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Super 3
Dec 31, 2007

Sometimes the powers you get are shit.
Logged back in after a loooong time. It looks like I lost some mechs and I'm trying to make sense of the new skill trees. It looks like it's per mech but how does that work with omni pods? The skill tree applies to the mech omni pod version or?

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teepo
Oct 14, 2004

yospos
i've reinstalled :D

Crazyeyes24
Sep 14, 2014

Your good vision is your fatal weakness!

Super 3 posted:

Logged back in after a loooong time. It looks like I lost some mechs and I'm trying to make sense of the new skill trees. It looks like it's per mech but how does that work with omni pods? The skill tree applies to the mech omni pod version or?

Omni mechs are differentiated by their CT 'pod' which cannot be removed or changed. You can swap out any of the other 7 locations freely. The experience, and skill tree for that matter, are tied to the CT of the variant you bought. (Think of it like the CT omnipod is the mech chassis, and the other omnipods are equipment like any other gear)

That said, all mech XP and skill trees are tied to that SPECIFIC mech you earn/unlock them on. So two copies of the MDD-H will have separate XP pools and skill trees, as would two instances of a AS7-D on the IS side. If you want two variants with different builds ready to go at the same time, you would need to buy the mech twice and then skill each copy up individually.

Crazyeyes24 fucked around with this message at 20:42 on Jun 26, 2018

Stringbean
Aug 6, 2010

Super 3 posted:

Logged back in after a loooong time. It looks like I lost some mechs and I'm trying to make sense of the new skill trees. It looks like it's per mech but how does that work with omni pods? The skill tree applies to the mech omni pod version or?

If you're running a TBR-A, exp is gained on the A variant, if it has omnipods from B or S or whatever its still only going to the A variant. If that makes sense, I'm not good at explaining things.

Pornographic Memory
Dec 17, 2008

Super 3 posted:

Logged back in after a loooong time. It looks like I lost some mechs and I'm trying to make sense of the new skill trees. It looks like it's per mech but how does that work with omni pods? The skill tree applies to the mech omni pod version or?

If you have say a Mad Dog Prime and a Mad Dog A in your garage those are considered two different mechs for skill tree purposes regardless of what combination of omnipods you have installed in them.

various cheeses
Jan 24, 2013

Corn Burst posted:

Shooting Robutt is good and cool.



Super 3
Dec 31, 2007

Sometimes the powers you get are shit.
Thanks, clear on the omni pods and skills now.

Typical Pubbie
May 10, 2011


I'm salty. :qq:

Marathanes
Jun 13, 2009
You put in work, son. Not your fault you lost. You've every right to be salty.

Lonjon
Jun 26, 2007

Books are the real treasures of the world!
Fun Shoe

Corn Burst posted:

Shooting Robutt is good and cool.



I carefully considered each of the astounding MSPaint submissions, then rolled a die to determine that Corn Burst gets the Tournament Support Pack code. Congrats dude! I'll PM you the code via the forum private messages.

Thank you BlackDog420, Corn Burst, and Ghosts on the Moon for your fantastic works of robot art. You are the Battletech Technical Readouts of my heart!

Corn Burst
Jun 18, 2004

Blammo!

Lonjon posted:

I carefully considered each of the astounding MSPaint submissions, then rolled a die to determine that Corn Burst gets the Tournament Support Pack code. Congrats dude! I'll PM you the code via the forum private messages.

Thank you BlackDog420, Corn Burst, and Ghosts on the Moon for your fantastic works of robot art. You are the Battletech Technical Readouts of my heart!

Awesome bro, I certainly appreciate it.

Skippy McPants
Mar 19, 2009


Check back with us after you put in your first 1500 damage loss. Only then will you know true sorrow.

Herb Dington
Oct 6, 2013
Mrs. Crab and her family go to the beach.



Thanks for the inspiration!

Crazyeyes24
Sep 14, 2014

Your good vision is your fatal weakness!

Herb Dington posted:

Mrs. Crab and her family go to the beach.



Thanks for the inspiration!

:five:

Seriously, why does PGI pay those NGNG guys money for advertising when all they need to do is throw :10bux: at lowtax and get all this.

Crazyeyes24 fucked around with this message at 14:57 on Jun 27, 2018

peer
Jan 17, 2004

this is not what I wanted
Any hopes or expectations for next mech to be announced? Last four have been two lights, a medium and a heavy, so maybe it's time for another assault (though you had Fafnir -> Blood Asp not long ago)?

I think the Stone Rhino is popular because nerds always love the biggest, heaviest, slowest pile of guns, but it's design isn't especially exciting and the game isn't exactly lacking dual-Gauss assaults.

I've liked the Sunder ever since MW3:

distinctive design, reasonably high mounts, varied hardpoints.... aaaand an XL engine :shepface:



comedy option: introduce quads, starting with the almost unarmed but indestructible Great Turtle

Kazvall
Mar 20, 2009

I have returned to play this dumb game again. Hello.

Skippy McPants
Mar 19, 2009

peer posted:

I've liked the Sunder ever since MW3:

distinctive design, reasonably high mounts, varied hardpoints.... aaaand an XL engine :shepface:

The game has yet to host a single IS Omni, and the XL issue is probably the main reason why. It wouldn't be a huge deal on a light, but a locked XL on anything heavier than 40 tons would basically be DoA thanks to MWOs engine mechanics.

Additionally, Omnimechs are garbage in this game for a variety of other reasons. Clans get by on superior tech, but most IS Omnis would need quirking to the moon and back to be competitive.

aniviron
Sep 11, 2014

Kazvall posted:

I have returned to play this dumb game again. Hello.

It's been a while. Hi!

Skippy McPants posted:

The game has yet to host a single IS Omni, and the XL issue is probably the main reason why. It wouldn't be a huge deal on a light, but a locked XL on anything heavier than 40 tons would basically be DoA thanks to MWOs engine mechanics.

Additionally, Omnimechs are garbage in this game for a variety of other reasons. Clans get by on superior tech, but most IS Omnis would need quirking to the moon and back to be competitive.

This game is the first mechwarrior game to make Omnis worse than Battlemechs somehow. Almost every clan omni is worse than their battlemech counterparts; but because they get access to clan poo poo at least the worst ones have some small saving graces. IS omnis would not have this luxury.

Space Monster
Mar 13, 2009

So I bought a deathstrike and have fitted it as recommended in the OP but I want to goof off with autocannons from time to time as well. But I find that I don't really understand the differences between the different types beyond the obvious lbx is a shotgun for blasting criticals, uac fires super fast and whatnot...could some kindgoon give me a breakdown of their various uses? Why go ac instead of uac ever?

OptimusWang
Jul 9, 2007

Space Monster posted:

Why go ac instead of uac ever?

I know gently caress all about the new flavors of dakka, but the only difference between an AC and UAC is that you can manually double-tap UAC’s to fire them faster than holding down the button, with a chance to jam. If you just hold down the button, they fire at the same rate and never jam.

e: Forgot to add, AC’s are lighter than UAC’s.

OptimusWang fucked around with this message at 02:45 on Jun 29, 2018

free hubcaps
Oct 12, 2009

peer posted:

Any hopes or expectations for next mech to be announced? Last four have been two lights, a medium and a heavy, so maybe it's time for another assault (though you had Fafnir -> Blood Asp not long ago)?


it won’t be a light next for sure but I really hope they add the hitman at some point, I love the evil jester robot look



ecm, masc and a lazerfist would probably make it fun to play too

abuse culture.
Sep 8, 2004

aniviron posted:

It's been a while. Hi!


This game is the first mechwarrior game to make Omnis worse than Battlemechs somehow. Almost every clan omni is worse than their battlemech counterparts; but because they get access to clan poo poo at least the worst ones have some small saving graces. IS omnis would not have this luxury.

????? The hellbringer and ebon jag are probably the two best mechs in the game

Pornographic Memory
Dec 17, 2008
ACs have some merits depending on your playstyle too because UACs spread their 2/5/10/20 damage over multiple bullets in a burst vs one shell with an AC, plus less face time with the AC affords you an opportunity to twist between shots to splash damage around. They also run cooler and obviously never jam.

edit: well poo poo listen to the other guys, i didnt realize only IS ACs were single shot

Pornographic Memory fucked around with this message at 03:38 on Jun 29, 2018

aniviron
Sep 11, 2014

OptimusWang posted:

e: Forgot to add, AC’s are lighter than UAC’s.

Just to make this more needlessly complicated, IS UACs are one ton more than normal ACs, clan UACs are the same weight as clan ACs, as well as one slot smaller.

In short, always double tap your UACs, never take UAC20s, 10s can go either way, and 2s and 5s are always better as UACs.

Skippy McPants
Mar 19, 2009

Space Monster posted:

So I bought a deathstrike and have fitted it as recommended in the OP but I want to goof off with autocannons from time to time as well. But I find that I don't really understand the differences between the different types beyond the obvious lbx is a shotgun for blasting criticals, uac fires super fast and whatnot...could some kindgoon give me a breakdown of their various uses? Why go ac instead of uac ever?

Autocannons: fire either a single slug (IS) or a stream of slugs (Clan) and go on cooldown after a single shot.
Ultra Autocannons: fire a steam of slugs (IS and Clan) and can be fired a second time during their cooldown, but the second shot has a chance to jam the weapon which disables it for an extended period.
LBX Autocannons: fire single shotgun style blast (IS and Clan). Generally, they weigh less and don't trigger ghost heat, but at the cost of spreading their damage.

UACs are all around powerful for both factions. The one notable exception to this is the UAC/20, which is garbage due to its damage spread and crippling jam timer. For the Inner Sphere, standard ACs are sometimes useful because the single shot means their damage can be placed with precision. This is especially the case for the AC/20, making it the premier brawling weapon. As for LBX ACs, they have a few fringe applications IS side, such as the dual LBX/20 Warhammer. For the Clans, LBX ACs are their primary brawling ballistic. Standard clan ACs are 100% useless because their multi-slug firing pattern means the lack both the precision of IS ACs and the high DPS of UACs.

To sum up:

IS: UACs good, ACs situational, LBXs very situational.
Clan: UACs good, LBXs situational, ACs never.

Typical Pubbie
May 10, 2011
The 2x LBX10 Shadowhawk is very relaxing to play.

Psykmoe
Oct 28, 2008

Skippy McPants posted:


Ultra Autocannons: fire a steam of slugs (IS and Clan) and can be fired a second time during their cooldown, but the second shot has a chance to jam the weapon which disables it for an extended period.


IS UAC/5 only fire 1 shell per trigger pull. I think the stream of slugs thing is true for those IS UACs which were introduced post-clan content tech update?

Crazyeyes24
Sep 14, 2014

Your good vision is your fatal weakness!

Psykmoe posted:

IS UAC/5 only fire 1 shell per trigger pull. I think the stream of slugs thing is true for those IS UACs which were introduced post-clan content tech update?

IS UAC10/20 split the shells into 2 and 3 respectively.

Skippy McPants
Mar 19, 2009

Psykmoe posted:

IS UAC/5 only fire 1 shell per trigger pull. I think the stream of slugs thing is true for those IS UACs which were introduced post-clan content tech update?

Yeah, the same is true for the UAC2 of both factions. I glossed over some of the complexities because weapon systems in this game are an endless litany of asterisks.

Neurosis
Jun 10, 2003
Fallen Rib
i've made an ebon jaguar-c with 4xsrm 6s and 2xuac 5s. (1) is this build garbage and (2) if not, what skills should i be building? i've never played anything with srms.

aniviron
Sep 11, 2014

The build isn't inherently terrible, but generally speaking you want to pair weapons that have complimentary ranges. You might be better off with a UAC20 and 4SRM6 if you can run it.

That said, the EBJ is pretty fragile, and you have to get really close to use SRMs, so you might be better off keeping the UAC5s and putting some ATMs or large lasers on instead of SRMs.

Blackdog420
Sep 10, 2009

born to roam
:siren:For newer players considering on purchasing a hero mech during the sale:siren:

I agree with the OP's current recommendations, and I'd like to add a few hero mech suggestions that I feel strongly about.


1. Quickdraw "IV-Four"

The history of the QKD-IV4 is a rough one. In the past it was mostly regarded as a trash mech, but with the civil war patch and it's robust quirks, it is now widely considered a top tier hero by many goons. Not only does the IV-Four have outstanding weapon quirks, but it's the only Quickdraw variant that contains armor quirks. However, it's important to note that the quirks for this mech (or any other mech) can potentially be altered by PGI in the future.


2. Maurader IIC "Scorch"

When the MAD-IIC-SC was released it was an absolute force to be reckoned with, and to be frank it still is. With 4x CSRM6+Artemis and 2x CLBX-20s this robot becomes a shotgun that relentlessly fucks things up. At 85 tons and with no quirks, you need to be careful with how you close-in and choose your engagements, but if you do manage to make it into brawl range... Not many robots can bare the brute-force implemented from the Scorch. The only downside of this build of course is the range limitations, but it's worth it. I consider this without a doubt a top tier hero mech.



And that's it really, there are plenty of other "Fun" or "Viable" hero mechs out there, and if anyone has any questions about any potential purchase be sure to ask or express any curiosities. But these two robots specifically stand out in my opinion, and probably deserve to be somewhere in the OP.

A.o.D.
Jan 15, 2006

The Suffering of the Succotash.
The EBJ-C doesn't have enough space to share anything with a UAC/20. However, it can comfortably pack 2xATM12s and a UAC/10, and 2 tons of ammo for each weapon. I honestly don't know if that's enough firepower for that platform, but it seems like a lot.

Stringbean
Aug 6, 2010
I recommend the St. Ives Blue, vindicator hero mech. With the vindi becoming a tanky medium, you can brawl with this bad boy with dual ASRM6 and some mediums.

Commoners
Apr 25, 2007

Sometimes you reach a stalemate. Sometimes you get magic horses.
The IV4 has been a secret best-ton-for-ton mech for pretty much its entire lifespan, but it required people to be able to to torso twist and use jumpjets at melee range to get the benefit out of it. MRMs let it play in a different, much easier and user friendly style. Its quirks haven't been touched for a really long time, and before the skill tree it was just the mech that had some okay armor for its tonnage and a completely ridiculous fire rate for LBX10s. After the skill tree it was able to pile on even more armor and ammo to a really stupid degree.

It is SUPER likely to get nerfed at some point, but right now it's up there with the K9 for being one of the best functional mechs in the game. The LBX10 IV4 can duel 3-4 meta-built laservomit clan mechs with its LBX10 variant before it expires if you play it right.

I've always been an advocate for the vindicators after they got their armor buff, but be careful about buying the SIB. It is an extremely jump-jet reliant mech to be able to squeeze performance out of it, kind of like the summoner, and I know a lot of goons will literally never touch their jjs or masc on mechs that are equipped with them.

Commoners fucked around with this message at 22:34 on Jun 30, 2018

Pornographic Memory
Dec 17, 2008
i've really loved the MAD-3R i picked up from the mechfest sales and the huge variety of loadouts i can slap on it (usually some variation of 1-3 ballistics and 4 MLs) so im really torn between wanting to get the bounty hunter so i can have that but making extra c-bills (and with extra energy hardpoints/worse quirks) or wanting something actually different

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Aw gently caress the Cipher is really really hard to use. Any advice?

Skippy McPants
Mar 19, 2009

The PIR is a weird mech to play. It's too fragile, too slow, and too big for hide 'n sneak or peak 'n poke in the manner of a proper light. What it does have going for it though, is crazy high DPS. The best advice I can give is to pick your moment and try to catch a big mech while it's running hot. If you charge a laser vomit assault right after an alpha you can straight up stare-down its CT before it cools off enough to kill you. The PIR-1 is better at this, but the Cipher still does it pretty okay.

You might want to skim through Proton's Twitch videos and find some of his PIR matches. He's exceptionally good at finding timing those timing windows where it's safe to dive in and unload.

Edit: and don't feel bad if you can't pull it off. The PIR is one of the hardest mechs to play successfully because it's performance window is so narrow.

Skippy McPants fucked around with this message at 23:38 on Jun 30, 2018

aniviron
Sep 11, 2014

Blackdog420 posted:

2. Maurader IIC "Scorch"

When the MAD-IIC-SC was released it was an absolute force to be reckoned with, and to be frank it still is. With 4x CSRM6+Artemis and 2x CLBX-20s this robot becomes a shotgun that relentlessly fucks things up. At 85 tons and with no quirks, you need to be careful with how you close-in and choose your engagements, but if you do manage to make it into brawl range... Not many robots can bare the brute-force implemented from the Scorch. The only downside of this build of course is the range limitations, but it's worth it. I consider this without a doubt a top tier hero mech.

This is something I've been thinking about picking up for a while. How does it compare to similar builds on a MC2? And what kind of engine do you run in that? Seems like it's going to be short on speed, ammo, or cooling, take your pick.

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Marathanes
Jun 13, 2009

Artificer posted:

Aw gently caress the Cipher is really really hard to use. Any advice?

I picked up the Cipher for MC I'd gotten from events and here's what I've learned while playing it. I primarily play lights (but usually with ECM), so some of this stuff comes naturally to me, but I'll try to be specific. Fwiw, I think the Cipher is a great mech, once you get used to playing a light without ECM.

In the Cipher, you are fragile (as in most lights) but you don't have ECM to make up for it. I would disagree with Skippy about it being slow because with tweak you can be going 156kph, which is pretty drat fast (if not flea/locust/commando fast). The lack of ECM is what really hurts. I would agree with Skippy in that your DPS is one of your biggest strengths, especially late match. I run an XL 180, 8 ER clan micro Ls and 6 Mgs (2.5 tons of ammo) with a Laser AMS and the required 3 additional heat sinks.

Here are some general tips -
Make sure you're not the first person on your team to be targeted. If you are you will attract random fire all match from people who never retarget.
I tend to do a broad circle around the enemy team, trying to keep a good 1000+ meter distance in line of sight or staying behind cover if the map allows and try to pick up the last / slowest member of the enemy team if they're unescorted.
Alternatively you can wolfpack with a allied light/medium that has ecm if they're doing some sort of circle around / shoot butts maneuver.
In early / mid match, dive in with your lasers/mgs if you can find opproutinity attacks, get a few volleys off, and gently caress off. Don't stick in engaged unless you're wolfpacking a solo mech or unless you know you can win a fight 1v1 - I'm usually comfortable trying to solo certain assaults / heavies and a few lights, but be conservative if you're going it alone because you might always start catching LRMs or attract additional enemy attention.
Mid match don't be afraid to stick in longer if you seem to be doing well and you find someone alone that you can engage, especially if it's a LRM boat or a sniper. The Piranha has good hitboxes and spreads damage well while also being fast and hard to hit. I've has some luck with pulsing the MGs and twisting between laser/Mg bursts, but you may want to leave the Mgs on if you have an exposed component to drill and explode. You'll get a feel for when to spread damage and when to keep the Mgs on as you play more.
Once your team is ahead by a few kills, dive in and stay in, cycle targets and look for open sections and MG the gently caress out of them - reap souls.
If your team falls behind, try to pick off slow heavies or assaults that are trying to keep up with the nascar / running down your teammates.
Always have an escape plan.
Always have an escape plan.
ALWAYS HAVE AN ESCAPE PLAN - if you get focused you need to be able to get out of dodge asap - this is the single biggest piece of advice I can give a Piranha pilot.

Edit: One more thought on re-reading this - like Skippy says above, don't try to play this like a peek and poke light. When you're shooting in a Piranha, you need to be moving.

Marathanes fucked around with this message at 17:00 on Jul 1, 2018

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