A First Buyers Guide: Something to Consider
Introduction - Things to consider.
As you know (or should know) Mech Warrior Online is a game when you run around in big shooty stomping things called Battlemechs or shortened to 'mechs. In this guide I will be telling you about the ups and downs of each class and things to consider before you buy them. There are 4 types of mechs:
-Light> 20-35 tons
-Medium> 40-55 tons
-Heavy> 60-75 tons
-Assault> 80-100 tons
Within these 4 types of mechs there are 2 types:
Inner Sphere
These are the mechs that (generally) come in the lovely green colour, they have orange cockpit UI and are the most common. You buy these mechs so you can quickely swap out every component in the chasis and replace it with something better.
Clan
These are the rarer, more specialized mechs that come in the darker metal, have blue cockpit UI and generally cost more. You buy these mechs mainly for Community Warfare (CW) or because they have a tendancy to be slightly over powered.
Major Differences Between Clan and IS
The clan mechs have these 'Omnipods' think of them as detachable limbs. For example, if you own a Direwolf that has 3 missile hardpoints in its arm, then you can buy a new arm that has 2 ballistic hardpoints. While the IS mechs don't have this feature, you can swap out the Engine and extras such as jump jets. If you equip an XL engine in an IS mech and it loses one side of the torso then the whole mech will blow up, unlike an Clan mech where it will just get slowed down. In terms of fighting power both are roughly the same, Clan mechs are better with fighting at range and with missiles, while IS mechs come in handy at short range and dealing with ballistics. Something to note about Clan lasers and missiles is that they typically do damage over time, while IS mechs fires them in one heap, this therefore requires focusing fire in a Clan mech to do major damage to a selected mech. It is often better to go with either on or the other since their modules are incompatible and you cannot use both in the same battle in CW.
(Thanks Meangreen1995 and Sportacus)
So, now you know some basics lets dive into this guide.
DISCLAIMER: If you want to find out what mech is best for you there are 12 odd lovely fresh trial mechs you can drive out for free. Buy off your feelings after driving them all, anyway, on with the guide.
Lights- The Fast and Furious
Ahhh lights, 20 ton pieces of metal prancing around at light speed having less armour than a family car. I will be scoring these mechs on their speed, weapons and armour as well as giving pros and cons.
WEAPONS- 5
SPEED- 10
ARMOUR- 3
PROS
-Fast, fastest in the game would you believe it
-Massive team player (ECMs, Scouting, Etc.)
-Very effective in the hands of a skilled player
-Small Target
CONS
-Paper armour
-Can easily find their way into half the enemy team
-Weapons are nothing to write home about
HOW TO PLAY
There are 2 main ways to play this class, either the annoying bug shoots at you every few seconds when the enemy's not looking, then ducks back behind cover. Or the type that runs ahead, scouts and hardly ever shoots its weapons while staying undectected. I will admit that the second doesn't really happen but it is still a way to play them.
Mediums- The Medioka Class
Mediums, they are the ultimate all rounders. Their armour is good enough to bouce off a few shots, while hurling a few back, their speed means they will not be left behind or run ahead. However if used correctly they could give the result of lights on Steriods.
WEAPONS- 7
SPEED- 8
ARMOUR- 6
PROS
-Can be made effective almost in any situation
-Has armour while generally maintaining speeds of over 70kmh
-Weapons are enough to pack a punch while still maintaining other reasonable stats
CONS
-Doesn't excell in any roll
-Some come with weapons that are worst than lights
HOW TO PLAY
Mediums are the back bone of the team, play them as that, staying together with your teammates and lending a hand when they cannot. Since this class is so general it is best played as a support class while having the abliity to adapt to the current situation.
Heavies- The Big Ones
These mechs weigh alot. So, what's in that weight? Armour and guns is the short answer. This armour makes them able to surive the front lines while dishing out the pain.
WEAPONS- 9
SPEED- 5
ARMOUR- 8
PROS
-Armour protection everywhere
-Many Weapon options
-Situationally adaptive
CONS
-Speed, some struggle above 60kph
-Heat management becomes an issue with so many heavy weapons
-Easily Flanked
HOW TO PLAY
You will either be at the very front with the assaults or at the back of the pack with the other LRM Catapults. While the armour is very good, its not inpenitrable and because of your slow speed you can be easily flanked. You are to help take down any massive targets and steal a few kills here and there, because of your wide variety of weapons you should be able to dish out pain at almost any range.
Assaults- The Big Guns
These mechs are the heaviest, slowest and most powerful of all the mechs avalible, some weighing up to 100 tons! They will be found at the front slogging it out or at the back because they are so slow, but they will get to the front one day..
WEAPONS- 10
SPEED- 4
ARMOUR- 10
PROS
-Best armour in game
-Best weapons in game
-Lots of choice is given with ~100 tons of stuff to put on
CONS
-Slow
-Can be easily flanked and there is nothing you can do about it
-You are a big target, and a powerful one, so everyone will be aiming at you
-Can easily get left behind
HOW TO PLAY
Theres only really 1 way to play an Assault and that would be at the front of the battle or getting to the front of the battle. With the most armour and most guns of any class you have no excuse not to be fighting it out with their assaults and to be putting out the most pain while being a meat sheild for your team.
Conclusion
Thank you and have a wonderful rest of your day.
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