Chassis Break-Down No, I’m not talking about what happens when your chassis breaks down. In that case it’s simple – eject. This is Part 2 of my guides started with the Optimum Speed thread, focusing on each chassis (based on characteristics, hard point locations, etc) and what will best fit. Part 1 is the Optimum Speed guide which compares each maximum weight with the others in regards to the optimum speed (defined at the speed at which you have more free weight available for firepower than any other chassis moving at the same speed). Part 3 will be a much smaller engine guide, looking at the shallow inclines to look at what engines are best for a weight-to-speed consideration. But enough about my agenda. You’re not here to read my plans. You’re here to read to my guide, either so you can learn or so you can point out where I’m wrong. While the game mechanics and mech characteristics are fact, the analysis is heavily filtered through my opinion, so I’m expecting a healthy debate regarding the content of this guide. While most of the terms below are known to most of us, I will be distinguishing between “brawler arms†and “sniper arms.†Brawler arms are those which hang lower and are capable of twisting further than the torso. Sniper arms sit higher on the mech, giving much better clearance over hills, but are more limited in mobility. Light Mechs Light Mechs are the scouts and harassers of MWO. If you play a Light, your mantra should be “speed is life.†There are four jobs lights have: scouting, doing objectives, shooting bigger mechs in the back, and keeping the enemy lights from doing all of the above. Lights do not have a lot of armor, but they are hard to hit. They don’t have much firepower, but they are able to hit the enemy in the lightly-armored back. These mechs don’t seem like much on paper, but they play a vital role to the team’s success. Lights work best with XL engines, because they need the speed to survive. Commando While the Commando does not have an optimum speed (it does not get fast enough to outpace the bigger Lights), the Commando has the unique combination of being a Light mech with brawler arms and missiles. This combination gives the Commando a lot of potential over what its position on the free weight charts would suggest. The premium Commando chassis are the 2D and the Death Knell hero mech. The 2D capitalizes on the ECM and SSRM combination to be an absolutely devastating light-hunter (perhaps even better at hunting Lights than the Raven-3L). The Death’s Knell has more firepower on brawler arms than anything else moving over 140 kph, making it very good at tearing through enemies. Commandos work well with a 200 XL or 210 XL engine. Spider Like the Commando, the Spider does not really have an optimum weight. While it has brawler arms, only the 5D really capitalizes on this. However, Spiders have jump jets…lots of them. While Jenners, Cataphracts, and Highlanders can jump, the Spider can fly. Kind of makes me wonder why it wasn’t named after a flying insect instead of a wingless arthropod, but I digress. While the Spider is probably the most fun mech to pilot (subjectively), it lacks the firepower to be as effective a harasser as any of the other lights. This is why I consider the Spider primarily a PUG mech instead of a competitive powerhouse. The 5K and 5V variants typically make use of the center torso for energy weapons (one in the 5K, one or two in the 5V). While the 5K has the potential to use ballistics on the arms, you can either do machine guns or – at best – an AC/2. At the speed you would be moving, the AC/2 would be difficult to keep on target enough to make use of it. The nice thing about the 5V, which is more of a fun thing, is I get the feeling of being in a TIE Fighter when I’ve got 150 kph, 12 jump jets, and 2 medium pulse lasers. There is also a 5V zombie build using a STD engine, jets, and medium lasers that might be interesting. The premium Spider is the 5D. No other Mech can combine Jump Jets with ECM. The right arm is popular for housing either a spattering of MLs, but an ER LL or even an ER PPC can be fit without sacrificing speed or armor (just *some* of the jump jets). The heat inefficiency of those weapons isn’t too big a deal considering there is only one. As to the ER PPC, the Spider 5D is about the only light that can really make this weapon work. Spiders work well with a 255 XL engine. Raven Oi, if there was ever a dichotomy of good and bad, this is it. This chassis holds probably the two worst variants in the game, along with the single most overpowered variant. The 2X and 4X models have a decent arrangement, except for one simple fact – they can only hold up to a 245 engine (which is only 124.7 kph with speed tweak). This not only puts them below optimal weight for their chassis, but also below the speed at which lights are most effective. While the lower speed gives them more weight to devote to firepower, a Jenner with a 245 engine can have just as much, and a Cicada at 124.7 kph can have more firepower available. The 4X is fun with an AC/20 or a Gauss, but overall not a serious Light Mech. All this negative about the Raven, so why get it? The Raven 3L (like the Commando 2D) combines ECM with Streaks to make use of the most overpowered weapon combination in the game. While it has one less missile hardpoint than the 2D, it has 2 more energy hardpoints and a lot more spare tonnage available. The Raven 3L works well with a 280, 285, or 295 XL engine. Jenner The Jenner is the powerhouse of the lights, along with the most mobile. While it doesn’t have as many Jump Jets as the Spider, it has enough to get around and more speed than anything else in the game. Jenners also have more hardpoints than the other lights (about tied with the slow Ravens), giving them quite a bit of firepower. I said earlier that lights have light firepower, but at this point I think “moderate†is a better description. It’s no splat cat, but it’s also hard to argue with 6 medium lasers. Unlike the other mechs, there isn’t really a good or bad Jenner. The 7F has 6 energy points, the 7D trades 2 energy hardpoints for 2 missiles, and the 7K trades in one of those missile points to get 3 base module slots. Jenners work well with a 280 or 300 XL engine. Medium Mechs Medium Mechs are the Swiss Army Knife of the game. They don’t really specialize at anything, but typically have better speed than heavy mechs and better armor and firepower than lights. They can take a few hits, but should make use of cover and flanking maneuvers whenever possible. They can provide fire support and objective support fairly well, and work best at escorting the bigger mechs. Cicada The Cicada is the medium that acts like a light. While it isn’t optimum at 150 kph, the Cicada can use a Medium slot (for competitions or – once it is fixed – standard weight-balancing) to give you an extra scout/harasser. Most Cicadas use either pure energy or a combination of energy and ballistic weapons. The 3C is about the only model that suffers to too many ballistic hardpoints – at the 40-ton level, it’s hard to make use of 4 ballistic slots. The premium Cicada (read: the one that gets prioritized by the enemy) is the 3M, because it is capable of using ECM. While a Raven 3L gives you a more optimal (read: overpowered) weapon combination, the 3M is the only Medium capable of utilizing ECM. The X-5 is another great option, being both a Hero mech and being able to use missiles. And, as with the Jenner 7-F, there is no denying the power 6 medium lasers has in the 2A (or even 5 in the 2B). Cicadas can operate at near-“light speed†with a 325 XL or 340 XL, but their optimum range is with a 280-300 XL engine. Centurion To use the MMO term, the Centurion is the tank of the Medium weight class. I’ve seen Centurions take a shalacking that would make most other mechs keel over. These things have a moderate amount of firepower, but with their dual energy center-torso hardpoints they can still dish out a lot of damage when zombied. Like all of the other 50-ton mechs, the Centurion has the brawler arms to give it some mobility on its primary weapon, and a shield arm that can take a beating without sacrificing any weaponry. While all of these mechs are good with a STD engine, the CN9-D can put in a large enough XL engine to capitalize on the speed. The Yen-Lo-Wang hero variant is the only Medium that can mount an AC-20 in the arm, and I’d say the only mech with an AC-20 in the brawler arm before the Highlander. The Centurion is optimal with an XL engine in the 295-340 range (only possible on the D or YLW), or with a STD engine in the 255-300 range. [Hunchback As much as Centurions can take damage, Hunchbacks can dish it out. While the Hunchback has brawler arms, its primary weapons and zombie weapon are located high on the right torso and on the head, making it very good at firing over hills. The only other Mech in the 50-60 ton weight class capable of firing a ballistic weapon from the shoulder is the Flame (the Ballistic point on the Trebuchet 7K is around the center of the chest instead of the top), which requires MC to be purchased. As to variants, the 4G and 4H are the ballistic models. The 4G unfortunately has 3 ballistic hardpoints, which are hard to effectively utilize in a 50-ton mech. The 4J and 4SP are the missile variants, which are surpassed in speed by a Centurion CN9-D or any of the Trebuchets. The 4P, however, can hold 9 energy weapons, giving it an alpha strike easily on par with an 80- or 85-ton energy boat. Hunchbacks will never reach optimum speed with XL engines; they just don’t get fast enough to capitalize on it (although you might want an XL engine for some of the 4P builds). They work best with STD engines in the 255-260 range, although slower is needed to fit the big guns, if desired. Trebuchet If you consider the Cicada to be a Light, then the Trebuchet is the most mobile Medium mech. With exception of the 7K (which has a very well-rounded set of hardpoints), these tend to use energy and missile hardpoints. The 3C is capable of holding up to a 390 engne (not that it’s optimal), the 5J and 7M get jump jets, and the 5N and 7K have higher torso twist rates than the others. Each variant brings its own benefit, and it usually isn’t hardpoint-related. Trebuchets are the only 50-ton mechs that can have a decent speed on any variant. They work best with a 295-340 XL engine, although anything above 325 requires the 3C model.
Heavy Mechs Heavy mechs are the bread-and-butter of MechWarrior. They can take a decent beating and generally carry a significant amount of firepower, and they maintain more speed than the assault mechs. These mechs can brawl or serve as fire support, and sometimes have better hardpoint allocations than Assaults…if only they had the tons to use them. Dragon If Cicadas are wannabe lights, the Dragon is a wannabe medium. These things excel with an XL, bringing decent firepower at a decent speed. While not popular in high-end competition, this is probably the most popular mech in my unit due to the balance it strikes between speed and firepower. All of the Dragons have 6 hardpoints, divided into Ballistic (always RA, except Flame which has it LT), energy (always LA and LT, except flame, which is both arms), and missile (CT). The 1N has 2 missile slots (making it capable of using 2xSRM4 or 2xSSRM2), and the 1C and Flame have 4 Energy slots, making them great energy boats. The Fang has a nice balance of ballistics and energy. The 5N is pretty useless unless you want a generic build or if you want 3xAC/2. While Dragons have an optimal range with STD engines of 280-300, they also follow the Light mantra of “speed is life” and work best with a 295-350 XL. If you want the fastest possible Medium mech, the 360 XL is still pretty good in the 60-ton chassis. Catapult Catapults used to reign supreme, but after missile nerfs, large maps, and Jagermechs, they have fallen out of favor with a lot of players. Just because they are no longer overpowered (or in some cases, less overpowered than newer options) doesn’t mean they aren’t powerful. Catapults bring a nice combination of missiles and jump jets, and the K2 offers an entirely different platform to reduce how mundane it is to level three of the same chassis through Basic. While the C1 and C4 offer a balance of energy and missile weapons, the two most popular Catapults are the A1 (specifically with the 6-ASRM “splat cat” build) and the K2 (usually set up as an energy boat). Catapults, like Jagermechs, will never be have an optimal speed (as defined in my previous guide) with an XL engine, but an XL 300 is a good starting point for using an XL in this chassis. A 280-300 STD engine will put you in the optimal range with a standard. Jagermech The Jagermech is arguably one of the most capable ballistic boats in the game. While Atlai and Highlanders build around it better, and certain Cataphract models can carry more ballistic firepower, the Jagermech is the only Mech in the game capable of carrying dual AC/20 with an XL engine, and the only Mech capable of doing dual Gauss on sniper arms. The JM6-A gives you missile options in addition to the ballistics, and the JM6-S gives you four of each energy and ballistics. The DD is an interesting mech, in that you can fit the 6xAC/2 build on it. No matter which chassis you choose, however, I don’t think there’s a more popular build than dual AC/20 or dual Gauss. Jagermechs, like Catapults, will never have an optimal speed (as defined in my previous guide) with an XL engine, but generally an XL engine is required to get decent speed and firepower out of these mechs. Cataphract The Cataphract is the most powerful heavy mech, with enough variation between models that each seems to be its own. The 1X is an energy boat capable of using ballistics, the 2X is a well rounded machine, and the 4X is the ballistic boat with some energy and missiles. However, the two that shine are the 3D (AKA the Poptart Sniper) and the Ilya Muromets (with either 3x UAC5+3xML or 2xGauss+3xML) – the only Hero mech to be used extensively in RHOD. Granted, that information was pre-Highlander, I have not kept up-to-date on the RHOD league to know if the Heavy Metal is used. While the 3D and the Ilya are both devastating, the others hold their own very well. The 1X and 2X make some fantastic brawlers, and the 4X provides some interesting direct-fire options, with the weight to back it up. Cataphracts reach their optimum speed with a 325-340 XL or a 280-310 STD engine, but you may want to go slower to make use of their Ballistic options or poptart capabilities. Assault Mechs Ah, the big guns. These mechs weigh a lot, but are also usually pretty easy to hit. They make up for it by bringing more firepower than anything else and having the armor to take the hits. The Assault mech is the cornerstone of the group. They cannot run to the group to provide support, so the group must stay near them to receive the maximum benefit. Awesome Jokingly referred to as the Steiner Light Mech or the Steiner Scout, the Awesome is an 80-ton behemoth capable of using an assortment of missile and energy weapons. Awesomes tend to have an energy hardpoint on the head, making them useful as a zombie, in addition to weaponry primarily on the right arm and both side torsos (sometimes a bit on the left arm as well). The biggest downside to the Awesome is just how big it is; the only thing easier to hit is an Atlas. Awesomes tend to pop faster than any other Mech I’ve seen, barring a really good hit on a light. As to the individual variants, they each have a different balance between energy and missile hardpoints. The 8Q can make for some fine energy boating, the 8R is a pretty good missile boat, and the 8T and 8V are somewhere in the middle. The 9M and the Pretty Baby hero variant can both use much larger engines (up to 390 in 9M and 400 in PB, instead of 300 like the rest of the Awesomes), but making use of that speed requires an XL engine. The downside is the PB has less hardpoints than the other Awesomes, and the 9M has a weird anomaly in that it has 4 hardpoints on the center torso, where there are only 2 crit slots. Awesomes work best with a 295-370 XL engine or a 290-320 STD engine. Stalker While it really doesn’t have an optimum engine speed compared to the other Assaults, the Stalker’s hardpoints and the available tonnage to back it up make Stalkers probably the most offensively powerful mech in the game. However, most builds that capitalize on this tend to be very heat inefficient, leading to a lot of overheats. In addition, Stalkers cannot use ballistic weapons. What makes them so good, if all they do is overheat? I think you would be hard-pressed to find a build that can out-alpha a good Stalker brawler build. These things are actually pretty small for an Assault mech, and are the only Assault mechs with sniping arms. With the exception of the 4N, each stalker brings something special to the table. The 3F and 5S are nearly identical, except the 3F can turn an additional bit and the 5S has a second AMS slot. The 3H loses two energy slots over these variants, but can fire a full LRM20 from each arm in a single burst; the other Stalkers would take two bursts. The 5M loses an energy slot to gain a missile slot, and has its torso energy hardpoint mounted center torso (the only Stalker that can keep trucking while zombied). The 4N, unfortunately, has one less hardpoint than the 3F or 5S, while also not having any extra perks. This model needs an extra module slot or something. Regarding engines, a 290-305 STD puts the stalker in its optimal range. In reality, the 300 STD is about the best engine, but if smaller is needed to make an energy boat fit, you probably won’t find a better chassis than the Stalker for it. Only use XL engines if you’re boating PPCs. Highlander Since the release of the Highlander, I’ve noticed a lot less Cataphract 3Ds. This is because the Highlander can do the poptart job with even more firepower than the 3D build. These are currently the only Assault that can carry jump jets, and most players make good use of them. Highlanders also have smallish side torsos, making them good for XL engines. This fact makes a STD engine even more robust, because people are likely to aim side torso first, anyway. All of the Highlanders support a decent variety of weapons, but the 733C and Heavy Metal rise to the top. The 733C has the ability to use an AC/20 on a brawler arm, which is a very powerful trait. The Highlander not only has the Hero bonus, but it also has the energy and ballistic weapons all on the arms, which makes it easier, (in my opinion) to use them both together. That’s not to discount the other three models, though, which have a combination of ballistic, energy, and missile hardpoints (except the 733P, which sacrifices ballistics for more energy) that will make a fine complement to the jump jets. Highlanders work best with a 325-330 XL engine (the Heavy Metal is the only model that can use the 330), or a 300-325 STD engine. However, if you need to go smaller to make your build fit (or want a 330 STD in the Heavy Metal), you are still using the only Assault mech with jump jets. Atlas There is a reason the standard pug strat is “Follow the Fracking Atlas.” Actually there’s a few. Atlai are big. Atlai are slow. Atlai have a lot of firepower and armor, and one of them even has ECM. This is quite often the cornerstone of the group, more than any other Assault mech. The low speed of the Atlas is part of why the group should follow them – keeping the atlas in front of you means you’re always near it. The AS7-D and AS7-K both have two energy points center torso, making them effective zombies but also taking away from their potential firepower. All but the AS7-RS have two ballistic slots, meaning you can do a Gauss or an AC/20 by themselves, or you can do a pair of LBX or UACs, which are both very powerful combinations. The RS has some nice energy firepower to it, and the K’s specific bonus is that it can do double AMS. However, the Atlas D-DC rises to the top, with more missile hardpoints than any of the others, an extra module slot, and it is the first variant since the Cicada 3M that is capable of using ECM. A couple of D-DCs can neuter the damage lights can do with streaks and shield their team very well. While it is not recommended to use an XL engine in an Atlas, they work best with a 200-360 XL or a 200-335 STD engine. Because they provide zombie protection and (in one case) ECM, both of which are rare in Assault mechs, if you want to go bigger with the STD engine, you can make use of the extra speed. My personal favorite for Atlai is the 300 STD, as it provides a nice balance between speed and firepower. Summary I know, I know, I threw a lot of information at you. So what’s the take-away? Lights Commando 2D is the best light hunter, with 3 SSRM launchers and ECM. Commando Death Knell is the best “brawler” light, with brawler arms and a powerful combination of 4 medium lasers. Spider 5D is not very powerful in the battle, but is an excellent scout with ECM and Jump Jets. Spider 5V is a zombie light. All Jenners bring power to the table in the Light platform. The Raven 3L is the most overpowered mech in the game, with ECM, streaks, and enough lasers to back them up. The Spider 5K and Raven 2X/4X are virtually useless. Mediums Cicadas act like lights, even the 3M, which has ECM, and is the only ECM “light” with ballistics. The X-5 is the only Cicada with missiles. Centurions are very hard to kill, and can keep doing damage until they are killed. Specifically the CN9-D and YLW can move pretty quick, and the Yen-Lo-Wang can use an AC/20 in a brawler arm. Hunchbacks are generally too slow to be optimal, but the 4P is a very powerful energy boat. Trebuchets all bring something to the table, and are generally the most mobile mediums (albeit less speed than a Cicada). Heavies Dragons act like Mediums; they offer a nice, balanced package at quick speed. Catapult A1s make great “splat cats” with 6xASRM6. Jagermechs have brutal 2xAC/20 or 2xGauss builds with sniper arms. The Jagermech 6-DD can do 6 AC/2s for massive DPS. Cataphracts offer a lot of options for powerful brawlers or direct-fire-support mechs. The Cataphract 3D can poptart snipe very effectively. Assaults Awesomes are generally too easy to hit to be worth it, but do make some decent energy or missile boats. Stalkers are very powerful (except the 4N), but require good heat management. Highlanders are amazing poptarts; the 733C can use an AC/20 in a brawler arm. The Atlas is the cornerstone of the group, especially the D-DC with ECM.
Can you elaborate? I personally use XL engine on all my catapults (mostly a splatcat and a laser-boat K2). I like the high speed provided by large engines (80+ km/h), and never found the vulnerability of the XL engine to be that a problem, since on this mech there is a very good damage repartition on torso parts. edit: nice job again!
With optimal speed being the speed at which the chassis moves faster AND has more firepower than any other, the Catapult cannot reach it with an XL. If they were allowed bigger engines they would end up with something between the Dragon and the Cataphract, but as it is, they will fall behind in terms of free tonnage. However, they are missile boats more than any other heavy mech, so you can still put in a 300 XL and do good things with them. I edited my OP to clarify.
Nice article. Purely subjective of course but a good basis. Skribs once we get the new system up and running I'd like to put a bunch of your articles (after a few editorial passes) up; full credit to you of course. You pose a lot of interesting things from a regular players perspective.
I knew this one would be subjective, but thought I might as well write it up anyway. My other options were refresh Facebook a bunch or try to make the perfect paper airplane.
I see what you mean, at same speed the cataphract will have higher available tonnage. According to your charts a build with XL engine will always be better on a cataphract than on a catapult or a jagger (some heavy ballistic loadouts are good examples, you have much more tonnage for ammo and/or backup weapons on a CTF-4X than on a JM6). But other criteria might be considered, such as hitbox, weapon position and mobility, etc. I always found XL on cataphract too much of a threat, sides torsos are really vulnerable. Then if I had to mount an XL on a cata, it would be on a -pult rather than a -phract, even if on paper I have less tonnage to work with. (and I like the high position of catapult weapons)
Which is why I said the 300 XL would be a good starting point for an XL in the Catapult, I was merely pointing out that it doesn't have an optimum. Yes, hard points, etc. were considered (otherwise I would have just said "Catapults are crap, get a Cataphract").
Great read. BTW. I have never piloted a Centurion but i've read many negative opinions about them and i've never seen a Centurion that really impressed me. Still, reading the Centurion paragraph in this article it seems they're not that bad. Could you guys please elaborate on them. I currently pilot lights and heavies and would like to pick a medium chasis to master but can't decide which one - are Centurions any good or are they Awesomes of the medium tonnage?
The Centurion is my favourite Med. 'Mech. It is fast and manouverable, it has arm mounted ballistics (which with practice are the best possible mount) and energy back-up. It is an effective zombie if yer into that and it can fill most roles effectively. Ac/10's and Gauss rifles that move at 100KPH+ are really alot of fun. Mythweaver
Centurions are imho the best medium mechs. They suffered a bit because of the missile nerf, but they're still strong. Mobile, powerful, hard to destroyed if mounting STD engine (kinda vulnerable with an XL though). But the thing I like the most with Cents is how the four variants offer different possibilities. Each one is pretty specific, with its strong points. I think it's the only mech I mastered 4 variants and still play with all of them.
Good read, thanks (though I don't really agree with the "speed is life" principle or a couple of other things). I guess it is all down to personal preference. My favourites are Hunchbacks and Cataphracts, though Centurions look really good on paper. The only Dragon I have -- the Flame -- has so far been a letdown.
I've seen the Speed is Life principle in action. It applies primarily to lights, but also to anything that moves pretty fast (i.e. Dragons). The nice thing is, with exception of the Cicada, most mechs that follow this principle are most optimal with a fast engine anyway. Speed makes you harder to lead, gives you more maneuverability to stay behind the target, and lets you escape bad situations quickly. There is a definite gain in survival from moving 151 kph instead of 123. As to the Centurion - I wouldn't call them "best". They each have their pros and cons. Trebuchets are the best with an XL engine, because they can make use of the 325 XL on most variants. Like I said about Cents, though, I've seen them take a shalacking and lose most of their components and still keep dishing it out with 2xML. ScatterBrain, what build are you running on your Flame?