Starting Mech recommendations.

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#1 Tue, 01/22/2013 - 19:27
Mr402's picture
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Starting Mech recommendations.

Okay you Mech vets.  Looking for a good recommendation for a starting Mech for someone trying to get there feet wet.  Would a medium be the best of both worlds between mobility/weaponry?  I wish this game had a tutorial map so controls/movement and weapon groups could be configured and tested.   Just looking for other peoples ideas as to what they would have started with if they were just beginning. 

Tue, 01/22/2013 - 23:22
KuruptU4Fun1976's picture
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In all honesty I would think that mediums are the middle of the road and a good starter mech would be the Hunchback. You get to play with one of the largest damage weapons straight out of the box. Yet you realize that having back up weapons like medium lasers are going to save your ass most of the time. Guarding your right shoulder is needed so to protect it with torso twists is a good learning tool here.

Wed, 01/23/2013 - 03:16
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It depends on how used your are to the type of movement (torso and legs independent), how familiar you are with the type of game, and how fast paced you want to be. But generally I'd suggest starting with a heavy mech like the Cataphract and working on the aim first. Heavies can be fairly fast, carry good firpower, and are more durable than mediums. Once you figure out the aiming against fast mechs while stationary or moving slow, then add the bobbing and weaving into the fight. Stick with the assaults and they will probably be targeted first, giving you time to slow down and focus on making the shot.

 

I started with Atlases. I moved slow, stuck close to other assault mechs, carried enough armor to survive mistakes, and carried enough firepower to hurt whatever was in front of me. I worked on my aim before adding other elements. Atlases also have a good mix of hardpoints so you can work on your aim and develop your playstyle with any type of weapon in the game. It also taught me to turn and spread out the damage I took, making the best use of the armor I had. It worked out rather well for me. If I was starting all over I would probably do the same thing over again rather than take the Cataphract because I don't mind moving slowly.

Wed, 01/23/2013 - 04:17
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trial mechs...

thats what they're there for.

 

once you get the basic controls down, there should be enough variety in the trial mechs so you can find out what playstyle/weapons/speed works for you.

 

i found that when i started the catapult C1 was my favourite, since my PC choked in close, and i wasn't used to the aiming/controls.

but as time went on, i found i leant more towards the atlas style of combat (big guns, making me think ahead to where i want to ambush the enemy) and found my niche when Yen-Lo-Wang came out.

each to their own though, but as a starter mech, you can't really pass up the Cat-C1... it has the advatage of being long-ranged, and with the lock-on weapons, its more likely for a new player to hit the target, plus its also got those 4 medium lasers for backup, which also teaches new players about the fact that backup weapons can still kill enemies, and in fact, i "killed" more enemies with my Slas/Mlas than my LRM20's in my C1(F) (modified) although i did more damage with my LRM's.

Wed, 01/23/2013 - 13:36
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IMHO, Hunchbacks and Catapults are the most versatile and user-friendly chassis, with a good mix of speed, armor, and firepower. I'd recommend one of those, in particular, the Hunchie 4SP (it's almost fine in stock form), or the Cat C4 (put SRM6s in the arms and MLs elsewhere).

Wed, 01/23/2013 - 14:25
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Yah IMO catapults where its at. You can make a really easy mass murdering machine to build up cash for furture mechs easly.

Buy a c4 if you want some lasers with your srms or just go straight A1 for short range srm 6 combat 0 -250 meters. If you got good aim buy the k2 and go for dual ac20 brawler for 0-400 sniping If your good at long range and staying away switch ac20s for Gauss rifles

catapults give you the ability to play almost every roll so that's why it gets my vote.

Best way to make money. Buy A1 or c4 and just hit everything that moves and make lots o money then buy something else. (although if your like me you end up back with catapults cause they are just too good imo)

 

Wed, 01/23/2013 - 15:28
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I to started with the Catapault's and found that making money was easy. You have a broad range of equipable weapon types and good armor. The con is it pretty much just goes straight. I always say my Cat's turn like a 60's Corvette. Give me a mile I will make a U-turn. LOL But it does have a very nice torso twist you can pretty much see behind you, which is nice.

Sun, 01/27/2013 - 07:46
SunRun's picture
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A lot of what determines which mech to chose for a starter mech is the style of game the player is looking for.  When I was starting out, I played through the 4 trial mechs to see how each played and then made my choice as to which mech to start with.  For me, it was the Hunchback trial mech that I enjoyed the most, as I like to get in and brawl.  

Currently the Hunchback-4SP is available in trial mech form, which is my all time favorite mech in MWO.  The trial mech 4SP actually has almost the same load out that I run with my 4SP, though of course it will run very hot without double heat sinks.

Once you select a mech, start saving up C-Bills for upgrades.  The base model of pretty much every mech needs some work to be truly effective.

Sun, 01/27/2013 - 13:47
Raven Starbinder's picture
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I started with a Catapult, then after mastering 3 variants I moved on to the Hunchback, Jenner, and finally Atlas which I finally mastered.  I did start out with a Elite Founders Package first with which I choose a Catapult, then I upgraded to the Legendary Founders Package. Now I have mastered all of my Founders mechs with 3 variants each.  It is very important to choose wisely because once you make the choice, you are committed to mastering 3 variants.  So try out as much trial mechs as you need to made your decision, be prepared to grind to master your 3 variants of your choice.

Tue, 01/29/2013 - 13:43
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I started with Red Wine, and find that It is the one that lasts longer. Also it helps my KDR.

When I drive Port I'm better with Lazers, But when I drive Vodka, only LRMs.....

GO HUNCHIES GO

 

 

Tue, 01/29/2013 - 14:23 (Reply to #10)
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Angelito wrote:

I started with Red Wine, and find that It is the one that lasts longer. Also it helps my KDR.

When I drive Port I'm better with Lazers, But when I drive Vodka, only LRMs.....

GO HUNCHIES GO

 

 

 

I do find BadBug a much better pilot after a few! Scotch I think is the best, if my memory serves me.

Thu, 01/31/2013 - 14:23
Jonathan Paine's picture
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If you truly have no preferences, go with the Hunch SP. One of the most completely balanced 'mechs in MWO:

Symmetric weapon allocation

Head mounted laser for zombie mode

Arm mounted energy points for aiming

Good torso twisting mobility

Potential for mid-high speed (90+kph!)

Can do moderate laser boating

Can do moderate LRM boating

Stock model is actually playable!

Can be converted into a streak/mpl light mech hunter...

 

Cheap!

 

 

Tue, 02/19/2013 - 03:39 (Reply to #12)
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i've been playing arround since founders beta started, and most of the time i just died horribly.

The first Mech i could get working for me was the Catapult (in one of the LRM configurations), since back in closed beta and with my old laptop lag would be so hard that i had no other chance of doing any damage. 

I also had an Atlas (in a LRM Spam build), but everything else i tried failed horribly.

For founders mech i did chose the Catapult.

After a while i stopped playing.

 

Now i've come back, with a new gaming laptop, and see a few quite nice changes to the game - ECM has made it totally different, Autocannons finally work properly.. so i tried out a few things.

Stuff that kinda worked, even if your as bad at that game as me:

ECM Raven - very usefull, won't get too many kills solo, but can be very helpfull to the team, and deadly in small groups

ECM Atlas - well, it also has ECM, and besides that can pack quite some heavy weapons, disadvantage, its quite slow. but i wouldn't take it as a starter mech, since it is quite expensive to get in..

Stalker: i'm having a laser based build (3 larges, 3 medium..) here, but even with other configurations the stalker is a bit of a jack of all trades, he can carry insane amounts of weapons, has a good armor, and a decent speed. however it's torso twist kinda sucks. Still a good assault mech for a starter - if you are not put off by the price

Catapult: there are quite a few catapult variants that work well (6srm build, gauss build...) however, most of those require a bit more than at least my skills can offer. LRM Catapults are easy to learn, if you prefer artillery play.

Cataphract: My current favorite, the 2xAC5 + 2xUAC5 dakaphract, easy to learn, easy to use, makes tons of xp and money, well balanced in armor, speed (ok a bit lacking here until you have enough money to put a decent reactor in), and firepower firepower firepower

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