Mech Builds and Build Planning Sites
Segoris:
Build Planning Websites (provide links to these for updating into the build index):
http://mwo.smurfy-net.de/mechlab
http://mechromancer.wordoflowtax.com/
http://www.mechspecs.com/forum.php (discussion forum)
Builds
-These are pretty general, most build will fluctuate with +/- a heatsink, ammo, AMS, etc.
-Try to add tips about chasis/mechs to help newer people. Example -
Catapult tips: XL engines work well because they have small sides
Hunchback tips: XL engines suck because they have huge sides, and everyone aims for the side torso since most HBK's have the bulk of their firepower there
Light
Commando (25 ton) - The smallest Mech available currently, but very quick and has been known to be underestimated at the wrong times
COM-1B
COM-1D
COM-2D
COM-3A
COM-Death's Knell (Hero)
Spider (30 ton)
SDR-5D
SDR-5K
SDR-5V
Jenner (30 ton)
JR7-D
JR7-F
JR7-K
Raven (35 ton)
RVN-2X
RVN-3L
RVN-4X
Segoris:
Medium Builds
Cicada (40 ton)
CDA-2A
CDA-2B
CDA-3C
CDA-3M
CDA X-5 (Hero)
Centurion (50 ton)
CN9-A
CN9-AL
CN9-D
CN9 Yen-Lo-Wang (Hero)
Hunchback (50 ton) - Great starter mech as it is good at everything and great at nothing, while being very cheap too. Does not do well with XL engines as it has huge side torsos which everyone aims for since, in all but one chassis, your right torso stores most of your firepower. Arguably made obsolete by the Trebuchet, but still does very well. With an energy hard point in its head and side torsos in every version, it is capable of running in "zombie mode," but not quite the zombie capability of the Centurion
HBK-4SP - Only Hunchback which is symmetrical in its weapon hardpoints, so losing one side torso is not as devastating as it is in other versions of the HBK.
HBK-4P - most laser hard points of any mech currently. Saves weight by not needing ammo, but runs very hot if utilizing all of those energy hard points.
HBK-4J - 2x missile hard points like the 4SP, and one bonus energy hard point, but bulk of firepower is in a side torso.
HBK-4H - 1x ballistic and retains respectable energy weapon capabilities, most fire power is in the side torso again
HBK-4G - 3x ballistic hard points, all in the side torso. Being only 50tons, that many ballistic hard points is tough to utilize to their fullest potential, but can still pull some decent pin-point damage
Trebuchet (50 ton)
TBT-3C
TBT-5J
TBT-5N
TBT-7K
TBT-7M
Kintaro 55 ton
KTO-18
KTO-19
KTO-20
KTO-Golden Boy
Segoris:
Heavy
Dragon (60 ton)
DRG-1C
DRG-1N
DRG-5N
DRG-Fang (Hero)
DRG-Flame (Hero)
Catapult (65 ton)
CPLT-A1
CPLT-C1
CPLT-C4
CPLT-K2
JagerMech (65 ton)
JM6-A
JM6-DD
JM6-S
Cataphract (70 ton)
CTF-1X
CTF-2X
CTF-3D
CTF-4X
CTF-Ilya Muromets (Hero)
Segoris:
Assault
Awesome (80 ton)
AWS-8Q
AWS-8R
AWS-8T
AWS-8V
AWS-9M
AWS-Pretty Baby (Hero)
Stalker (85 ton) Lots of weapon hard points and the tonnage to make use of them makes the Stalker a deadly mech. Does well at boating, but is not a fast mover with its limited engine capacity. Huge side torsos make using an XL on Stalkers a major risk. Most commonly purchased are the 3F, 5M, and 5S
STK-3F Has the most torso twist of the stalkers, making it the best stalker for a majority of builds (exception being for boating SRMs which goes to the 5M)
STK-3H the only stalker with 20 missile pods on the arms, while the rest have 10 on the arms. That is the only bonus to this mech, which is minimal. Generally, avoid this mech as it is a subpar 5M, 3F, or 5S
STK-4N No reason to pick this mech. It is subpar to the 3F and 5S while removing a missile hardpoint on the left arm
STK-5M Best for SRMs by gaining 1x missile slot but it loses 1 an energy hard point compared to the 3F and 5S.
STK-5S Same as a 3F but without the bonus torso twist range, while gaining an extra AMS slot.
Atlas (100 ton) The largest mech available. DDC has ECM capability and is generally viewed as the favorite, but other AS7 mechs can laydown a big pile of hurt. Not the fastest mech (given its size that is understandable and only to be expected), but definitely a powerhouse. Most commonly purchased are the DDC, D, and RS.
AS7-D Usually picked so you don't have to play the -K version, this is a subpar DDC. The 2 energy hardpoints it gains over a DDC are in center mass limiting their potential on a mech of this tonnage, no ECM, loses a missile hard point. If mechs had a sales pitch, the D's would be "at least it's not a -K!"
AS7-DDC The most desired of the Atlas due to ECM, the most missile slots, 2x ballistic (with the tonnage to use them well), and the most modules (which is now more important thanks to consumables) means this is usually the main choice for an AS7 pilot. The only real reason to play this and go with an -RS would be if someone wanted to do some energy based build with 4x energy hard points split between its arms.
AS7-K At an increased price tag of over 3mil cbills than a DDC, you can own your very own -K model, which will get you an extra AMS slot. I want to put more, but seriously....that's it. Move along.
AS7-RS Great energy alternative to the -D model as it has the energy hard points on the arms. It does lose a ballistic slot compared to the -D, and does not have ECM, but it is still VERY capable of some mass destruction. A good option for someone that is not wanting to be on a DDC
Slayerik:
Nice start, thanks Seg. @Gonna edit this post with some of my favorite builds, descriptions of how they act, and why I think they are good.@
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