'training drops' don't seem like they need to be anything more complicated than bringing a couple along with a more experienced group; if people are literally at the stage where they don't have a handle on range bands yet, CW might not be the best environment for them
but I dunno, I'm that guy who doesn't like CW much anyway
I thought 1st Hussars would be large enough to drop two full groups against eachother in a private match, with a couple drill instructors on each team making them do the right shit.
I've played with groups from time to time in other games who try to do 'training' stuff like that, and I have never found that it's really effective. Once your people are already committed to the idea of playing seriously then fine, do drills or whatever, but new people invariably find it boring.
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
'training drops' don't seem like they need to be anything more complicated than bringing a couple along with a more experienced group; if people are literally at the stage where they don't have a handle on range bands yet, CW might not be the best environment for them
but I dunno, I'm that guy who doesn't like CW much anyway
I thought 1st Hussars would be large enough to drop two full groups against eachother in a private match, with a couple drill instructors on each team making them do the right shit.
Coordinating 24 people is a shit ton of work, that's like a WoW raid. 1stH has slightly more than 12 on at a time on the weekend, and not everyone even wants to do the drills.
Keep in mind, you have to actually beat useful information into people during that time, which could take hours, and not everyone can even agree on an effective strategy against Clan lineups.
That lucky bugger! The last MWO video I uploaded that had music playing in the background (I was listening to SiriusXM) had the audio muted a day after I uploaded the footage because a Calvin Harris remix track was playing (and SME apparently decided they'd just strip the audio from a 10min video because it had a 1min clip of their music).
...and yes, I am still a little bitter about it (to the point where I haven't uploaded anything to youtube since then)
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
0
BRIAN BLESSEDMaybe you aren't SPEAKING LOUDLY ENOUGHHHRegistered Userregular
I would honestly prefer to only hear the game audio unadulterated or on the complete opposite end of the spectrum with Ironic Skrillex And The Thousand Obnoxious Lens Flares. :P
There is one effective strategy against the clans.
the berserker charge.
Get in on them with fast heavies, and get in on them fast, then focus fire.
Here's the thing about fast heavies...
A Timberwolf goes 89.1 kph. A Hellbringer goes 89.1kph. An Ebon Jaguar goes... wait for it... 89.1kph. All exactly the same speed, all faster than the fastest IS heavy (I guess a GHR-5J can hit ~93 with an XL365).
A Thunderbolt with a Std 300 engine goes 82.2. A Grasshopper with a (XL) 340 goes 86.6 and its the only thing on this list with jump jets ([email protected]). A Black Knight with a (XL) 360 goes 85.5. I know that looks close and it is, but most builds can't even fit a maxed engine. I have seen fast heavy rushes get out maneuvered by the Clans time after time, not to mention the loss of survivability of 12 people running IS XLs. Yes, its probably the best strat IS has at the moment, but its not a guaranteed victory by a long shot. Its also insanely hard to get 12 people to push effectively as a team when they all have different engine speeds, some don't have jump jets, and more don't even have speed tweak yet.
The game happily gives you the red "YAY DAMAGE" reticule even if you are doing reduced damage all the way down to 1%. I know it sounds easy to watch your ranges, but new players are trying to do this while:
- Trying to find a called target that's probably under ECM with no red dorito or letter
- Getting shot
- Aim with pinpoint accuracy
- Watch their heat
- Torso twist
- Deploying UAVs and Arty Strikes
- Getting stuck on walls and teammates
Plus its extremely hard on new players when you start criticizing. You can easily lose 2 or 3 players to burnout on each loss. This isn't their job, and getting shut out 48 - 8 by a half organized Clan drop isn't uncommon and is insanely demoralizing.
There is one effective strategy against the clans.
the berserker charge.
Get in on them with fast heavies, and get in on them fast, then focus fire.
Here's the thing about fast heavies...
A Timberwolf goes 89.1 kph. A Hellbringer goes 89.1kph. An Ebon Jaguar goes... wait for it... 89.1kph. All exactly the same speed, all faster than the fastest IS heavy (I guess a GHR-5J can hit ~93 with an XL365).
As much as I love the Clans, I do have to make a tiny correction here: Dragons can go 97kph with an XL360. Now, granted, Dragons are more like glorified mediums...so take that as you will.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
There is one effective strategy against the clans.
the berserker charge.
Get in on them with fast heavies, and get in on them fast, then focus fire.
Here's the thing about fast heavies...
A Timberwolf goes 89.1 kph. A Hellbringer goes 89.1kph. An Ebon Jaguar goes... wait for it... 89.1kph. All exactly the same speed, all faster than the fastest IS heavy (I guess a GHR-5J can hit ~93 with an XL365).
As much as I love the Clans, I do have to make a tiny correction here: Dragons can go 97kph with an XL360. Now, granted, Dragons are more like glorified mediums...so take that as you will.
Dragon's (1N) and Quickdraws (jjs weeeee~) can both be faster, but as you can tell how effective they are by how much the Clans whine about them. I left them off the list because I don't really think they fit into a good drop deck and die pretty fast.
In the case of the 1N, I will say again that it is terrible trying to hit clan mech with AC5's. This is also why I don't like the Jagermech much in CW either. For every face you fill with Gauss or UAC5 spam, there are two Jager's missing a side torso smoking on the ground. They have half the ST Structure bonuses of the Thunderbolt and end up running a (slow) XL too often.
There is one effective strategy against the clans.
the berserker charge.
Get in on them with fast heavies, and get in on them fast, then focus fire.
Here's the thing about fast heavies...
A Timberwolf goes 89.1 kph. A Hellbringer goes 89.1kph. An Ebon Jaguar goes... wait for it... 89.1kph. All exactly the same speed, all faster than the fastest IS heavy (I guess a GHR-5J can hit ~93 with an XL365).
A maxed out Thunderbolt with a 300 engine goes 82.2. A Grasshopper with a (XL) 340 goes 86.6 and its the only thing on this list with jump jets ([email protected]). A Black Knight with a (XL) 360 goes 85.5. I know that looks close and it is, but most builds can't even fit a maxed engine. I have seen fast heavy rushes get out maneuvered by the Clans time after time, not to mention the loss of survivability of 12 people running IS XLs. Yes, its probably the best strat IS has at the moment, but its not a guaranteed victory by a long shot. Its also insanely hard to get 12 people to push effectively as a team when they all have different engine speeds, some don't have jump jets, and more don't even have speed tweak yet.
The game happily gives you the red "YAY DAMAGE" reticule even if you are doing reduced damage all the way down to 1%. I know it sounds easy to watch your ranges, but new players are trying to do this while:
- Trying to find a called target that's probably under ECM with no red dorito or letter
- Getting shot
- Aim with pinpoint accuracy
- Watch their heat
- Torso twist
- Deploying UAVs and Arty Strikes
- Getting stuck on walls and teammates
Plus its extremely hard on new players when you start criticizing. You can easily lose 2 or 3 players to burnout on each loss. This isn't their job, and getting shut out 48 - 8 by a half organized Clan drop isn't uncommon and is insanely demoralizing.
Its not about being faster than clan heavies.
its about closing in on them fast and negating their range advantage and darting through cover until you can close on them
There is one effective strategy against the clans.
the berserker charge.
Get in on them with fast heavies, and get in on them fast, then focus fire.
Here's the thing about fast heavies...
A Timberwolf goes 89.1 kph. A Hellbringer goes 89.1kph. An Ebon Jaguar goes... wait for it... 89.1kph. All exactly the same speed, all faster than the fastest IS heavy (I guess a GHR-5J can hit ~93 with an XL365).
A maxed out Thunderbolt with a 300 engine goes 82.2. A Grasshopper with a (XL) 340 goes 86.6 and its the only thing on this list with jump jets ([email protected]). A Black Knight with a (XL) 360 goes 85.5. I know that looks close and it is, but most builds can't even fit a maxed engine. I have seen fast heavy rushes get out maneuvered by the Clans time after time, not to mention the loss of survivability of 12 people running IS XLs. Yes, its probably the best strat IS has at the moment, but its not a guaranteed victory by a long shot. Its also insanely hard to get 12 people to push effectively as a team when they all have different engine speeds, some don't have jump jets, and more don't even have speed tweak yet.
The game happily gives you the red "YAY DAMAGE" reticule even if you are doing reduced damage all the way down to 1%. I know it sounds easy to watch your ranges, but new players are trying to do this while:
- Trying to find a called target that's probably under ECM with no red dorito or letter
- Getting shot
- Aim with pinpoint accuracy
- Watch their heat
- Torso twist
- Deploying UAVs and Arty Strikes
- Getting stuck on walls and teammates
Plus its extremely hard on new players when you start criticizing. You can easily lose 2 or 3 players to burnout on each loss. This isn't their job, and getting shut out 48 - 8 by a half organized Clan drop isn't uncommon and is insanely demoralizing.
Its not about being faster than clan heavies.
its about closing in on them fast and negating their range advantage and darting through cover until you can close on them
You can't pick every fight. Smart teams know you are coming and will set up so that they still can engage outside 300m even after you "close the distance," making your Medium (Pulse) Lasers, AC20's, and other IS "advantages" less effective.
Even then, I'm of the opinion that closing distance does nothing except even the fight. Once you're in a Clanners face, they still have a Clan XL with better agility and weapons. Sure, they don't have their range advantage anymore, but now you are inside Streak range, half weight Clan SRM range, and Small Laser range. They can still reposition faster, torso twist faster, and have a higher alpha.
IS really only has the high hardpoint advantage, on Assaults mostly now that the Shadow Cat and Jaguar are out. One Thunderbolt sacrifices this advantage for unicorn quirks, unmatched by anything else in the IS's lineup.
I think the best way to phrase it is to say that CW is like MWO Ranked mode, its for people that are bored or not needing to learn from regular Assault/Conquest/Skirmish mode.
In LoL Ranked it adds things like the Ban Phase, and a Pick Order, on top of everything you need to know for standard LoL games. MWO CW adds new maps, objectives, and dropships to everything you need to know from regular MWO.
There is one effective strategy against the clans.
the berserker charge.
Get in on them with fast heavies, and get in on them fast, then focus fire.
Here's the thing about fast heavies...
A Timberwolf goes 89.1 kph. A Hellbringer goes 89.1kph. An Ebon Jaguar goes... wait for it... 89.1kph. All exactly the same speed, all faster than the fastest IS heavy (I guess a GHR-5J can hit ~93 with an XL365).
A maxed out Thunderbolt with a 300 engine goes 82.2. A Grasshopper with a (XL) 340 goes 86.6 and its the only thing on this list with jump jets ([email protected]). A Black Knight with a (XL) 360 goes 85.5. I know that looks close and it is, but most builds can't even fit a maxed engine. I have seen fast heavy rushes get out maneuvered by the Clans time after time, not to mention the loss of survivability of 12 people running IS XLs. Yes, its probably the best strat IS has at the moment, but its not a guaranteed victory by a long shot. Its also insanely hard to get 12 people to push effectively as a team when they all have different engine speeds, some don't have jump jets, and more don't even have speed tweak yet.
The game happily gives you the red "YAY DAMAGE" reticule even if you are doing reduced damage all the way down to 1%. I know it sounds easy to watch your ranges, but new players are trying to do this while:
- Trying to find a called target that's probably under ECM with no red dorito or letter
- Getting shot
- Aim with pinpoint accuracy
- Watch their heat
- Torso twist
- Deploying UAVs and Arty Strikes
- Getting stuck on walls and teammates
Plus its extremely hard on new players when you start criticizing. You can easily lose 2 or 3 players to burnout on each loss. This isn't their job, and getting shut out 48 - 8 by a half organized Clan drop isn't uncommon and is insanely demoralizing.
Its not about being faster than clan heavies.
its about closing in on them fast and negating their range advantage and darting through cover until you can close on them
You can't pick every fight. Smart teams know you are coming and will set up so that they still can engage outside 300m even after you "close the distance," making your Medium (Pulse) Lasers, AC20's, and other IS "advantages" less effective.
Even then, I'm of the opinion that closing distance does nothing except even the fight. Once you're in a Clanners face, they still have a Clan XL with better agility and weapons. Sure, they don't have their range advantage anymore, but now you are inside Streak range, half weight Clan SRM range, and Small Laser range. They can still reposition faster, torso twist faster, and have a higher alpha.
IS really only has the high hardpoint advantage, on Assaults mostly now that the Shadow Cat and Jaguar are out. One Thunderbolt sacrifices this advantage for unicorn quirks, unmatched by anything else in the IS's lineup.
Except clanners don't really like it when IS gets aggressive, They always expect IS mechs to play scardy cat peek and poke.
They generally don't know how to deal with super aggressive berserker chargers from IS.
The only rare exception being super tryhard hardcore meta 12man droppers like MS
There is one effective strategy against the clans.
the berserker charge.
Get in on them with fast heavies, and get in on them fast, then focus fire.
Here's the thing about fast heavies...
A Timberwolf goes 89.1 kph. A Hellbringer goes 89.1kph. An Ebon Jaguar goes... wait for it... 89.1kph. All exactly the same speed, all faster than the fastest IS heavy (I guess a GHR-5J can hit ~93 with an XL365).
A Thunderbolt with a Std 300 engine goes 82.2. A Grasshopper with a (XL) 340 goes 86.6 and its the only thing on this list with jump jets ([email protected]). A Black Knight with a (XL) 360 goes 85.5. I know that looks close and it is, but most builds can't even fit a maxed engine. I have seen fast heavy rushes get out maneuvered by the Clans time after time, not to mention the loss of survivability of 12 people running IS XLs. Yes, its probably the best strat IS has at the moment, but its not a guaranteed victory by a long shot. Its also insanely hard to get 12 people to push effectively as a team when they all have different engine speeds, some don't have jump jets, and more don't even have speed tweak yet.
The game happily gives you the red "YAY DAMAGE" reticule even if you are doing reduced damage all the way down to 1%. I know it sounds easy to watch your ranges, but new players are trying to do this while:
- Trying to find a called target that's probably under ECM with no red dorito or letter
- Getting shot
- Aim with pinpoint accuracy
- Watch their heat
- Torso twist
- Deploying UAVs and Arty Strikes
- Getting stuck on walls and teammates
Plus its extremely hard on new players when you start criticizing. You can easily lose 2 or 3 players to burnout on each loss. This isn't their job, and getting shut out 48 - 8 by a half organized Clan drop isn't uncommon and is insanely demoralizing.
Jester can hit a top speed of 97.3 kph with an XL 355 engine and can mount JJ's. That might be useful if PGI follows through and delivers on rescaling down to something more akin to the EBJ.
Some of the Dragon variants can break 100.
Ofcourse then you're piloting IS heavies with hitbox issues and having the DRAMATIC downside of using an IS XL engine.
They really need to do something about those XL engines. They are by far the biggest culprit behind the gross imbalance between clan and IS tech.
There is one effective strategy against the clans.
the berserker charge.
Get in on them with fast heavies, and get in on them fast, then focus fire.
Here's the thing about fast heavies...
A Timberwolf goes 89.1 kph. A Hellbringer goes 89.1kph. An Ebon Jaguar goes... wait for it... 89.1kph. All exactly the same speed, all faster than the fastest IS heavy (I guess a GHR-5J can hit ~93 with an XL365).
A Thunderbolt with a Std 300 engine goes 82.2. A Grasshopper with a (XL) 340 goes 86.6 and its the only thing on this list with jump jets ([email protected]). A Black Knight with a (XL) 360 goes 85.5. I know that looks close and it is, but most builds can't even fit a maxed engine. I have seen fast heavy rushes get out maneuvered by the Clans time after time, not to mention the loss of survivability of 12 people running IS XLs. Yes, its probably the best strat IS has at the moment, but its not a guaranteed victory by a long shot. Its also insanely hard to get 12 people to push effectively as a team when they all have different engine speeds, some don't have jump jets, and more don't even have speed tweak yet.
The game happily gives you the red "YAY DAMAGE" reticule even if you are doing reduced damage all the way down to 1%. I know it sounds easy to watch your ranges, but new players are trying to do this while:
- Trying to find a called target that's probably under ECM with no red dorito or letter
- Getting shot
- Aim with pinpoint accuracy
- Watch their heat
- Torso twist
- Deploying UAVs and Arty Strikes
- Getting stuck on walls and teammates
Plus its extremely hard on new players when you start criticizing. You can easily lose 2 or 3 players to burnout on each loss. This isn't their job, and getting shut out 48 - 8 by a half organized Clan drop isn't uncommon and is insanely demoralizing.
Jester can hit a top speed of 97.3 kph with an XL 355 engine and can mount JJ's. That might be useful if PGI follows through and delivers on rescaling down to something more akin to the EBJ.
Some of the Dragon variants can break 100.
Ofcourse then you're piloting IS heavies with hitbox issues and having the DRAMATIC downside of using an IS XL engine.
They really need to do something about those XL engines. They are by far the biggest culprit behind the gross imbalance between clan and IS tech.
no one runs XLs in CW outside of Ravens, Locusts and Firestarters.
There is no reason to grind on mechs you don't like playing just to get elite or mastery. All it does is lead to hating playing a game that I assume you meant to play for fun. I played for a long time with just one mech of each type/version with no modules and did just fine. When I decided to go for a mastery, I chose the locust since they were cheap.
Well, getting the elite skills is a pretty night and day difference from the double basics alone. I wouldn't say it's unnecessary, but if it's frustrating you, I'd just do the 2nd and 3rd ones strictly by first win of the day bonuses. No need to grind then both out in one go. It's what I'm doing with my maulers and presumably the wolf hounds as well.
Well, getting the elite skills is a pretty night and day difference from the double basics alone. I wouldn't say it's unnecessary, but if it's frustrating you, I'd just do the 2nd and 3rd ones strictly by first win of the day bonuses. No need to grind then both out in one go. It's what I'm doing with my maulers and presumably the wolf hounds as well.
Yeah it is, but it doesn't make the game unplayable is what I was trying to get at. I concur with just running the mech you don't like for the one 2x XP run then park it for the next day. Take the one you do like out for runs and play time. You'll have to grind on it anyways, so might as well have fun playing the game and getting the XP.
Well didn't have much to do this morning so I went ahead and grinded out the remaining skills. As an upside I got the 6 million to mount the AC cooldown/AC range modules. Things really make a difference , especially the cooldown one .
I built my Champion Catapult that way after the suggestion here long ago. It was fun to play, but in the end I went back to the stock build for lrms. Since I bought a Mad Dog, think I'll put it back to blow up the world.
There is one effective strategy against the clans.
the berserker charge.
Get in on them with fast heavies, and get in on them fast, then focus fire.
Here's the thing about fast heavies...
A Timberwolf goes 89.1 kph. A Hellbringer goes 89.1kph. An Ebon Jaguar goes... wait for it... 89.1kph. All exactly the same speed, all faster than the fastest IS heavy (I guess a GHR-5J can hit ~93 with an XL365).
A Thunderbolt with a Std 300 engine goes 82.2. A Grasshopper with a (XL) 340 goes 86.6 and its the only thing on this list with jump jets ([email protected]). A Black Knight with a (XL) 360 goes 85.5. I know that looks close and it is, but most builds can't even fit a maxed engine. I have seen fast heavy rushes get out maneuvered by the Clans time after time, not to mention the loss of survivability of 12 people running IS XLs. Yes, its probably the best strat IS has at the moment, but its not a guaranteed victory by a long shot. Its also insanely hard to get 12 people to push effectively as a team when they all have different engine speeds, some don't have jump jets, and more don't even have speed tweak yet.
The game happily gives you the red "YAY DAMAGE" reticule even if you are doing reduced damage all the way down to 1%. I know it sounds easy to watch your ranges, but new players are trying to do this while:
- Trying to find a called target that's probably under ECM with no red dorito or letter
- Getting shot
- Aim with pinpoint accuracy
- Watch their heat
- Torso twist
- Deploying UAVs and Arty Strikes
- Getting stuck on walls and teammates
Plus its extremely hard on new players when you start criticizing. You can easily lose 2 or 3 players to burnout on each loss. This isn't their job, and getting shut out 48 - 8 by a half organized Clan drop isn't uncommon and is insanely demoralizing.
Jester can hit a top speed of 97.3 kph with an XL 355 engine and can mount JJ's. That might be useful if PGI follows through and delivers on rescaling down to something more akin to the EBJ.
Some of the Dragon variants can break 100.
Ofcourse then you're piloting IS heavies with hitbox issues and having the DRAMATIC downside of using an IS XL engine.
They really need to do something about those XL engines. They are by far the biggest culprit behind the gross imbalance between clan and IS tech.
no one runs XLs in CW outside of Ravens, Locusts and Firestarters.
This is totally untrue. Even B33f used to run XL400 LPL Banshee 3M's before they all ran off to the Clans. XL's work well on Banshees, Battlemasters, Grasshoppers, Black Knights. I mean, I'm trying to think of what I've still got a Standard Engine on at this point.
You seem to overestimate just how much survivability a Standard actually gives you in CW. The difference between your center torso and a side torso to a Clanner is like 3 ER Mediums (except for the Thunderbolt where its pretty much even thanks to unicorn quirks). I think I can count the number of times I've lived as a stick longer than half a second on one hand. Pro tip: you have to look at your opponent to do damage. I'll often have an exposed CT before my ST because I need to actually shoot stuff.
CW is much more about bringing overwhelming firepower against a target. If you are running a large Standard on an IS mech, you cannot bring firepower or the heat sinks to support it unless your quirks allow it. Sure you can do a slow roll in Stalkers, unless its Counterattack where they can just kite you around the whole map. Like you said, fast heavies are where it's at. Which brings us back to only one mech that even approaches viable balance in one niche.
I'd rather have a std in CW outside of some edge cases, than an XL.
because if I lose a Side Torso, I'd rather have half my armament and still be able to keep up the pressure, than give them the kill and lose all the weapons
I find CW is as much about morale as it is actual firepower. I'd rather have mechs on my team putting around at 33% structure with only a few lasers than dead with none. When the enemy looks at the scoreboard I want them to see as many active pilots as possible.
Posts
I thought 1st Hussars would be large enough to drop two full groups against eachother in a private match, with a couple drill instructors on each team making them do the right shit.
that's why we call it the struggle, you're supposed to sweat
Coordinating 24 people is a shit ton of work, that's like a WoW raid. 1stH has slightly more than 12 on at a time on the weekend, and not everyone even wants to do the drills.
Keep in mind, you have to actually beat useful information into people during that time, which could take hours, and not everyone can even agree on an effective strategy against Clan lineups.
Trust me, its a lot harder than it sounds.
the berserker charge.
Get in on them with fast heavies, and get in on them fast, then focus fire.
Also, for something completely stupid
in that same vein..I found my dream build KGC-0000
...and yes, I am still a little bitter about it (to the point where I haven't uploaded anything to youtube since then)
Here's the thing about fast heavies...
A Timberwolf goes 89.1 kph. A Hellbringer goes 89.1kph. An Ebon Jaguar goes... wait for it... 89.1kph. All exactly the same speed, all faster than the fastest IS heavy (I guess a GHR-5J can hit ~93 with an XL365).
A Thunderbolt with a Std 300 engine goes 82.2. A Grasshopper with a (XL) 340 goes 86.6 and its the only thing on this list with jump jets ([email protected]). A Black Knight with a (XL) 360 goes 85.5. I know that looks close and it is, but most builds can't even fit a maxed engine. I have seen fast heavy rushes get out maneuvered by the Clans time after time, not to mention the loss of survivability of 12 people running IS XLs. Yes, its probably the best strat IS has at the moment, but its not a guaranteed victory by a long shot. Its also insanely hard to get 12 people to push effectively as a team when they all have different engine speeds, some don't have jump jets, and more don't even have speed tweak yet.
The game happily gives you the red "YAY DAMAGE" reticule even if you are doing reduced damage all the way down to 1%. I know it sounds easy to watch your ranges, but new players are trying to do this while:
- Trying to find a called target that's probably under ECM with no red dorito or letter
- Getting shot
- Aim with pinpoint accuracy
- Watch their heat
- Torso twist
- Deploying UAVs and Arty Strikes
- Getting stuck on walls and teammates
Plus its extremely hard on new players when you start criticizing. You can easily lose 2 or 3 players to burnout on each loss. This isn't their job, and getting shut out 48 - 8 by a half organized Clan drop isn't uncommon and is insanely demoralizing.
As much as I love the Clans, I do have to make a tiny correction here: Dragons can go 97kph with an XL360. Now, granted, Dragons are more like glorified mediums...so take that as you will.
Dragon's (1N) and Quickdraws (jjs weeeee~) can both be faster, but as you can tell how effective they are by how much the Clans whine about them. I left them off the list because I don't really think they fit into a good drop deck and die pretty fast.
In the case of the 1N, I will say again that it is terrible trying to hit clan mech with AC5's. This is also why I don't like the Jagermech much in CW either. For every face you fill with Gauss or UAC5 spam, there are two Jager's missing a side torso smoking on the ground. They have half the ST Structure bonuses of the Thunderbolt and end up running a (slow) XL too often.
Its not about being faster than clan heavies.
its about closing in on them fast and negating their range advantage and darting through cover until you can close on them
You can't pick every fight. Smart teams know you are coming and will set up so that they still can engage outside 300m even after you "close the distance," making your Medium (Pulse) Lasers, AC20's, and other IS "advantages" less effective.
Even then, I'm of the opinion that closing distance does nothing except even the fight. Once you're in a Clanners face, they still have a Clan XL with better agility and weapons. Sure, they don't have their range advantage anymore, but now you are inside Streak range, half weight Clan SRM range, and Small Laser range. They can still reposition faster, torso twist faster, and have a higher alpha.
IS really only has the high hardpoint advantage, on Assaults mostly now that the Shadow Cat and Jaguar are out. One Thunderbolt sacrifices this advantage for unicorn quirks, unmatched by anything else in the IS's lineup.
In LoL Ranked it adds things like the Ban Phase, and a Pick Order, on top of everything you need to know for standard LoL games. MWO CW adds new maps, objectives, and dropships to everything you need to know from regular MWO.
MWO: Adamski
Except clanners don't really like it when IS gets aggressive, They always expect IS mechs to play scardy cat peek and poke.
They generally don't know how to deal with super aggressive berserker chargers from IS.
The only rare exception being super tryhard hardcore meta 12man droppers like MS
Jester can hit a top speed of 97.3 kph with an XL 355 engine and can mount JJ's. That might be useful if PGI follows through and delivers on rescaling down to something more akin to the EBJ.
Some of the Dragon variants can break 100.
Ofcourse then you're piloting IS heavies with hitbox issues and having the DRAMATIC downside of using an IS XL engine.
They really need to do something about those XL engines. They are by far the biggest culprit behind the gross imbalance between clan and IS tech.
Armchair: 4098-3704-2012
no one runs XLs in CW outside of Ravens, Locusts and Firestarters.
Edit- Wow I was mad when I wrote this , fixed all the rage typos.
Steam: betsuni7
Yeah it is, but it doesn't make the game unplayable is what I was trying to get at. I concur with just running the mech you don't like for the one 2x XP run then park it for the next day. Take the one you do like out for runs and play time. You'll have to grind on it anyways, so might as well have fun playing the game and getting the XP.
Steam: betsuni7
Steam: betsuni7
Solution: dont. I hate grinding mechs and only play the ones I like. GXP gets spent quite a lot on basics after just getting a couple done.
I am suddenly wanting to invest in Catapults
edit
Oh..Oh yess.. CPLT-A1 6xSRM6+A Endo 300STD 1xJJ
Armchair: 4098-3704-2012
Mmmmm, SplatCats. Maybe I'll roll mine out tonight.
Can't wait for PGI to get around to rescaling the Catapult. It might make it scary again!
SplatCats vs. SplatDogs...we should make this happen.
I am the master of your addictions.
edit
Haha I cant afford a catapult. Forgot I bought a new module last night.
Steam: betsuni7
Just about everything sounds good to play with. Trebuchets even.
Gotta get my Stompy Bot fix. It's been too long!
Heres what you do.
mix up about a jar of nutella with about quarter of the jars size in water.
spray it all over the toilet at work.
Say you are violently ill
come home and spend 3 days meching.
This is totally untrue. Even B33f used to run XL400 LPL Banshee 3M's before they all ran off to the Clans. XL's work well on Banshees, Battlemasters, Grasshoppers, Black Knights. I mean, I'm trying to think of what I've still got a Standard Engine on at this point.
You seem to overestimate just how much survivability a Standard actually gives you in CW. The difference between your center torso and a side torso to a Clanner is like 3 ER Mediums (except for the Thunderbolt where its pretty much even thanks to unicorn quirks). I think I can count the number of times I've lived as a stick longer than half a second on one hand. Pro tip: you have to look at your opponent to do damage. I'll often have an exposed CT before my ST because I need to actually shoot stuff.
CW is much more about bringing overwhelming firepower against a target. If you are running a large Standard on an IS mech, you cannot bring firepower or the heat sinks to support it unless your quirks allow it. Sure you can do a slow roll in Stalkers, unless its Counterattack where they can just kite you around the whole map. Like you said, fast heavies are where it's at. Which brings us back to only one mech that even approaches viable balance in one niche.
because if I lose a Side Torso, I'd rather have half my armament and still be able to keep up the pressure, than give them the kill and lose all the weapons
Mmm, I'm liking the 2xLPL, 3xSPL, STD270 build crab.
Hmm.
Oh?
Oh..Whats this?
oh, that's right..