFE with 2x LPL, DHS, and all remaining slots hosting standard ML) and win in MWO doesn't mean the crab is good at fighting assaults, it means the KC pilot experienced phenomenal levels of PEBKAC.