The unit has been Davion from before I joined, but keep in mind I joined when CW was a rumor and clan mechs were not even confirmed.
Well then you only have three choices: 1 - Leave the unit andf join forces with a clan. 2 - Avoid CW when you want to play clanners. 3 - Deal with it. (But further on, salvage and even mixtech will be possible)
Ok, WTF is with the Ceasefire BS? 30 min ceasefire is annoying as shit when it takes 30 mins to find a match. Way to slow the roll.
I have noticed some LRMs, but no strictly LRM, SRM, or Ballistic only builds, which was GOLDEN for me, since there was nothing like a Streakcrow or SRM-only Griffon to be seen. I did see plenty of more balanced builds though (ACs or LRM/SRM and lasers or PPCs). CW is going to be hell for anything like an Oxide though, where they have no choice but to tone down their armor or engine just to pack in as much ammo as possible.
Defender has the advantage. If you want to really go LRM boat, don't pack all your mech as LRM please. You pack one, and only one, heavy LRM boat as your first launch, strip out armor and slower engine, rip all weapons, and pack as much LRM ammo as available. Also, watch your LRM tubes, LRM30-LRM40 is enough, to make room for more ammo. You can drag it on and there is more than enough time for you to sprinkle before melee/brawl. Keep a reasonable DPS, supress enemy and chip away health, let the snipers do the rest. The first section of the game is rarely brawling and close combat, you can sit back and spam. IF the gates are both breached or people are already rushing together, then the game is basically done already as one side is totally owning the other. For the rest of the mech please pack shooty one and not LRM boat. LRM is less useful once everyone piles up. I pack a King Crab, a Gauss Hunchback(likely to be changed) and a dual LL Commando sniper(to save on drop tonnage, while still twice shooty as Locust) Avoid ammo-based fast skirmish lights brawler since lots of combat happens at choke point, where sneaking around is less viable. You won't be able to pick off much lone targets.
Quirk wise it's better on the -3H (missile cooldown and laser heat like the -3F, plus missile heat reduction and laser range).
Stalker 4N with 4x LL and LL cooldown is amazing for me, can hold back a lot of mechs, being cool as a breeze. I don't go for 6LL because it's still firing non stop(fire group 1, one second burn time, fire group 2, 1 second burn time, 2 seconds total, group 1 is ready again because with quirks + module the LL has 2s cd, all of this mounted very high), so I prefer some warm welcome of 3x SRM4 (with quirks and module cooldown) and 2 ML if someone breaks in. LRMs do work wonders, and I'm using a Jager A for this, XL engine doesn't matter at first, and I can't use ballistic because of poor performance, so my jager is my LRM boat (sad, isn't it?). My advice on LRMs is, do boat but don't forget DHS, at start you will get to fire almost non stop in some games, my Jager A netted me 1000 damage 2 times already as a first mech. Of course, do drop BAP, it's useless as first mech.
I have a problem with LRM+LL. The lock on really bugs me off when sniping, and I'm already a bad sniper But that build looks nice and I'll have to try it.
@fx8230 --- I think the CTP-C4 has great LRM quirks, if you have it. Instead of the Jagger I mean, though I guess it has LRM quirks as well.
I don't have many mechs yet, just 30, but 2 are cent and victor I won and don't have elited, and half are clans (went for the big targets for cbills, dires, timbers and warhawks), my only heavies are Jagers on IS side (So the Jager A is my only LRM heavy).
May be possible. Well not really - there's all the long waits where someone else may or may not be fighting.
a big buggy and guess not enough players, but hope this will be solved with some time of bugfixing and propaganda for new content. Other than that - it's the best MWO experience we ever had until now. Great Job PGI. Keep up the good work!!!
My thoughts on the maps so far: Boreal map: By far the better of the two, but not because of the temperature. Only two gates, but the defending team starts far enough back that they have to make up some travel time, so getting wiped out could mean the attackers have a ton of time to get turrets down and camp the doorstep. The attackers also have some very good positions to try and break up the firing line in the initial push, and coordinated teams can use a distraction to easily sneak a bunch of friendly mechs behind the line (almost lost one today when a team did just that, but someone barely caught sight of them on their way to the base the first and second times they did it). Good terrain, haven't heard of anyone getting stuck on anything, nothing but positives come to mind. Caustic map: Much more weighted toward defense than attack than the Boreal map is; whereas the cold map you can move from alpha to beta very quickly as an attacker, it takes a VERY long time to go between any of the three gates on this map. To make things worse, the area being defended is tiny in comparison, so a long trek for the attackers takes a matter of seconds for the defenders. Even worse, because the area behind the gates is so much smaller, the dropships pretty much come in right on top of the left and right gates when they drop, so you're taking a lot of extra fire even if you've barely breached through. Had one match here where we were just inside the gate on our right (think that's Charlie?), massacred their line, then got a dropship right on top of us that killed 4 people in about 2 seconds, completely stunting our advance. Either the approach needs to be made more reasonable for the attackers, or there needs to be a larger area behind the gates to defend so that the dropships aren't able to defend the gates on their own. Or both.
@Durandal --- Yeah, I noticed the same. The Caustic map is close enough that SRMs, and even SPLs, can be quite viable; tight spaces happen, especially around the buildings near the Beta entrance. But on the Snowy map, where ranges generally exceed 1000 meters, you NEED to have range; ERLLs are a necessity for first 'Mech, and usually for second and third as well. I think, if they were to tweak those two maps, they could expand the Caustic one a bit, and shrink the Boreal one. As it is, they are two ends of the chart: extremes that don't work so well. A balance between the two would be better.
Caustic definitely needs to be expanded for sure...at least far enough so that the gates are beyond the max range of the dropship lasers when it lands. The bigger problem is just time to move. Take a light sometime out the alpha gate and time how long it takes to run to beta or charlie on the attacker side (well over a minute, even with the fastest lights), then realize that you can cross from Alpha to Charlie 2-3 times on the defender side in the same time span. It makes it extremely difficult to coordinate maneuvers through multiple gates due to the inordinate amount of travel time. If this were a real base, it would make perfect sense...you would WANT the damn thing to be difficult to assault, but this is a game. Needs some work