Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Lorem ipsum
Sep 25, 2007
IF I REPORT SOMETHING, BAN ME.
Mechwarrior: Royale


I'm sorry

Adbot
ADBOT LOVES YOU

TheKingslayer
Sep 3, 2008

I mean I would be fine starting over because I think Mechwarrior is fun.

BigShasta
Oct 28, 2010
Those are not bad ideas for the mech side of things, but the real problem is the game itself.

They need new gameplay ideas that are good and fun. The ones they have are either slight variations on quickplay skirmish (super basic, repetitive), or are not generally well received (Solaris), or didn't catch on the way they were supposed to (faction play, or slow quickplay), or just flat out don't work (escort, incursion). If the next games's big new feature is just even more mech mods, it'll be a total waste. I don't know if PGI can pull anything more than that off.

They also need to be able to regularly add new maps for the love of god, because how old are all these same maps we've been using?

Also, how many years has this game existed, even beyond profitability, and they only just tried to make a sensible ranking system for quickplay?

TheKingslayer
Sep 3, 2008

Side track. I'm super impressed with the VGL-A. I'm not great with it yet but wow does it gently caress up anything you run into, even if you die in the attempt. Mediums and lights might as well give up if you get the jump.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

TheKingslayer posted:

Side track. I'm super impressed with the VGL-A. I'm not great with it yet but wow does it gently caress up anything you run into, even if you die in the attempt. Mediums and lights might as well give up if you get the jump.

yeah like

back in the day the Menturion with 3 SRM6A, 2 CT MLs, and a complete deadside was a pretty great brawler

but I have no idea how it would even begin to compete with a VGL-A

the VGLs in general are just really good

https://mech.nav-alpha.com/#9f211663_VGL-1 (dual gauss)

https://mech.nav-alpha.com/#cd4f98d0_VGL-1 (what if a Warhawk but 30 tons lighter)

https://mech.nav-alpha.com/#e502adba_VGL-2(5 UAC/2 with a deadside)

https://mech.nav-alpha.com/#e2ba8813_VGL-3 (108-point alpha below 300 m, will utterly annihilate lights and take off torsos of anything if you it from the side)

TheKingslayer
Sep 3, 2008

I had a PPC VGL-1 and it's crazy fun, but the feeling of really hitting a light or shredding the armor off anything else with VGL-A is incredible imo. I realize I suck rear end with lasers and should just brawl constantly.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

TheKingslayer posted:

I had a PPC VGL-1 and it's crazy fun, but the feeling of really hitting a light or shredding the armor off anything else with VGL-A is incredible imo. I realize I suck rear end with lasers and should just brawl constantly.

a true goon

seriously people are TERRIFIED of the VGL-A and with good reason.

other ace brawlers:

https://mech.nav-alpha.com/#01faf6da_QKD-IV4
https://mech.nav-alpha.com/#ce24f3b3_LBK-C
https://mech.nav-alpha.com/#f5bd8117_ON1-IIC-A
https://mech.nav-alpha.com/#2a7e6c46_ASN-21
https://mech.nav-alpha.com/#0d32ab31_HBK-IIC (UAC/20s are bad EXCEPT when you can double tap two of them with no ghost heat. which this one can)
https://mech.nav-alpha.com/#0aec4350_ASN-23
https://mech.nav-alpha.com/#b8c9ecfc_ACW-1
https://mech.nav-alpha.com/#61b6c011_MAD-4HP
https://mech.nav-alpha.com/#47c817d0_VTR-9S (how this is still good in 2020 I'll never know, but it is)

TheKingslayer
Sep 3, 2008

I have an ASN-21 but I have wanted a Linebacker for a while...

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

TheKingslayer posted:

I have an ASN-21 but I have wanted a Linebacker for a while...

Linebackers are very good, you can also do 5 SRM6A on one of them. They carry just enough firepower to be scary, can chase a lot of mechs down, and the hitboxes are forgiving

TheKingslayer
Sep 3, 2008

Are all the Goons still in Legman's Losers or whatever or is there another discord? I need to stop playing with these crummy pubs

Freakazoid_
Jul 5, 2013


Buglord

aniviron posted:

MWO2 is a nightmare. Either you don't keep your mechs from MWO, which would be awful and lovely and nobody would want, or you do keep them and PGI has nothing to sell and can't make the game.

Given that MW5's gameplay is pretty much MWO, I'm not sure what they could put in MWO2 that we don't already have. About the only feature I'd like at this point is for the game to not be on such an old engine.

I was thinking more like Diablo 2/PoE style seasons. Yeah you can bring over your old mechs, they're good for season 1, then they get pushed to the legacy league.

But it doesn't matter, I don't mind starting all over again if that's what pgi wants to do.

Lorem ipsum posted:

Mechwarrior: Royale


I'm sorry

more like Mechwarrior: Fall Guys

sorry not sorry

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
Just rip off living legends and have an escalation phase based on time.

Start off in lights, if someone dies they have a limited deck they can use, but can't pull heavies or assaults out until the end.

Make is a base attack game.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
A lance of 4 6 MPL linebackers are terrifying. I recommend the 6 MPL linebacker to anyone and everyone.

withoutclass
Nov 6, 2007

Resist the siren call of rhinocerosness

College Slice
Getting back in to this game and I think all my old mechs are pretty whack (jenner small laser spam, centurian with just 1 AC/10, Catafract double gauss). Are any of these mechs worthwhile or should I try to farm up enough cbills to pick up one of the many recommend mechs I've seen over the past few pages like the Vapor Eagle? I saw a MPL Atlas last night just wrecking anything that came near it so it seems like laser alphas are still fairly viable?

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
i will never get tired of my stealth cataphract with an UAC20

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!

withoutclass posted:

Getting back in to this game and I think all my old mechs are pretty whack (jenner small laser spam, centurian with just 1 AC/10, Catafract double gauss). Are any of these mechs worthwhile or should I try to farm up enough cbills to pick up one of the many recommend mechs I've seen over the past few pages like the Vapor Eagle? I saw a MPL Atlas last night just wrecking anything that came near it so it seems like laser alphas are still fairly viable?

Unfortunately your cataphract may be your best mech, and it is middling at best. Laser alphas are still viable but MPL Atlases are somewhat difficult to work with because brawling assaults are in a rough spot at the moment, but other weight class brawlers are still pretty ok.

BigShasta
Oct 28, 2010

Artificer posted:

A lance of 4 6 MPL linebackers are terrifying. I recommend the 6 MPL linebacker to anyone and everyone.

I only recently started playing with this mech and I second this, I've been enjoying the hell out of it. It feels really fast for a heavy.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!

abrosheen posted:

I only recently started playing with this mech and I second this, I've been enjoying the hell out of it. It feels really fast for a heavy.

That's because it IS very fast for a heavy mech, clan and especially IS.

Pornographic Memory
Dec 17, 2008
Linebackers are also fun for heavy medium laser spam, it's probably less effective than MPL spam but a 1-2 alpha of 4+4 heavy medium lasers really hurts and the Linebacker is one of the only mechs with the combination of armor and speed to make it work.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule
yeah normally a 65-tonner that's as fast as the Linebacker would be insanely over-engined but clantech plus juuust enough tonnage for a bunch of MPLs or SRM6s plus good hitboxes make it ace and cool

Booty Scope
Oct 11, 2004
Long time lurker, first time poster.
Love running around lasing it up in the linebacker. I regularly switch between the 6MPL and the 4HML+4HML builds, but I prefer the hit and run tactics of the HML build. However, be wary of close combat with agile lights: the high heat of HMLs can leave the mech in hot water if you aren't able to reliably land the entire burn duration on target. Best to have a back-up chain fire grouping or 2HML fire groups for those slick targets.

aniviron
Sep 11, 2014

Be careful about the parts you use when making your linebacker: some of the omni parts have truly massive health quirks, and some do not. Sometimes I shoot at people who clearly did not pay attention to this when building their Linebackers, and I can always tell right away.

BigShasta
Oct 28, 2010
Guess I need to check mine, I just followed whatever was posted on grimmechs

Pornographic Memory
Dec 17, 2008

aniviron posted:

Be careful about the parts you use when making your linebacker: some of the omni parts have truly massive health quirks, and some do not. Sometimes I shoot at people who clearly did not pay attention to this when building their Linebackers, and I can always tell right away.

while i'm sure some of them have been around for a while, iirc some of the last balancing passes split off a lot of omnimech quirks in general to individual pods rather than sets of 8 so on any omni build it's worth checking out what kind of quirks you can get from making the same loadout with alternative pods.

BigShasta
Oct 28, 2010
I decided to create a fresh MWO account so I could use the cadet bonuses to build a dumb mech with no consequences. I wanted to try screwing around with stealth armor, which I've never used before, and I figured I'd make a light mech, which I suck with. I knew I would have enough money to absolutely pimp out an IS light mech and also could use the GXP to skill it right away, and not have to feel like I wasted my money/skill points on my main account when it goes badly.

I ended up buying a JVN-11B, which I'm guessing is a bad mech since I didn't find a lot of build discussion googling it. My first thought was MRMs, so I don't have to get right on top of people, and a rocket launcher so maybe I can kill at least one mech in a match. With this build I basically ended up either support firing around my team-mates or harassing (but almost never killing) LRM boats, and even with the rockets I was hardly ever getting a killing blow and ending the match without much damage done. Bear in mind I'm not the best at this game.

https://mech.nav-alpha.com/#831c2c86_JVN-11B

So I decided to try streaks, another weapon I've never used before, and came up with this second version; I just set the streaks to chain fire and hold the mouse button down until heat makes me stop. This is like the polar opposite of the MRM version as far as kills. As long as I stay with teammates I can get 2-3 killing blows in a match, but I'm not really sure how much I'm helping the team. My damage is still very low at the end of the match.

https://mech.nav-alpha.com/#be47d0c8_JVN-11B

Do the velocity and missile spread skill nodes apply for streaks, and if so do they have any meaningful impact?

Any ideas on these builds or anything else fun to try with this mech? I might drop stealth armor and make an LRM boat before I call it quits, a third weapon I've never tried playing with. But not being able to equip tag is probably bad.

Edit: A couple of other thoughts. Unlock arms for streak locking, run circles around people and hold locks. Not having jump jets just totally sucks. I'll probably try this LRM "boat":

https://mech.nav-alpha.com/#3a93693e_JVN-11B

Toalpaz posted:

will narcing someone while stealthed allow your team to target them folx?

Good question, I'd also like to know.

BigShasta fucked around with this message at 21:48 on Sep 20, 2020

Toalpaz
Mar 20, 2012

Peace through overwhelming determination
will narcing someone while stealthed allow your team to target them folx?

I dont think velocity helps streaks that much, it matters much more for ac's mrm and lrm who have long travel times. make sure you skill survival first because its a big deal and every mech gets ike 30% tougher or something.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
Narcs don't care if you are stealth or not. The narc is applied and works.

What may affect it is if someone shoots the target with an EMP or who ever is trying to lock on is in stealth.

I know as a stealth narc raven, the narc does seem to help with the range I can lock on to the target, but not at any real amount that matters.

wilderthanmild
Jun 21, 2010

Posting shit




Grimey Drawer
I don't know why I never played MWO before now. First day playing today and it's amazing. Loving playing with the Timber Wolf even if I suck. Laser Vomit owns. bought the HBR Prime that was suggested in the OP and in my one match with it I did as much damage as I was doing in 5 matches before that. The frontal armor especially seems to make a difference since for some reason the default puts a LOT of armor on the back.

The no using a mic for your first 25 matches is such a stupid rule though. In such a teamwork based game, not being able to speak really sucks.

Toalpaz
Mar 20, 2012

Peace through overwhelming determination
Yeah, MWO really is a unique and fun experience to dip into once in a while.

I am obsessed with watching missiles fly up then down, and my question is: Are clan lrm's really much worse than the IS equivalent in boat numbers? Like IS 95 vs Clan 95. I know they're half the weight but come out slowly in a stream, but I like how my fits look in mech db better.... it's such a tough choice on paper when theory crafting.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

Toalpaz posted:

Yeah, MWO really is a unique and fun experience to dip into once in a while.

I am obsessed with watching missiles fly up then down, and my question is: Are clan lrm's really much worse than the IS equivalent in boat numbers? Like IS 95 vs Clan 95. I know they're half the weight but come out slowly in a stream, but I like how my fits look in mech db better.... it's such a tough choice on paper when theory crafting.

ehhh, that doesn't end up making that much of a difference. IS LRMs might be better at getting a few more hits before someone gets into cover but LRMs are either amazing (5% of the time, although you would probably win that 5% anyway) or garbage (95% of the time) and the clan/IS split isn't significant enough to affect that

aniviron
Sep 11, 2014

wilderthanmild posted:

The no using a mic for your first 25 matches is such a stupid rule though. In such a teamwork based game, not being able to speak really sucks.

It's a direct result of a few shitheels who screamed slurs, got banned, made new accounts, and continued to do this for months on end. It does suck, though.

Skippy McPants
Mar 19, 2009

Toalpaz posted:

I am obsessed with watching missiles fly up then down, and my question is: Are clan lrm's really much worse than the IS equivalent in boat numbers? Like IS 95 vs Clan 95. I know they're half the weight but come out slowly in a stream, but I like how my fits look in mech db better.... it's such a tough choice on paper when theory crafting.

To the extent that LRMs can be worthwhile the IS version—like most things Inner Sphere—is heavily tied to quirks. Mechs tooled to take advantage like the AWS-8R can make decent use of them.

Beyond that the Clan LRM builds are generically better because they have the tonnage to pack in an absurd number of launchers. It doesn't matter as much that your missiles are trickling in when you're lobbing three times as many with each volley.

TheParadigm
Dec 10, 2009

Skippy McPants posted:

To the extent that LRMs can be worthwhile the IS version—like most things Inner Sphere—is heavily tied to quirks. Mechs tooled to take advantage like the AWS-8R can make decent use of them.

Beyond that the Clan LRM builds are generically better because they have the tonnage to pack in an absurd number of launchers. It doesn't matter as much that your missiles are trickling in when you're lobbing three times as many with each volley.


From back when I played, I remember hearing great things about the clan LRM10+artemis: It may come out in a stream, but its a really tight grouping, and especially with tag can focus components down in ways other LRM groupings don't really have.
Also, the tonnage-to-damage ratio because clan tech.

Before the Great Assault Fattening, someone in group liked to run a close support lrm10x4 spirit bear. You had to lean on the LPLs to get work in,but it was actually able to dunk on people in the midrange real well: All the missiles leaving from one torso and having tight streams seemes to do the trick.

Not sure how to replicate this feat on another chassis. Look for omnipod cluster quirks and neighboring launcher locations?

TheKingslayer
Sep 3, 2008

What hero should I get out of the on sale ones?

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!

TheKingslayer posted:

What hero should I get out of the on sale ones?

Lights:
Mist Lynx Ebon Dragoon if you like the machine gun Mist Lynx


Mediums:
Nova Breaker if you like laser brawl Novas
Huntsman Pakhet if you want the unique srm bomber omnipods

Heavies:
Linebacker Redline if you like fast MPL heavies
Quickdraw IV-4 if you like MRMs and JJs
Maybe Night Gyr Jade Kite if you like Night Gyrs in general.

Assaults:
Mad Cat MkII Deathstrike is my favorite. 6 mpl 2 uac10 or lbx20. 6 erml and 2 gauss rifles. 4 erml 2 LLs and 2 gauss rifles. JJ if you'd like.
Maybe Marauder IIC Scorch if you like brawling or uhhhh ATM boating.
Maybe Dire Wolf Ultraviolet if you like being slow and maneuvering like a 3 legged hippo and having a poo poo ton of guns and doing a lot of damage.

Richter Scabies
Dec 30, 2012

Trying to get back into this and long ago tried the goon build of a Jenner troll build with 6 light lasers, and I still have it. Is this still viable (likely not)? Otherwise building up my c-bills with the trial mechs and remaining cadet bonuses to try out that hell bringer build.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

Richter Scabies posted:

Trying to get back into this and long ago tried the goon build of a Jenner troll build with 6 light lasers, and I still have it. Is this still viable (likely not)? Otherwise building up my c-bills with the trial mechs and remaining cadet bonuses to try out that hell bringer build.

Jenners are not great now unfortunately, they're just too big. If you have a Jenner-F you can still pull off a six-ML build but it's not what it once was

sebmojo
Oct 23, 2010


Legit Cyberpunk









I still love my dumb chicken legged xwing, but it's mid tier at best.

b0lt
Apr 29, 2005

Richter Scabies posted:

Trying to get back into this and long ago tried the goon build of a Jenner troll build with 6 light lasers, and I still have it. Is this still viable (likely not)? Otherwise building up my c-bills with the trial mechs and remaining cadet bonuses to try out that hell bringer build.

If you want to make people hate you, buy a FLE-20 and run around with 5 SLs, MASC, and stealth armor.

Adbot
ADBOT LOVES YOU

TheParadigm
Dec 10, 2009

b0lt posted:

If you want to make people hate you, buy a FLE-20 and run around with 5 SLs, MASC, and stealth armor.

When I played, my favorite jerk light was a pirate's bane with 3 MPL, ecm and stealth.

Most people run 4spl+machineguns or 4 medium lasers; I found the 3mpl was worth it because its about the same damage but the exposure window/duration and range made it easy to poke people who really didn't expect to get back shots at 200 meters.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply