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Posted: Thu Jan 08, 2015 4:20 pm
by Stranger
This guy does some really good guides on different mech chassis, while he doesn't have them all written up yet he does have a few and Gordo might find these useful for deciding on his next mech.

Stalker

Banshee

Thunderbolt

Posted: Thu Jan 08, 2015 4:40 pm
by Leisher
The Stalker seems natural for Gordo because it looks like the Catapault's dad.

Posted: Thu Jan 08, 2015 10:06 pm
by Stranger
Just played a CW game that was the biggest blowout I've ever seen, and I was on the losing side... Went against a team with 9 premade on it, we were the attacking team. They jumped the gates and before we could even get there and absolutely destroyed us! We didn't even do one point of damage to the generators that open the gate!!! They were the defenders yet they literally brought the fight to our side, by far the best team I've ever went against.

Posted: Fri Jan 09, 2015 10:28 am
by Leisher
Wasn't I in a game with you or was it Cake where something similar happened?

Apparently, for some of the organized teams the hot tactic is to start their defense using light mechs. Why? Because they can jump the wall and they know the enemy typically starts with assault mechs. They use their speed to cause mass confusion and as much damage as they can.

It was really effective against our team. We didn't get rolled as badly as you did, but our team never recovered. I think we got two gates down and one of the reactors or whatever.

It also shuts up Andy Dalton again since they were highly critical of leaving the base as a defender.

I'm not 100% sold on the assaults for invasions. Yeah, they make sense for penetrating a fortified position, but what if a 12 man team dropped as all lights? They could still easily drop the gates, they'd eliminate that tactic of the defenders attacking first, and they'd be able to swarm past defenders and do constant hit and runs on the primary targets.

Posted: Fri Jan 09, 2015 2:40 pm
by Stranger
Well if you're a clanner you don't need a light to jump the gates. All you have to do is bring your OP 75 ton Timberwolf with JJ's and do it that way, and that's what they did, all 12 of them were Timberwolves.

The more I play the game the happier I am being a part of the Inner Sphere, I want to shoot every single Stormcrow, Timberwolf, and Direwolf I see, even if they are on my team. Kill the OP clanners!!!

Posted: Fri Jan 09, 2015 3:09 pm
by GORDON
MW dreams two nights in a row means too much MW is being played.

Posted: Sat Jan 10, 2015 1:29 pm
by Stranger
Leisher, here are a few of the more popular builds I have found with the various Atlas variants.

This takes advantage of the AC10 and medium pulse laser quirks for the BOAR'S HEAD, I have a similar build on one of my Battlemaster's and I like it quite a bit.

The AS7-D has quirks for the AC20 and SRM6's, I'd try something like this.

The AS7-D-DC only has a minor quirk for the AC20 and this build is a lot like the -D, but it has the all important ECM.

And the -K I believe was the other one you had? I'm not a big fan of that one the quirks are all over the place and I believe the other 3 I just listed are better in every way. But you could do different variations of these builds on it if you have to play it.

ohh yeah, never an XL engine on an Atlas, its what makes them so damn tough.




Edited By Stranger on 1420914685

Posted: Sat Jan 10, 2015 1:38 pm
by Stranger
There is a huge sale on a ton of mechs right now, 30% off c-bills and MC. Good way to stock up, I'm thinking of buying 3 Hunchbacks and it will only cost about 7 million c-bills.

Posted: Sat Jan 10, 2015 1:47 pm
by Leisher
Thanks, I'll give those a look.

Posted: Sat Jan 10, 2015 3:14 pm
by GORDON
Modules: Consumed on use.... one use only? Ever?

Posted: Sat Jan 10, 2015 4:20 pm
by Leisher
Modules? No.

Consumables? Yes. That's why consumables are so cheap. They actually have a "automatic restock" option.

Posted: Sat Jan 10, 2015 4:30 pm
by GORDON
Went Master on my Cats and now I am trying to figure out how to use modules.

Posted: Sat Jan 10, 2015 4:40 pm
by Leisher
Stranger will probably yell at me, but I haven't messed around with the modules too much. They do add a whole new level of specialization to a mech, but I'm not yet certain what I want to put on each class of mech.

Posted: Sat Jan 10, 2015 4:55 pm
by GORDON
That extra zoom would be useful on a couple of my mechs, but it costs 2 million.

There's also a targeting disrupt that kills everybody's lock on you when you step out of line of sight.

Posted: Sat Jan 10, 2015 10:28 pm
by GORDON
I bought one of the Hunchbacks since they were on sale and I needed a medium. Spent another 1.5mil getting it combat ready.

There's never enough c-bills.

Posted: Sun Jan 11, 2015 1:23 am
by Leisher
Stranger, find some Jager builds. :D

Specifically, the -DD and -S.

Posted: Mon Jan 12, 2015 3:12 pm
by Leisher
What are the Resistance mechs? What makes them special?

Posted: Mon Jan 12, 2015 3:35 pm
by Stranger
They are the next wave of IS mechs to be released, the Panther, Grasshopper, Enforcer, and Zues, one of each weight class. The first one will be released on Feb 17th, not sure which one yet. By preordering you get them on the date they release.

The release dates are stupid though. its like Feb 17th then the middle of March for the next, April for the next and May for the last.

Posted: Mon Jan 12, 2015 3:40 pm
by GORDON
The "drop off their radar as soon as they lose line of sight" module is expensive. 15k experience to get the pilot skill, then six fucking million to get the actual module.

There's never enough c-bills.

Posted: Mon Jan 12, 2015 3:56 pm
by Stranger
yep, I'm the same as Leisher on this point. I haven't been to concerned about putting modules on my mechs yet. Sure some of them are nice but I'd rather put my c-bills towards expanding my garage right now. The good thing about them is that you can move them around freely among your mechs, so once you own one you can always put that on your favorite mech.