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BULBASAUR
Apr 6, 2009

GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY FOR 40 GAY




MechWarrior Online (MWO) is a massively multiplayer free to play action simulation. It's PC exclusive, team-based, and set inside the battletech universe. Think world of tanks, but with fully customizable robots and a rich fictional world with decades of fluff. It’s the 5th MechWarrior title if you don’t count expansions, mods, and spinoffs. The game soft launched a while ago. Even with things rough around the edges, the gameplay owns. There's a ton of potential and core gameplay remains solid. It's well worth playing for free or spending some money on. MWO continues to undergo development which means we get updates and new things every few weeks.

'Free to play' means that the game is completely free to download and play. You spend money on vanity items and ways to level up or make money faster. Any progress you make, or money you spend, is permanent.


Disclaimer: Goons worked hundreds of hours to put together this guide and all the resources within it. We're sharing this information because we want everyone to have a good starting guide. That said, don’t be a stinkyhole. Feel free to copy this guide onto your lovely Keresnky RP website, but give credit to the hard working people that pulled these resources together for the good of all.


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Table of Contents
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    Introduction, Game Info
  1. Basic Info & History
  2. What is Mechwarrior Online?
  3. What is Battletech?
  4. Changes & Features
  5. Ways you can play
  6. Mech Porn
  7. FAQ

    Basic Training
  8. Basic Training- Interface
  9. Basic Training- Mechlab
  10. Basic Training- HUD
  11. Basic Training- 3rd Person

    MWO Quickstart Guide
  12. The Mechromancer
  13. Your First Mech
  14. Newbird Light- The Raven 3L
  15. Newbird Medium- The Centurion A
  16. Newbird Heavy- The Catapult K2
  17. Newbird Assault- The Atlas D-DC

    The Word of Lowtax
  18. The Word of Lowtax
  19. How to Join
  20. The J4G Legion
  21. Meet the Spergwarriors
  22. WOL Media & Hall of Honor


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Developer: Smith & Tinker, Piranha Games
Publisher: IGP
Official Website: http://mwomercs.com
Official Forums: http://mwomercs.com/forums/
Engine: Modified CryENGINE®3
Genre: Action simulation, Multiplayer-only, FTP
Platform: PC (the only true platform)
Minimum PC Specs: The engine is the same that runs Crysis 3 so if you can run Crysis 2 you stand a good chance to run MWO.

Orv posted:

MechWarrior Online Minimum System Spec:
- - -
CPU:
Core 2 Duo E6750 2.66GHz
Athlon II X2 245e

GPU:
GeForce 8800GT
Radeon HD 5600/5700

RAM: 4 GB
OS: Windows XP 32 Bit SP3
DirectX: DX9
HDD Space: 4 GB


MechWarrior Online Recommended System Spec:
- - -
CPU:
Core i3-2500
AMD Athlon II X4 650

GPU:
GeForce GTX 285
Radeon HD 5830

RAM: 8 GB
OS: Windows 7 SP-1 64-Bit
DirectX: DX9
HDD Space: 4 GB

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Development History:
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MWO started life as ‘MechWarrior’ when Jordan Weisman, founder of Smith & Tinker, negotiated the license back from Microsoft. Russ Bullock from Piranha Games, a long time fan of the series, wanted to start a joint collaboration with Weisman. Pre-production began between the two studios in October 2008. The game was officially announced in July 2009 with a three-minute announce trailer. It was titled ‘MechWarrior’ which suggested that it was a reboot, but fans still began to refer to it as Mechwarrior 5.

The two companies had a hard time finding a publisher willing to reboot the old franchise. To make it a more attractive deal Jordan Weisman sold the license rights to Piranha Games. They found a publisher, Infinite Game Publishing, shortly afterward. In October 2011 a Twitter campaign kicked off an advertising campaign for ‘Mechwarrior Online’. As such, it looks like the single player game was replaced with the free to play model under the guidance of the new publisher.



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Mechwarrior: Online is the latest iteration of video games in the Battletech universe. Taking place in the far future where humanity wages war with giant robots called Battlemechs. Their pilots, known as Mechwarriors are the elite of the elite, and have control over the most powerful weapons in the 31st century. This game uses the Free2Play (F2P) model to let players take the role of a Mechwarrior and enjoy thrilling stompy robot action in a competitive online environment.

The wars in the Battletech universe are filled with a variety of units from tanks, infantry, spaceships and the king of the battlefield the Battlemech. You pilot this walking, multi-ton, war-machine from up high in it's cockpit. Under your control are a vast array of customizable systems from movement to sensors and most importantly the plethora of weapons worthy of a whole tank platoon. MWO focuses on 'Mech on 'Mech action, no small fry to get in your way of its pure robotic destruction.

MWO is a more simulation focused game with a slower pace and more strategic choices. While steady aim and fast reflexes will help you in the field, if you outfit your 'Mech with the wrong kinds of weapons or outplayed by a smarter team you will find yourself ejecting to safety more often then not.

Above all else, it comes down to being able to acquire your very own Battlemech, customizing it to your liking, teaming up with your friends, and beating the metal piss out of your enemies. The game itself just crawled out of the Closed Beta. As it stands, it delivers on fun 'Mech-on-'Mech action with beautiful art and sound design. Not all the features are in yet and when we say 'beta' we mean it, but the games foundation is solid and worth spending your nights with goons playing stompy robots.

Blazing Ownager posted:

For those unfamiliar with the MechWarrior series, it was a arcade-style simulation games centered around BattleMechs, 3 story tall walking tanks and set in the BattleTech universe. If your only experience with the series were the two 360 games that were a horrible departure from the series in both the universe and gameplay, forget everything you know.

To make a long, long story short MechWarrior - despite being a popular seller - wound up getting it's license scattered to the winds, with so many companies owning bits and pieces of the series and universe to the point it's likely we'll never see a sequel. The last attempt at making an official new MechWarrior game immediately got covered in red tape over using a classic mech designed with contested art.


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Basically this. BattleTech is a wargaming and science fiction franchise first launched by the FASA Corporation in 1984, then acquired by WizKids in 2000, and owned by Topps since 2003. The original 1984 BattleTech focused on enormous semi-humanoid robotic battle machines called Battledroids. Their name was changed to BattleMechs in the second edition after George Lucas claimed the rights to the term "droid". Design of many of the early BattleMechs were purchased from artists that worked on Macross and other anime that eventually led to a confusing legal situation about who owned what. FASA abandoned these disputed images and it became common speculation that the decision was the result of a lawsuit, but this has never been confirmed.

Tempest_56 posted:

Battletech is one of the elder statesmen of tabletop gaming. With twenty-six years worth of published supplements, a roleplaying game, a collectible card game, more than a hundred novels, twenty video games, and a Saturday morning cartoon series, it is one of the more prolific universes as well as being one of the longest existing.

The base game is a classical hex-based tabletop game where you take your own giant robots and blast the hell out of the other person's giant robots. It can be that simple, or much, much more complicated. But at the heart, it boils down to one hundred ton, forty foot tall robots shooting each other until they fall apart.

If you're wanting more hot stompy robot action here are some good starting points for learning more about the universe and playing the tabletop game:




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MWO is set before any older Mechwarrior game and many of the things you’re probably familiar with haven’t been invented yet. This means you won’t see Timberwolves or Snub Nosed ERPPCs, but you will get to pilot a lot of older Mechs not often seen in MechWarrior games. The game’s timeline is also in parallel with the BattleTech Universe. So July 2012 in the real world is July 3049 in MWO. As the time advances technology and Mechs will catch up to the older games. Keep in mind the developer has freedom to do whatever they like. Don’t be surprised if there are departures from the cannon storyline.

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Known Changes + Features
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  • Free to play
  • 8v8 team based multiplayer which will include several game modes
  • No third person camera except in training mode
  • No melee combat, but ramming will be added
  • No combined arms (tanks, infantry, aircraft etc.)
  • No ejecting
  • Customizable paint jobs with decals coming soon
  • Weapons track at different speeds depending on whether they’re in arms or torso or what kind of missile they are
  • Each Mech has different variants that can be bought
  • Mounting equipment uses a hardpoint and critical system like the tabletop game
  • Pilots get experience as they use different Mechs which can be used to buy Modules
  • Ammunition explosions are part of the game
  • Destroyed Mechs do not explode with AOE damage
  • Overheating will not blow you up unless you override the automatic shutdown
  • Lasers are damage over time weapons (think laser pointers of death)
  • LRMs are semi-guided. This means you have to stay locked onto a target in order for your Mechputer to tell the LRMs when to change course
  • When you first create a pilot you’ll have to align yourself with either a mercenary company or one of the Great Houses. Each house will have its benefits and drawbacks
  • There are plans for a persistent world that players can influence. Depending on what faction you align with you’ll be able to fight and control various planets around the Inner Sphere
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Gameplay
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Gameplay involves customizing robots inside a Mechlab and then joining into multiplayer matches with other players. There are several types of games planned, but currently we’ve only seen 8v8 team deathmatch and 8v8 conquest. A mode where you pick up to 4 mechs and use them in succession has also been mentioned. Until faction warfare is released most of the game is expected to focus around combat.



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Weight Classifications
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Mechs fall into one of four weight categories. Each group tends to excel at particular roles, but since equipment isn’t restricted to any group all can be customized to do a verity of things:
    Light (20-35 tons)
    Lights Mechs are the pointmen (or women) of MechWarrior with their high speed and light armament. Not suitable for frontline combat they make excellent scouts and harassers instead. They tend to die first or last because they either get spotted first or get completely ignored. Good light pilots have an extreme operational alertness that they share with their team, use hit and run tactics, and are constantly on the move. Bad light pilots don’t run from fights and kite enemies away from their support.

    Medium (40-55 tons)
    Mediums are the workhorses of MechWarrior. Falling somewhere between an agile light and a powerfully armed heavy, their combination of speed, armor, and payload is unmatched. Mediums partner with lights of similar speed, outmaneuver heavies, and defend assaults from harassment. Good medium pilots act like force multipliers, stick in groups, and use skirmishing tactics to take down larger targets. Bad medium pilots run headfirst into fights, ignore terrain, and don’t chase enemies off teammates.

    Heavy (60-75 tons)
    Heavies are the assholes of MechWarrior. Less versatile than medium Mechs, their heavier armor, payload, and adequate mobility make them better at poking holes in enemy lines and pissing people off. Good heavy pilots break vulnerable formations, bully everyone, and hunt down weakened Mechs of all sizes. Bad heavy pilots chase fast enemies, run into groups they can’t take down, or take on assaults without support.

    Assault (80-100 tons)
    Assault Mechs are the vanguard of MechWarrior due to their heavy armor and firepower. They excel at area denial, smashing things apart, or defending things. Their poor maneuverability and low speed make them vulnerable without support. Good assault pilots are team players that support weaker teammates and push attacks on enemy lines. Bad assault pilots run solo, become distracted, and get picked apart by groups of enemies.
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Weapon Types
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There are three weapons types in Mechwarrior. Each has advantages and disadvantages. More than anything else your playstyle should influence which ones you use most:
    Energy
    Energy weapons don’t use ammunition, but build up large amounts of heat. Most, but not all, do their damage over time. This requires constant aim on targets for maximum damage. Larger lasers typically have longer range, do more damage, and generate greater heat.

    Ballistic
    Ballistic weapons generate little to medium heat, but require ammunition that can explode inside your Mech. Provided that you aimed your shot correctly their damage is also instant. With some exceptions larger ballistic weapons do heavier damage at the cost of reduced range.

    Missile
    Missiles require ammunition, have ammunition explosions, and generate a fair amount of heat. However, once locked onto an enemy, they can be fired indirectly and do damage to several areas at once. Missiles are categorized by their effective range (short or long) with higher numbers meaning more missiles fired at once.

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Playstyles
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Here’s a list of ways to play given all the customization options. Keep in mind that this goes off experience from the previous games and will likely change once MWO is released:

    Scout
    Scouts play the high risk high reward game of reconnaissance. They use speed and cunning to find enemy units, assist missile boats, and use hit and run tactics. Speed and endurance are critical so builds favor lighter Mechs with energy weapons. Scouts are invaluable for exposing targets, harassment, and tagging enemies for fire support Mechs. Because of their speed scouts are hard to kill. Strikers and leg shots are a decent way to deal with them.

    Skirmisher
    Skirmishers use guerilla warfare to whittle enemies down and avoid return fire. Builds favor mobile mechs with a good mix of speed and survivability. Weapons tend to be energy heavy and run cool enough to fight steady. Skirmishers make great distractions and counters to Juggernauts or Snipers. They’re also the weakest when one-on-one. Corner or catch them by surprise if possible.

    Brawler
    Brawlers specialize in dealing high damage at close range. Their mechs tend to be fast for their size and sport heavy armor with nasty alpha strikes. Builds tend to rely on ballistics, so they are limited in performance during long engagements. Brawlers make great attackers and escorts. If you see one, get out of range and pick it to death with pot shots.

    Striker
    Strikers are basically fast brawlers that use skirmishing tactics. Like Brawlers, they’re all about doing lots of damage quickly. Like Skirmishers, they use hit and run tactics to whittle away enemies. Since they pack a punch and run fast Strikers make short work of fast weak things. They're great escorts and scout killers, provided they don’t run out of ammo. If you’re up against one keep it at range or send a larger mech after it.

    Sniper
    Snipers do crippling amounts of damage at very long range. Damage at range is of utmost importance so builds are slow, huge, and can run very hot. Jump jets are popular because they allow for sustained shooting from behind cover. Snipers are good at picking off large targets for their team, but usually can’t fire more than once without overheating. Skirmishers and Strikers are excellent counters.

    Missile Boat
    Missile Boats rain death from long distances inside cover. Unlike Snipers their missiles do damage to several areas while their indirect fire keeps them safe for return fire. This makes them better for softening targets up, but worse at finishing them off. Builds tend run hot, heavy, and are limited by ammunition. If you’re going up against one get in close or use agile Mechs to waste their ammo. Strikers, Scouts, and Skirmishers are good counters.

    Juggernaut
    Big stupid mechs with big stupid guns Juggernauts are tanks that smash forward like a battering ram. A big dumb battering ram. Builds are almost always assault class, armored to the max, and carry a lot of medium and short range firepower. Juggernauts are good at getting attention, pushing your front line, and soaking up bullets. They usually lack long-range weapons and speed. Skirmishers, Snipers, and Missile Boats are good ways to deal with them.


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There are 17 confirmed Mechs with more on the way:


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FAQ, for gently caress's sake read this before asking a dumb question.

Q: What's the first thing I should know?
A: Join Word of Lowtax. This gets you everything you need to know.


Q: Hello, I just joined SA because I love Battletech and furries and like to troll and-
A: Read all of section 20 and don't say you weren't warned.


Q: Better than WOT?
A: Yes. No losing CBills on a match just because your pubbies happened to be twice as retarded as the enemy’s pubbies. A real customization system. No grinding through thousands of matches to XP to the next horrible tank. All mechs can be bought at any time provided you have the cash.


Q: What are the minimum/recommended specifications?
A: OMG literally kill yourself it's like two mouse scrolls above this sentence. If that's too much work you can go here and scroll down.


Q: Is there is large grind?
A: Not really, you earn c-bills pretty quickly and you can always spend money to get a good mech faster. The worst part are your first 20 or so games grinding enough Cbling to get your first mech. Check section 13 for info about that.


Q: How do I set weapons groups?
A: In match select using arrow keys and toggle using right control. You may want to rebind mouse one to fire group one, default mouse one fires currently selected weapon group.


Q: How do I join goon teams and get on comms?
A: Read the first answer closely this time. Look for the bolded words.


Q: Do I loose progress? Will there be resets?
A: No. The game has essentially launched.


Q: Why do people hate on the Commando and Spider so much? They seem like they could be pretty...
A: The Commando is a metal baby that deserves to be killed on sight regardless of if it is friend or foe. The Raven does everything a commando could, better, faster, and with more armor and firepower.

Q: How about the spider it has 12 jumpje...
A: Literally kill yourself

Q: How do I change my FOV?
A:

Drewjitsu posted:

edit your user.cfg file to include the following line:

cl_fov = xx
where xx is a number. Default is 60.

Q: How do I tweak my mouse sensitivity/smoothing?
A:

Essobie posted:

In the game's installation directory, look for the file "user.cfg". If it is there, open it in your text editor. If it is not there, using your text editor, save a blank file in that location and name it "user.cfg".

In that file, paste the following text:

code:
cl_sensitivity = 0.5    ; Default 1.0   Adjust to taste.
i_mouse_smooth = 0      ; Default 1     Set to zero to disable mouse smoothing.
i_mouse_accel=0         ; Default 1     Set to zero to disable mouse acceleration.
Adjust cl_sensitivity to taste. 1.0 is default (and I'll bet it is loving horrible).

Q: Why do Mechs have hands?
A:

Lilli posted:

Because of this

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BULBASAUR
Apr 6, 2009

GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY FOR 40 GAY




Disclaimer: Goons worked hundreds of hours to put together this guide and all the resources within it. We're sharing this information because we want everyone to have a good starting guide. That said, don’t be a stinkyhole. Feel free to copy this guide onto your lovely Keresnky RP website, but give credit to the hard working people that pulled these resources together for the good of all.
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MWO's interface needs work. Don't expect to be able to find friends and form a group without reading this guide or having someone else show you the ropes. This section will go in to the basics of the Home, 'Mech Lab, Pilot Lab tabs and how to group up and use the social window. Once you're logged in you'll be taken to the Home screen. First things first, look the your upper right hand corner:

quote:


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The Launch Button
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This is the Launch and Ready button clicking Not Ready in the Group menu is more reliable. Hitting it now will launch you in to a game with a team of pubbies. Don't do it unless you really have to. Instead, get into a WOL group or onto the MWO public TS (a fate worse than death) and ask one of your friends (you have friends, right?) to send you an invite. Once they do add them as a friend. To do this you’ll have to find the Social button in the lower right side of the Home screen:


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The Social Window
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The Social button will open up to your friends list which, when populated, show who's online . Don't feel bad if not everyone wants to add you right away. One person you will need to add is the group leader, as you must be on his friends list to be invited to his group.


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Adding Friends
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Click the "Add Friend" button down below and type the group leads username. If you get "Failed to add friend" make sure you typed it correctly, you dumbass, and that the friend in question actually has a free and isn’t jerking your leg. If you want to be gropu leader click on the "Group" tab on the top of the social window and where "Add Friend" was you will see the "Create Group" button that if you click it will make you the leader of a new group. Once you've done that you'll have to add everyone to your friends list one by one and then you can invite them by either clicking on their name in your friends list to pop-up an invite request or click the "Group Options" in the Group tab and hit "Invite Friend."


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Readying for a Group
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Once you're part of a group, or group leader, your "Launch" button will chance to "NOT READY" and your status in the group social window will be the same. To ready, you must first ready a 'Mech (we'll do this next) and then hit the "NOT READY" button so it says "READY." Your status in the group window will update here for everyone to see.



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The Mechlab is where all the magic of MWO really happens. Here you have the freedom to fully customizing your mechs, sell equipment, and get frustrated that things don’t fit after you spend millions of Cbills on them. Watch this awesome video we made for a basic rundown of how it works.



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Selecting and Readying 'Mechs
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Here we have two rows of 'Mech Inventories. The first is a list of Trial 'Mechs, or weekly rotating stock 'Mech designs that anyone can play for free. These are more or less a "test drive" that don’t allow you to customize their loadouts. If you paid no real money yet, these will be your only options. If you're not a space poor you can click on the Owned 'Mechs inventory and you will see your 4 empty 'Mech Bays alongside any Founders 'Mech you purchased. Clicking on a 'Mech here will pull up a context menu with the options:
  • Select/Deselect - Add or remove a Mech from your Mech Ready List on the Home tab.
  • Sell - Sell the chassis along with internal parts if you choose *Do Not Sell Mechs*
  • Create New 'Mech - Purchase new Mech *Empty Mech Bays Only*
[/list]
Play around for a minute and select and deselect a few 'Mechs and switch between the Home and 'Mech Lab tabs to see how they relate to each other. Over on the far right is where you buy more 'Mech Bays for 300 MC. The image shows a player that had more dollars than sense and purchased a Legendary Founders Pack that gave him 4 special Founders 'Mechs in addition to four free starting bays.




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Loadout
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Now we are entering the real meat of the game outside of 'Mech combat. The choices you make here will determine whether you're a help or hindrance to your team. You can take a stock design and turn it into something it was never meant to be and you can create loadouts many times better, or worse, than what you started with. First let’s figure out what all these colors and numbers mean.

Look to the left side bar of this screen shot- this is the 'Mech Info listing. It will give you the name and variant of your 'mech, it's current rated speed in KPH, its available tonnage and armor capacity in absolute values. If you have 99 of 100 tons remaining, like this one here, then you have 1 ton left for parts. The last two bars are more conceptual than absolute values. The Firepower is the total damage of one Alpha Strike (firing everything at once) compared to a theoretical maximum of 175 damage. The last bar is Heat Efficiency. On a scale of 0 to 2, it rates how many heatsinks you have relative to the heat generated by your weapons.

quote:


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Hardports (my ports, so hard)
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If you click the visual representation of the Mech in the middle of the screen it will bring up the component in question. We can see here that the Component Selection and visual display are focused on the Center Torso (CT). The Hardpoint Restrictions is a list of how many and what type of weapons and equipment can go in to this component. This AS7-D can hold up to two energy weapons in the CT, even if I had the slots and tonnage to fit 3, the Hardpoint Restrictions would not let you. One weapon is worth one hardpoint, no matter the size or tonnage of the weapon. Here, we have 1 of 2 hardpoints used and the Weapons Systems box shows you what energy weapons are available. The green ones are energy weapons that both fit in the remaining slot, that lone "EMPTY" spot at the bottom under the engine and don't put the AS7-D overweight, it's at 99 of 100 tons available so 1 Ton or less will fit. We see the Medium Laser, 1 ton/1slot and the Small Laser, 0.5ton/1slot are green and will fit. The ER Large Laser is 5tons/2slots and is red for both being overweight and not enough free slots. All 3 of these weapons, like all weapons, are worth 1 hardpoint. So if you have limited hardpoints and tons of space, fewer, larger weapons can be a better fit. If you have a surplus of hardpoints and limited tonnage, an array of multiple small weapons might be better. To place a valid item simply drag and drop it from the listing into the empty slot on the component.


  • Weapon Systems - Missile launchers, lasers, and guns.
  • Ammo - Bullets for the guns and missiles for the launchers
  • Equipment - Heatstinks, sensor packages and engines
  • Armor Distribution - Armor points


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Floating Critical Slots
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Special upgrades like Endo-Steel Internal Structure (ES) or Ferro-Fibrous Armor (FF) require a certain number of critical slots to be equipped to a 'Mech. These critical slots are counted as special "Floating Critical Slots" and are automatically populated in your 'Mech from the center outward. You cannot drag, add or remove these slots here in the loadout screen. To equip or remove ES or FF you must go to the Upgrades Tab, to be detailed below. These floating crits are automatically moved out of the way. In the screenshot to the right you can see the pilot dragging a Jump Jet in to the Right Torso of a Jenner equipped with ES. The white [Structure] slots are floating critical slot that have the ability to be pushed out of the way to another area. Look at the last slot at the bottom, its [Structure] is in yellow and this signifies a floating crit with nowhere else to be pushed to and will highlight in red if you attempt to drag anything over it.


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Engines and Engine Heatsinks
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Every Battlemech is powered by a compact, futuristic sci-fi hand-waving fusion engine. This can only be mounted in the Center Torso and come in ratings from 100 to 400. The larger the rating the faster you will go and the quicker and more responsive your 'Mechs torso twist and arm reflexes will be. The weight of the engine increases as you go up in rating, but it's slot size does not. Destroying the engine is the most common way to kill a 'Mech. This is why the CT is the most armored component. Engines come in two types, Standard (STD) and Extra Light (XL) and the STD models take up 6 slots and the XL's 12. How will I fit my 12 slot XL engine in there? You cheat, 6 of the 12 slots of an XL engine get automatically allocated to the Left and Right Torso of the Battlemech, 3 in each side. The XL engines weigh 1/2 as much, but are twice as bulky. This is a great thing when you want to go fast without dedicating most of your tonnage to the engine or want to make tonnage for heavier weapons. However it comes with downsides, XL equipped 'Mechs will be destroyed at the loss of any one of it's 3 torso components.

Engines over the rating of 275 can store extra heatsinks over the normal 10 that every engine comes with. For every rating of 25 (275, 300, 325, etc) you get one more engine heatsink slot. These slots hold any size of heatsink equally and you don't have to worry about critical space. On this screenshot we see this Standard Engine 310 has 2 available engine heatsink slots. The pilot could fit two of any kind of heatsinks inside that engine if he had the 2 tons necessary to carry them.


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Heatsinks
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Everything you do generates heat. If you push your 'Mech too far in to overheating, it will shutdown or even start an ammo explosion. Heatsinks are pieces of equipment that help increase the rate of heat dissipation and raise the threshold your 'Mech must reach before automatic shutdown from overheating. Heatsinks come in two types, Single Heatsinks (SHS) and Double Heatsinks (DHS). DHS work at 2x the rate of singles and weight exactly the same, 1 ton. The downside of DHS is that they take up 3 critical slots per DHS, compared to the SHS 1 crit per sink.

Additional info:
  • Walking in to water can help heatsinks slotted in the legs cool faster. The deeper you go the better this works. DHS are to large to fit into leg slots.
  • Standard Heatsinks sink .1 heat a second, take up one slot and weigh 1 ton. It's smart to put these in your legs, head and torsos.
  • Double Heatsinks - Twice as good as Single HeatSinks (SHS), Double HeatSinks (DHS) are a priority upgrade for almost any loadout. You must switch from single to double in the Upgrades Tab.
  • You can't mix heatsinks. Use either single or double.


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Upgrayeddz
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This newly added section is an area where you can modify the basic construction materials your 'Mech is made of. Most of the choices in here are expensive but necessary for an effective build. Be warned, it will charge you every time you confirm a switch in upgrades. If you buy an upgrade for a variant and then later on choose to undo this, you will be charged to go back to the original, and if you then add the upgrade back you will be charged a 3rd time. This is dumb and kills any experimentation and will hopefully be fixed in the future.

quote:

Armor:
  • Standard Armor - Most designs already include this. 32pts of Armor per Ton.
  • Ferro-Fibrous Armor - A 12% increase to Armor per Ton. ~35.8pts/Ton at the cost of 14 floating critical slots.

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    Structure
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  • Standard Structure - Most designs already include this. Structure weight 10% of 'Mech total Tonnage.
  • Endo-Steel Structure - A 50% reduction in weight at a cost of 14 floating critical slots.

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    Heatsinks
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  • Standard Heatsinks - Most designs already include this. Sinks .1 Heat per Second, adds 1 to overheat threshold. 1Ton, 1 Critical Slot
  • Double Heatsinks - 2x improvement at a cost of 3 slots. Sinks .2 Heat per second, adds 2 to overheat threshold. 1Ton, 3 Critical Slots
  • You can't mix heatsinks. Use either single or Always use double.
On average these upgrades will cost a more then a million. Endo-Steel is always a greater tonnage saving upgrade than Ferro-Fibrous. Double Heatsinks are usually the right choice for most designs as well. However, if you have an assault class laser-boat single heatsinks might still be better if you have a large amount of tonnage and no critical space.



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Now that you can join groups and select or customized a Mech, you’re ready to drop in to a match and learn the HUD. The first thing you’ll notice is that it has an overabundance of information. In time you will learn to pay attention to all of these elements and before you know it, it's like driving a car. You don't have to think about checking your mirrors or adjusting the volume, it just becomes second nature in time. Lets start at the top.

quote:



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Gamemode Info
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Up at the top and center is the information about who is winning or losing the match. In Assault mode, the game clock is in the middle and it is flanked by two numbers, one yellow and one red. The yellow number on the left is how many enemy kills your team has, the higher the better. The red one on the right is now many kills the enemy team has, the lower the better. Below the clock are two bars representing the capture point timers of each team, a yellow one labeled "Friendly" and a red one labeled "Enemy." In Conquest mode the kill count is replaced by a ticket count which gives you more points your team holds. The the two bars are replaced by little doppler bars which are blue when your team holds them and red when they are held by the enemy. This is because light turns blue when its source is heading toward you.
Capping a Cap.

Standing on an enemy cap square while no enemy mechs are also within the square will cause their bar to tick down to the center, once it is gone the enemy base or point has been captured. You have won the match in assault immediately even if they still have mechs on the field. Conversely, if your meter, in yellow, reaches the center your team will lose. If your base is under attack you will see a big, red flashing message "BASE UNDER ATTACK" as the picture above shows us. In conquest, holding points gives you tickets. When you reach 750 tickets these will automatically be redeemed by your team at the prize stall for 1 (one) victory.


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Damage Readout
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This section in the lower left shows you how much armor and internal structure is remaining on your 'Mech along with the variant type (Jenner JR7-D in this example). The armor is the thick outline over each component section and internal structure is the filled inner section. In the picture to the right, the Left Leg and front Center Torso are missing this outline. This means any damage to these locations will go directly to the structure of the component and possibly trigger a critical hit that can disable or explode anything you slotted in that component in the 'Mech Lab. The armor and internal structure change colors from Yellow > Orange > Red > Black ranging from light damage to severe and the finally destroyed. When your CT (or any torso for XL engines) or Head lose all of their armor you will see and hear the "Critical Damage" alarm. This is to notify you that your 'Mech is close to death and very exposed, losing that component will end in your death. This is when you should find cover and get the heat off of you.


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Movement, Navigation and Heat
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From left to Right:
  • Throttle - This bar represents your current speed.
  • Mini Map - The map will be laid out in grid squares and is always oriented to where you are facing.
  • Heat - Always watch your heat scale. As you fire weapons the meter will move upwards and as the heat sinks slowly dissipate the heat, it will move back down. This is displayed in a percentage scale of your 'Mechs total heat capacity. The more heatsinks your 'Mech has, the higher your 100% value will be. At 80% you will hear the "Heat Level Critical" warning. This tells you to cool off and hold fire or else you may go over 100% and shutdown. Should you shut down in the middle of a firefight, you will be a stationary target, unable to fire and an easy kill.
  • Always watch your Heat Scale.
  • Always watch your Heat Scale.


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Target Readout
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This is your currently targeted enemy's readout. This does not show up instantly, but takes time for your mechputer to gather the information. The closer you are the faster this is acquired. Once acquired, it's instantly updated and shared with everyone on your team who is targeting the same enemy. If you or your allies lose track of this enemy and later on find and target him, you will have to reacquire the targeting info. The info is just like your own Damage Readout but with the addition of listing the enemy's weapon systems on the left. In this example we can see the enemy is a AS7-D Founders Atlas and it carries 4 medium lasers a Gauss Rifle and an AC/5. It's right torso has all of its front armor stripped off, but still has armor remaining on the Right Rear. In this case, it would be faster to destroy the RT from the front, as you don't have any more armor to destroy. However this is also riskier as you're not safely behind him.


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Dual Aiming Reticule
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dual reticule. The 'O' in the middle moves separately from the '+' that surrounds it. The O is your mouse pointer and arms and the + will play catch-up and track behind your O at best speed. This represents the 'Mechs gimbaled, quicker arm based weapons (tied to the O) and slower torso locked weapons (the +). You are aiming with your arms, and the torso is trying to keep up, and will if you let your cursor rest in one place. This means your shots can go in two different places with one trigger pull. This will be addressed in detail down below in the controls. The red circle you see around the dual reticule is the missile lock icon. Right now this pilot is close to a lock on the enemy Atlas. This lock it will last as long as he keeps the O reticule over the target, you get a small grace period after moving it off target to keep a solid lock.

Missile Locks can be attained without LOS, as long as you're actively targeting them with 'R' and another ally has LOS to the enemy. You can lock your missiles from behind buildings or hills without having to be able to see the enemy. The dual reticule will flash red when your weapons successfully hit the target, this is a server side confirmation that you hit something. Even if it looks like your shot missed, if you see the reticule flash red, you hit a 'Mech.


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Weapon Groups
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In the lower right side of your HUD is a list of all the weapons and special equipment on your 'Mech. These are split in to two categories, Arm weapons and Torso weapons. The 'O' category represents the 'O' of the arm reticle and the '+' for your torso reticle. This pilot has many different weapons systems split in 4 separate groups. The string of numbers to the left tell us what groups the weapons are assigned to. You can assign any number of weapons to a single group, assign weapons to more than one or no groups at all. You have up to 6 groups to assign weapons to, but you may only need one or two. Special equipment like the AMS are not grouped and work automatically. To the right of each weapon is the maximum range at which it does full damage. When you're aiming at a point within this range the weapon name and range will be green. Some weapons can do decreased damage beyond its listed range and will be highlighted in yellow when they're beyond the listed range, but not beyond the extended range. It will be black when you're out of range. A red weapon is out of ammo or destroyed. The bars on the right of the weapons range represent how much time the weapons has left to recycle before you can fire it again. The medium lasers are almost done recycling and the Gauss Rifle has just started its recycle period. Furthest right is the ammo count. Lasers and PPCs don't need ammo and have an infinite icon here. The Gauss Rifle has 28 shots remaining, the LRMs share a pool of 180 missiles and the AMS system has 1000 rounds left.
  • Missile based weapons will show the total number of missile left, not salvos remaining. You must be careful with this. If you have an LRM5s that shoots 5 missiles each time it's fired, an ammo count of '180' means you only have 36 shots, not 180 (180 missiles / 5 missile per shot =36 salvos).
  • Ammo for more than one weapon of the same type is pooled. If you have 2 LRM5s, the ammo count would read 180 for both of them. If you fired both of the LRM5s at once, the ammo count would go down to 170.


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You Must Set Your Own Weapons Groups
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  • Up, Down, Left, Right Arrow Keys - Move the Weapon Group Selector between weapons and groups. Up/Down change what weapon row is highlighted and Left/Right change what group column is highlighted
  • Right Control (CTRL) - CRTL Key for adding or removing the actively selected weapon from a group.
    You cannot use the Left CTRL button for this, it is assigned to "Free Look" down below.



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This mode has been the bane of PGI and over 600 players. It's been a buggy road due to cryengine 3 issues but the recent patches have greatly reduced the chances of crashing and also the frame-rate drops of having to render your own "Mech. Currently the only way to get into 3rd person is to cycle through the 3 planned keybinds. Holding ALT + F3-F5 will cycle you through Top Down, Beside Right and finally Behind Above cameras. You must hit all 3 ending with F5 for this to work correctly. This is a HUGE advantage letting you see over hills and well worth the risk of crashing. Some older 'Mechjocks joke about it resulting in a 100% crash rate and still try the old trick on newbs. But since the Oct. 16th patch it has worked fine for most players.

Note: While you can see over hills, your 'Mech will not detect them unless the cockpit has LOS as if you were in 1st person.


Here we see a Hunchback from the Beside Right camera. Player has also removed the HUD with Right Shift + F11.

BULBASAUR
Apr 6, 2009

GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY FOR 40 GAY



Disclaimer: Goons worked hundreds of hours to put together this guide and all the resources within it. We're sharing this information because we want everyone to have a good starting guide. That said, don’t be a stinkyhole. Feel free to copy this guide onto your lovely Keresnky RP website, but give credit to the hard working people that pulled these resources together for the good of all.
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Our goon scientists have developed our very own mech fitting tool- The Mechromancer. Updated as soon as patches happen it’s the premiere way to build mechs and mathwarrior loadouts without spending any money in the game. Use this easy to use web tool to plan your first newbird mech and make tweaks before actually buying them in the game. You can thank Hubis for all his hard working coding it and Mjlaeck for coming up with the original working concept. SoloDrakban has also been a rockstar, hosting this along with the rest of our infrastructure. This is a public tool and we welcome everybody to use it. Just keep in mind the amazing people that made it possible.


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If you’re in the founders program (Mech Romney) you’ll have a starting mech that you can kit out. Likewise if you’re willing to spend money to get a good mech now’s your chance. Otherwise you’re a loving spacepoor like the rest of us. In that case, don't look to Mech Romney for handouts. You’ll need to bootstrap yourself to greatness. Luckily for you we’ve broken this process down for you too. You don’t have to use your brain even once!

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Your first big decision
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It’s time to pick your first mech. You have four choices- each is distinct, competitive, and a fun robit to pilot. Once you pick one you’ll need to use trial mechs to grind out the minimum number of cblings to afford one. After that you’ll use the new chassis to make credits and slowly upgrade your mech through a series of steps that bring it up to 100% effectiveness.

Your first 25 rounds in MWO give a cadet bonus to your income. By using this along with the overpowered exploit known as ‘playing with other goons’ you will be able to crank out some serious income quickly. All you need to do is pick one of the four recommended starting mechs and fit them as explained in this guide. Before you do that, grab a Trial 'Mech, get into a goon group, and then grind out a few games. As you play think about what you enjoy doing and what you don’t. Once you get an idea of what you like you come back here and pick the newbird mech that fits your playstyle best:

  • Light- The Raven 3L (a super-fast scout and skirmisher)
  • Medium- The Centurion A (a fast, hard hitting, and survivable striker)
  • Heavy- The Catapult K2 (an extremely dangerous fire support and sniper mech)
  • Assault- The Atlas D-DC (a mid to close range tank with a ton of armor and weapons)





The Raven 3L is the current king of lights and costs 10,792,408 CBills to buy and fit properly (if you sell all the junk that it comes with). If you want to scout for your team and gently caress with weak enemy mechs, this is your robit. After 15 rounds with the cadet bonus you can afford to buy the stock 3L and half build it into something playable.

quote:

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Upgrayedd Stage 1
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Stage Cost: 248,000
CBills remaining: 232,000 (if you sell everything)
Buy your mech then remove and sell the following junk:
  • 1 x NARC
  • 2 x NARC Ammo
  • 1 x SRM6
  • 1 x SRM6 Ammo
  • 1 x TAG
  • 1 x C.A.S.E
  • 1 x BAP
This will get you 480,000 CBills. Spend 248,000 of those building stage 1. This will be half a mech- under tonnage and hot because you are too spacepoor to afford Double Heat Sinks. Yet it is literally better to run half a 3L than to play trial mechs. Move the ECM from the Left Torso to the Center Torso. Move 1 x SHS from the head to the right leg. Then buy another Medium Laser, 2 x SSRM2s and 2 x SSRM2 Ammo (put 1 Ton in the head and the other in the Left Leg). Max the armor on everything else.

quote:

~*HOT TIPS*~
You have three lasers and two streaks with enough ammo to use them. Lean on the streaks hard for hitting enemy lights and use the lasers mostly against the backs of slow assaults. Without DHS take this time to learn to manage your heat. Play rounds until you can afford Stage 2.
  • Don’t overheat.
  • You’re slow as gently caress with your lovely XL210 but thats even more reason to NEVER STOP MOVING.
  • If you haven’t already, read the section on ECM and how it works. If you still don’t get it then stay in disrupt. When you can’t get a weapons lock to fire streaks, switch to counter. If you still can’t get a lock then you’re probably out numbered and should run the gently caress away and find your ECM running goon buddies.
  • Seriously. Don’t overheat.
  • Don’t try to 1v1 another light unless they have no weapons. Stick with your goon buddies for now (you have goon buddies right?).


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Upgrayedd Stage 2
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Stage Cost: 1,524,000 CBills
  • Upgrade to Double Heat Sinks 1,500,000 CBills
  • 3x SHS removed automatically from legs
  • Purchase 2 x DHS and put one in each torso 12,000 CBills each. You’ll only use one of them in the final build but for now, the 210 requires at least 2 heat sinks and you’ll definitely use it later on.
You now have DHS and can shoot things more than you could could before. Well done, go do some more killing.


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Upgrayedd Stage 3
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Stage Cost: 202,000 CBills
  • Buy Anti Missile System. Put it in the left torso
  • Buy AMS Ammon and put it in the right leg
Putting AMS on can be particularly helpful when fighting other light mechs because it will take down some of their streaks.


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Upgrayedd Stage 4
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Stage Cost: 5,168,333 CBills
  • Remove 1 x DHS from the Right Torso (don’t sell)
  • Upgrade Structure to Endo Steel 350,000 CBills
  • Tweak armor to final build values
  • Purchase and fit an XL295 for 4,818,333 CBills
Finally! Time to take off the training wheels and fit a badass new engine that will let you show your featheren your true potential as a valuable light pilot.




The Centurion A is a tough striker mech that moves fast, does heavy damage up close, and can take a silly amount of punishment. It’s ideal for people who want to support their team with heavy damage while being flexible enough to act as cavalry. Do 10-15 rounds in trial mechs until you get 3,885,080 CBills to afford this mech.


As of 7.1.13 SRMs are broken. We don't recommend you get this mech until they are fixed sometime soon

quote:

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Upgrayedd Stage 1
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Stage Cost: 3,885,080 CBills
Buy Centurion CN9-A for 3,697,080 and then sell the AC/10 and LRM10 for 400,000 CBills. Don’t forget to ditch the AC/10 and LRM Ammo (there are 2 tonnes of each in each side torso). Buy 3 x SRM6s and 4 tonnes of SRM Ammo. Adjust the armor values

quote:

~*HOT TIPS*~
Don’t forget to open your missile bay doors at the start of each match. By default this is bound to forwardslash ‘/’ and there is a light indicator in your cockpit in the bottomleft that will tell if you have them open or closed.
You’ve already got a pretty good mech, just remember to twist your torso after each shot. You’re also slow as gently caress, so stick with a blob and work with them to survive longer. Do your best to get close to your target and fire your SRM6s only when certain. Your heat is going to suck for a while so make those shots count. Focus on learning to manage heat, snap firing, and how to lead targets with all those sweet SRMs.


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Upgrayedd Stage 2
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Stage Cost: 1,524,000 CBills
Get the DHS upgrade and then buy 2 x DHS and put them in the Left Torso. You’re now heat stable!


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Upgrayedd Stage 3
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Stage Cost: 1,524,000 CBills
Upgrade your structure to Endo-Steel and sell that STD200 engine. Buy and fit a STD260 instead. Now you can run fast and get away for bad engagements.


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Stage 4
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Stage Cost: 202,000 CBills
Take the arm armor back down to 15 in each. Buy an AMS to put in the right torso with 1T of ammo in the head. This will help you survive better against streams and LRMs. This is pretty close to what the final mech will feel like.


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Upgrayedd Stage 5
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Stage Cost: 250,000 CBills
Buy Ferro-Fibrous so you can max the armor on those shield arms again. Congradulations, you have a brawly and really survivable striker mech!


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Upgrayedd Stage 6
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Stage cost: 2,382,666 CBills (less if you sell the AMS and/or 260 engine)
Stage 5 is a heat-stable, durable robot with enough mobility to get the job done. Only upgrade to this stage when you're ready to deal with a hotter, thinner-skinned robot with a faster engine and a more concentrated punch.

Adjust your armor. Note that you're stripping the legs a bit, and stripping the arms heavily. Then, remove the AMS from the right torso and the AMS ammo from the head. You can sell the AMS if you want.
After that, drop the two heat sinks in the left torso. Now, buy the Artemis IV Guidance upgrade. This uninstalls your SRMs and SRM ammo, so replace all three SRM6s in the left torso and buy 2 tonnes of SRM/A ammo for each leg. Finally, remove the 260 standard engine and replace it with a 275 standard. You can sell the 260 engine to recoup some money if you want, although it is useful for other 'mechs.



The Catapult K2 mounts extremely dangerous firepower in a small and surprisingly durable package. They are the kings of damage dealing in a support role and are great for anybody interested in sniping at a distance or doing lots of direct fire damage. Do ~15 rounds in trial mechs until you have 5,600,000 to afford the base mech.

quote:

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Upgrayedd Stage 1
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Stage Cost: 5,554,023
Buy K2 for 5,304,023 CBills. Sell the 2 x PPCs and 2 x Machine Guns for 410,000 CBills then buy 1 x Gauss and 3 Ammo for 660,000 CBills.

quote:

~*HOT TIPS*~
Your heat is pretty terrible so hang at the back and get used to using your Gauss rifle. Take your time with those shots. Lead and don’t snap fire because convergence is a big issue. Use your zoom and use heat vision to spot mechs from long range.


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Upgrayedd Stage 2
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Stage Cost: 1,500,000 CBills
Purchase Double Heatsinks in the Upgrades tab. This will make you run cooler and do more damage as a result.


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Upgrayedd Stage 3
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Stage Cost: 650,000 CBills
Purchase Endo-Steel in the Upgrades tab. At this point it doesn’t give you much except extra weight for armor. Worry not for its all worth it in the end.


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Upgrayedd Stage 4
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Stage Cost: 3,776,000 CBills
Sell the STD260 engine for 797,333 CBills and buy an XL280 for 4,573,333 CBills. You now move faster and have lots more free weight, but are less survivable. You’re almost there.


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Upgrayedd Stage 5
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Stage Cost: 660,000 CBills
Buy a second Gauss Rifle and put it in the Left Torso. Get another 3 tonnes of Gauss Ammo (6 total now) and put one in each side torso and one in a leg. Like a moth coming out of a cocoon you’re mech has now completed its metamorphosis into an extremely dangerous sniper mech that can also brawl effectively.




The Atlas D-DC is the best juggernaut and brawler of all assault mechs. By combining serious firepower along with the thickest armor in the game you present an extremely durable and dangerous threat to enemies. If you like to brawl and tank damage for the rest of your team this is your robit. Since the Atlas D-DC is the most expensive to buy outright you’ll probably need to do all 25 cadet rounds in trials before you can buy it.

quote:

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Upgrayedd Stage 1
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Stage Cost: 10,057,012 c-bills
Sell the LRM20 and Command Console to get 750,000 extra c-bills. Dump your useless LRM20 ammo. Keep the AC/20 in your left torso and the medium lasers in the arms. Move your leg heatsinks to your torsos, one ton of AC/20 ammo to your right leg, one ton of AC/20 ammo to your right arm, and your one ton of SRM ammo to your head. Buy and fit two SRM4s for the right torso. Put three new tons of SRM ammo in your legs. Top up your center torso and leg armor. You're about seven tons underweight, but that's just temporary.

quote:

~*HOT TIPS*~
Again with the heat, your lasers aren’t your primary weapon and you’ll overheat if you use them too much at this stage. Fire the AC/20 with the SRMs. Don’t be surprised if you lose your AC/20 early (in fact expect it most games) so don’t be shy with it and use it plenty. When you’re aiming keep in mind that the AC/20 is in your left torso and SRMs in the right. Practice torso twisting between shots, snap firing, managing heat, and learning what engagements you can walk away from and which ones you can't.

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Upgrayedd Stage 2
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Stage Cost: 1,596,000 c-bills OR Stage Cost: 1,576,000 (if you sell all your SHS)
Upgrade to Double Heat Sinks. This will automatically remove your old SHS, but you can go and sell them if you need the cash. Purchase eight DHS, and put two in the left torso, two in the engine and two in each arm.

Now you're even more underweight, but who cares? Your mech doesn’t overheat every four seconds! Use your new stamina to brawl better and use your arm lasers more.

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Upgrayedd Stage 3
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Stage Cost: 1,080,000 c-bills (-300,000 if you sell the AC/20 and -40,000 for each ML you sell)
Now, you're going to use up that spare tonnage you've been wasting and get some long-range reach. Remove your AC/20 and your Medium Lasers. (You can sell the AC/20 and lasers now if you want, or save them for other mechs.) Strip your AC/20 ammo from your right arm and right leg. Adjust your armor: strip your legs heavily, and reduce your back torso armor a bit to reinforce your front torsos. Put a Gauss Rifle and two tons of ammo in your right torso, two tons of Gauss Rifle ammo in your left torso, and a Large Laser in each arm.

Now, while you can still brawl, you've gone from a pure brawling juggernaut to a midranged juggernaut. The large lasers and gauss rifle give you more reach, so now fights start for you at 400-500m instead of 200-300m.

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Upgrayedd Stage 4
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Stage Cost: 2,154,667 c-bills
It is time to molt your newbird down and soar. Drop both Double Heat Sinks from each arm and one ton of SRM ammo from your right leg, and remove your 300 std engine. (You can sell this engine if you want the cash, but it is very useful for other mechs, particularly heavies and assaults.) Buy the Endo-Steel Structure upgrade, and put in a 335 standard engine. Using the DHS you should already have in your inventory, put three Double Heat Sinks in this engine, and one Double Heat Sink in your right torso. You have a half ton to spare, so bump up each leg's armor to 57.

Now, you have the speed to keep up with other assaults. It will also make opportunistic light mechs that try to sneak up behind you easier to catch with your arm lasers. You should notice the added mobility making a difference in fights. This is how your final Atlas will feel, save for one final trick.

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Upgrayyed Stage 5
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Stage Cost: 520,000 c-bills OR Stage Cost: 440,000 (if you sell your SRM6)
Remove the SRM6 from your right torso, and sell it if you want. Buy an SRM4 and put it in your right torso. Shave your leg armor back down to 49. Making these changes freed up a ton and a half, so buy a Guardian ECM and mount it in your right leg. HOORAY! Now you can get angry with everyone else about how Alpine Peaks ruined MWO. :snypa: You have a heavily armored facerapey robit that also disrupts peoples targeting and protects your nearby mechs. Awesome!

BULBASAUR
Apr 6, 2009

GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY FOR 40 GAY




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The Word of Lowtax (WOL) is the largest goon organization in MWO with >1,000 members and loose affiliations to GoonWaffe from EVE. We’re big, have an infamous reputation, participate in competitive drops, and are responsible for pushing much of MWO's culture. It's a great time to hop aboard and be part of MWO history as it gets written.

WOL consists out of a growing number of battalions with their own culture, lances, common timezone, and sweet logos. This gives you flexibility in choosing cool dudes to roll with or make your own group. All fly the WOL flag and are not independent groups. It's just how we organize internally. We are casual and hardcore friendly, meaning that we usually have many groups of players online at one time. Some are practicing their poopsocking while others are drinking heavily and playing robots with friends. In our spare time we like to do silly things like make people toggle third person view and crash their games.

pre:

THE WORD OF LOWTAX
--------------------------------------------------------------------------
God Emperor of 10000 Worlds:        The Mittani
Thread ilKhan:                      [PGI] GM Reppu
Colonel-in-Chief:                   George Ledoux 
Real life mascot:                   WarhawkPPC

Goon Affiliated Brosephs:           The Blazing Aces

Battalions:                         Bropocalypse Now (WOL:BROPOC)
                                           KDR SQUAD (WOL:TRYHRD)
                                           Black Baza (WOL:BAZA)
                                           Fighting Cocks (WOL:FOCK)
                                           Clan hard CORG (WOL:OPFOR)
                                           Caesar's Legion (WOL:LEGION)
                                           Flaming Drongos (WOL:DRONG)
                                           Bad News Birds (WOL:BAD)
                                           J4G Penal Legion (WOL:J4PEEN) 
--------------------------------------------------------------------------
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Why join WOL?
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There are several different groups out there being run by goons for goons in anticipation of Community Warfare which is supposed to be a cross between world of tanks Clan Wars and Eve Online 0.0 nullsec warfare. The biggest one is the Word of Lowtax.

The advantage of the Word of Lowtax is its being backed/run by the people who have successfully been making GBS threads on pubbies for over half a decade in Eve Online. We know how to manage large amounts of Goons successfully, and we have the infrastructure/leadership that has survived the most brutal game that the Internet has to offer and came out on top. We also have a large population of people who trained on Eve, burnt out and trained in World of Tanks, and are now looking to use those skills to spread the dominance of the goon master race to MechWarrior Online as well. We also wear pimpin' uniforms.


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READ THIS ENTIRE loving SECTION BEFORE SENDING ANY MESSAGES

Requirements to get in:
  • 6 month old SA account
  • In good standing on SA
  • Not a shithead or drama queen (like cartman726, seriously everybody else in KaoS is cool) uraniumoverdose or any of the other shithead pubbies on ‘The List’

If you’re not a dirty J4G spy (just kidding spys are welcome) and meet these requirements head on over to this website and follow the steps under ‘registration’. Use a browser other than chrome. If you had, have, or even considered a goonwaffe/gonfleet account in the past then you APPLY TO WOL FIRST. If you receive a notice that your account still exists then read follow these steps:

vyst posted:

Hi I'm Aryndel Vyst, the auth director for Goonwaffe. I get PM's all the time from people trying to "crossover" and join WOL after having a GF account in the past. I don't like getting PM's so here are some "to-do's" to make sure you have all of your ducks in a row.

1. Email newbies AT goonfleet DOT com with the following subject:
Goonwaffe member trying to join Word of Lowtax

  • Your Word Of Lowtax/GF.com forums account name (these are the same)
  • Your SomethingAwful account name
  • A name of one of your EVE pilots that you had in the past

2. After that is sent we will do a background check to see if you meet the qualifications to join WOL.
  • If you pass the background check: we will email you back a set of instructions on how to join
  • If you do not pass the background check: we will email you back and tell you why

Processing can take anywhere from 1 hour to 72 hours so please be patient. You should *not* be emailing newbies@goonfleet.com unless you fall under one of the following categories:

1. You were/are in a membercorp (i.e. not GoonWaffe) and were not required to submit your SA forums account name as part of the forums auth process
2. You were/are sponsored into Goonwaffe, and thus did not have to submit your SA forums account name as part of the process
2. You were/are an ally (blue) to Goonswarm and did not have to submit your SA forums account name as part of the forums auth process

If you do not fall in one of those categories, you should be just doing the normal auth process for joining Word of Lowtax outlined in the OP and I do not need/want to be involved. This includes the following groups of people:

1. Existing Goonwaffe members (not-sponsored) with an active Goonfleet account
2. Former Goonwaffe members (not-sponsored) with an active Goonfleet account
3. Vacationed Goonfleet accounts (not-sponsored)
4. Accounts of people that played 3 years ago and probably got purged but they are too lazy to check and thus can now create a new account.

Now if you run into issues with any of these situations, then you should email me and explain what's going on.

Next idiot mentally challenged person I get that has an active goonfleet account (or an account that no longer exists and they didn't even bother to check) I'm going to do everything in my limited power to make sure you never join Word of Lowtax. I already have to deal with one group of mentally challenged goons, another one will put me on the front page of the newspaper.

For all other authentication issues please send an email to WOLREGISTRY at GMAIL dot COM




------

------
We at the Word of Lowtax are proud to announce our newest battalion, the J4G Penal Legion, or ‘WOL:J4Peen’. This exciting new group is exclusive to new SA posters recently registered on SA. Listen up for your chance to get authenticated.

We're an elitist group of assholes. People who join SA just for a game are known as a 'Joined for Game' (j4g) member. These new members are generally looked down upon because they don’t contribute to the rest of the forums, don't know what they’re doing, and don't know our culture. You're not a goon just by paying . If after 6 months you've acclimated well you'll have a chance to join up. A fair number of existing goons started this way, but an even larger part was banned or permanently blocked from playing the game they joined for. Here's how you survive being a J4G for your first 6 months on SA:
  • Read the forum rules and rules of each subforum
  • Lurk. A lot. Don't post anything until you've spent a good time reading how other people write and express themselves
  • Explore the other subforums on SA. We're a thriving community with threads about almost anything you're interested in. Go immerse yourself.
  • Post in other forums and contribute to the SA community (after you lurk long enough)
  • Don't post in this thread asking questions about how you can get into WOL
  • Don't post dumb poo poo in this thread or argue with the regular posters
  • Don't get suspended or banned from the other parts of the forums

------
Joining the Legion
------
Your only other option, besides waiting 6 months or using the recommendation system, is to complete The Trial of Walter. To prepare for your trial you should:

  • Ignore this long OP. We know there’s a lot of good information here, but arguing with regular posters is a much better way to immerse yourself into goon culture.
  • Remember to sign your post with a signature until somebody explicitly tells you to stop. It’s a goon rite of passage and we don’t want you to miss out.
  • Make an introduction thread in either GBS or FYAD. SA doesn’t get new members often so we always want to hear from our newest members. Make sure you tell us a little bit about yourselves and a MWO character BIO.

If your posting is of high enough caliber you’ll be put you on ‘probation’ for joining the penal legion. Once that’s over you’ll have a chance to go through The Trial of Walter, defeat bropocalypse now in honorable combat, and become hard corg with the rest of us. How exciting!


------

------
Or why you shouldn't read the official forums. Here are a few testimonials to the quality of the MWO forums:

CommieGIR posted:

I tried reading the forums today, its like a bunch of children squabbling in there!

Insert name here posted:

I could only "make" it to the end of the first page before closing the thread; and I could only accomplish that by skimming most of the posts and not actually reading anything.

Christ those forums are going to kill me one day.

treeboy posted:

I don't understand how any of you spend anything amounting to even measurable periods of time on the MWO forums. The sheer lunacy, idiocy, ignorance, and lack of reading ability and comprehension is staggering, I got halfway through the last quoted thread and want to claw my eyes out.


A few brave goons even put together a video. This way you can enjoy the MWO forums without actually going there!


------

------
Here’s some other silly things we’ve done in WOL:





------
.gifs from WOL Pilots
------


Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.




New thread? Time to start playing again.

Death to pubbies! (Or SQUAWK if you prefer.)

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam
Never be afraid of being yourself!

This is a fun game and you should play it, playing by yourself is nowhere near as fun as playing with your fellow goons and you will learn so much more. It's an entirely different experience. Don't wait to join up just because you're afraid of embarassing yourself, if it seems like your cup of tea enlist today.

Don Dongington
Sep 27, 2005

If u a baller, holla!


This thread was named after me.

True story.

Now come and shoot robots and witness how drunk Australians can really get while still being able to pilot giant metal birds.

Neo Helbeast
Jun 6, 2010

Now I am become Death, the Destoyer of worlds


Good poo poo OP.

Razzled
Feb 3, 2011



WoL will change your life, son. Suit up and get squawkin'

http://i.imgur.com/x36Wx4T.jpg

EmGooser
Aug 4, 2007

Urban for life


Zaodai posted:

New thread? Time to start playing again.

Death to pubbies! (Or SQUAWK if you prefer.)

Yes, if you ever played any of the old MW games you have to try this one. SQUAWK!

Stompy robits!

OhsH
Jan 12, 2008

I'm a f*ing idiot who likes to fornicate with goats, and I suck terribly at Internet robits.

This game can be serious or/AND fun depending on who you play with so don't feel obligated to care about anything at all.

Prawned
Oct 25, 2010



WoL cured my cancer, thanks WoL!

Bort Bortles
Jul 12, 2008

My QB is also named Bort


Confirming the MWO is a good time both playing and being amazed the the worst of the internet being concentrated all in one game's playerbase.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

That Centurion bay doors .gif is great, sometimes it's those little visual aids that make these things so much better.

Ignore the FAQ line about saving up for a Jenner after 2-3 days new guys, just keep on reading till it tells you about the Ravens.

explosivo
May 23, 2004

Fueled by Satan

Yeah I bought a Jenner and wholly regret not saving up for a Cent-A, this goddamn thing is a beast. Also that gif in the OP is great, I kept reading that line on the last OP but had no idea THAT was what I was looking for. I typically open them at the beginning of the round and keep them open, are there any downsides to doing this?

Oxyclean
Sep 23, 2007



Wait, when did centurions go from being "get a hunchback you pubbie scum" to a recommended starter mech?

Either way the OP is fantastic, I've attempted to explain friends through learning to play but there's about a million and one things to explain, and I'm bad at explaining all of them.

Having the upgrade paths for those mechs is really fantastic.

triaxius
Mar 18, 2002


BULBASAUR posted:

Our goon scientists have developed our very own mech fitting tool- The Mechromancer. Updated as soon as patches happen it’s the premiere way to build mechs and mathwarrior loadouts without spending any money in the game. Use this easy to use web tool to plan your first newbird mech and make tweaks before actually buying them in the game. You can thank Hubis for all his hard working coding it and Mjlaeck for coming up with the original working concept. This is a public tool and we welcome everybody to use it.



(What, no mention for hosting and providing a CDN?)

Paingod556
Nov 8, 2011

Not a problem, sir

Love the smell of a new giant robot thread in the morning.

Smells like... Kerensky.


And now we have manually missile bay door controls in OP... Is there anything I can do if I'm physically unable to tell if my Cents bay doors are open or closed? They picked just the right shades of green/yellow that they look the same to me.

Sharkopath
May 27, 2009



This game is fun and goons are cool and chill and you'll have a blast if you play it with us!

(unless you play it with KDR Squad.)

Delta-Wye
Sep 29, 2005

Represent!

Impress the special lady in your life; smart men prefer Word of Lowtax for their natural male enhancement.

Pycckuu
Sep 13, 2011
I'm a dumb who should stop getting passive/aggressive mad about dumb things


If you are new to MWO, join WoL immediately and play with goons. You will go from being confused about everything and helpless to a death murder machine in a span of a couple of matches.

Quick side note, confirmed mechs section is missing 2 robots: Orion and Blackjack. Although to be fair I also forgot the Blackjack existed.

BULBASAUR
Apr 6, 2009

GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY GAY FOR 40 GAY

Paingod556
Nov 8, 2011

Not a problem, sir


Welp, that was kinda helpful... They still look mostly the same to me, even without the ambient light from a daytime map...

Hell, it was only the last patch I stopped having issues picking out who was capping what in the Conquest mode.


Also, yes, WoL is the way for all newbies. Best times were driving robots with goons, for fun and winning. For a sample, I suggest PTNs annotation MST3k of the Battletech cartoon. Very accurate to this game.

Mr. Wedenhart
Feb 3, 2011

AH, YES.
YOU FOUND MY
LAIR'S SECRET
ENTRANCE.


Generally it is a red light for me .

Also join WoL or suffer (the pubbies).

Don Dongington
Sep 27, 2005

If u a baller, holla!


Sharkopath posted:

This game is fun and goons are cool and chill and you'll have a blast if you play it with us!

(unless you play it with KDR Squad.)

KDR squad are actually the chillest of bros.

They just do it while being a shitload better than you

Malkar
Aug 19, 2010

Taste the cloud


Don Dongington posted:

KDR squad are actually the chillest of bros.

They just do it while being a shitload better than you

YEAH? Well, Hard Corg is the chillest of dogs. And that is the title that truly matters.

Seriously, though, if you're playing this game and not in WoL, I am so loving sorry. I can't imagine the misery that must be your life.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.



Hey BULBASAUR you might want to update the second row, second column gif to this because I think I accidentally deleted it on my imgur account and so that's why it's broke now. Oops.

explosivo
May 23, 2004

Fueled by Satan

I just got bitched at in a pub match for "Zerg rushing" the flag to win. I walked there with an Atlas and a Catapult, and by that point the enemy team had killed 4 of my teammates. Sore losers amuse me. "Play my way and I'd totally kick your rear end!"

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.




explosivo posted:

I just got bitched at in a pub match for "Zerg rushing" the flag to win. I walked there with an Atlas and a Catapult, and by that point the enemy team had killed 4 of my teammates. Sore losers amuse me. "Play my way and I'd totally kick your rear end!"

Space Bushido is alive and well in MWO. I really can't wait for Clan Wars so we can tweak all the "fight me 'fair'!" spergs in matches that will actually cost them things.

cafel
Mar 29, 2010

This post is hurting the economy!


explosivo posted:

I just got bitched at in a pub match for "Zerg rushing" the flag to win. I walked there with an Atlas and a Catapult, and by that point the enemy team had killed 4 of my teammates. Sore losers amuse me. "Play my way and I'd totally kick your rear end!"

To be fair, winning that way gets you basically the same amount of C-Bills as losing anyway so trying to back cap from the get go of each round can make for some really slow grinding for yourself. Still, if they're beating you anyway might as well deny them that sweet salvage bonus.

Tank Boy Ken
Aug 24, 2012
J4G for life

Paingod556 posted:

Welp, that was kinda helpful... They still look mostly the same to me, even without the ambient light from a daytime map...

Well if you're unsure just try to fire one salvo, if it's leaving the bay with a delay of ~1.5 seconds, that means the doors are still closed. It's virtually impossible for somoeone else to tell the state of your missile doors, cause your doors are TINY!

Equate
Nov 11, 2011



My video is missing. http://www.youtube.com/watch?v=Rh3KqxAv7J0

It is 2 months old now.

Bentai
Jul 8, 2004


For people that don't believe or understand how horrible the MWO forums are, here are some of the following groups of people that infest that hellhole. You've got your bog-standard Bronies, Redditors and 4channers. You've got your socially maladjusted Battletech TT grognards that demand follows exact tabletop rules and to hell with balance and playability of a PC game. Then you've got the cream of the crop, people that have been playing BTech/Mechwarrior games since the god-damned dawn of time, and use this to lord their superiority over others. The best example of this is a guy named "Metro", who has dozens of people swearing fealty to him as the unquestion leader of House Liao, because he owns the houseliao domain name. He's also a community mod that has managed to not be removed from the position, no matter how much of a shitlord he is by abusing his position as a moderator. Oh and let's not forget the people that are hardcore clan roleplayers, to the point of demanding other teams wait while they perform their little incestual space furry rites on the battlefield for eHonoure.

Mix in Bronies, Grognards and social rejects, and you've got the MWO forums.

For the love of God, don't go there.

Fil5000
Jun 23, 2003

HOLD ON GUYS I'M POSTING ABOUT INTERNET ROBOTS


The key thing with the Metro crew is to always refer to them as houseliao.com and never as House Liao. Communication is key.

Maybe this thread I will relax my posting volume and let someone else be top posting goon.


Edit: A point of note regarding selling heat sinks - you can only sell Single Heat Sinks if you are in the mech lab with a mech with Single Heat Sinks. So if you're going to upgrade your heat sinks to doubles and want to sell the singles, drag them out of the mech and sell them BEFORE you buy the DHS upgrade. Otherwise you'll be like me and wind up having 200 of the drat things before you remember to sell them.

Orv
May 4, 2011

Precisely.


Fil5000 posted:

Maybe this thread I will relax my posting volume and let someone else be top posting goon.

Liar.


I probably got purged from WoL for disappearing for a bit, I should fix that and starting playing space robits again.

bokbok
Jan 12, 2006

do you like my hat?


I made a thing. Actually this thing is the side product of me making another thing, but more on that later.
http://www.youtube.com/watch?v=scz9VhKsOqI


Here is an actually useful video for newbirds who have no idea how to click on things in the mech lab though:
http://www.youtube.com/watch?v=z1pOsH9iFyE

Dryer Lint
May 17, 2010

Biggest most lovable jerk on the internet.


I was a pour unable to even afford the monthly payments on a Commando. Then my good friend DeadlikeRev told me about how to shoot robits and get space bucks and now I am a successful internet grognard and own my own fleet of metches and am one of World of Lowtax's greatest enigmas!

Octavion
Apr 5, 2009


Squawk. Permission to post, over.

Metrohunter
Sep 30, 2009

DON'T TECHyou teched

Octavion posted:

Squawk. Permission to post, over.

Denied, danger close.

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DonVincenzo
Nov 12, 2010


Requesting Wizard support, over.

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