Favorite mechs for CW matches? Asking from IS standpoint, but Clans valid too.

Thread in 'MechWarrior Online' started by Bee_Killer, May 3, 2015.

  1. Bee_Killer

    Bee_Killer New Member

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    I've been trying to work with doing CW not too long since it went into beta 1 stage, I'm not doing so hot currently. I know that Clans have a huge advantage with regards to range, and most of my mechs tend to be medium to close-combat strikers or brawlers...So I know tactics/groups I get into are another, separate point.

    What have been other member's favored mechs for being able to support the team? I guess I'm asking from an all-around perspective, which probably might not be the most optimal one to be asking from. ;)

    Mostly asking from IS standpoint, but Clans are welcome too...I'm loving the Stormcrow, though I'll usually run it with 2 streak 6's, two SRM6+A's, and 4 small pulses; Usually come out 500-800 damage in normal pug matches, but I know that CW is a bit different with tactics. Nearly hit 1200 one match.

    Thank you
     
  2. The Verge

    The Verge Moderator Staff Member

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    Thunderbolt, and Stormcrow. OP mechs are OP.
     
  3. Durandal

    Durandal Min-Max Maniac

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    For IS, my current deck (with justifications) is currently...:

    Mech one: Grasshopper 5J(R) - The GHR has quickly turned into one of my favorite mechs in the game. They have good quirks, can carry nasty payloads, extremely XL-friendly, and the hitboxes are amazing if you twist and JJ properly to avoid damage. It is one of the few mechs that I feel confident taking head to head against just about any mech in the game, and I have no hesitation at fighting with it. In CW, I run this build, and it is always my first mech on the field (the others vary depending on need):


    Mech two: Stalker 4N - No surprises here. My armor allocations are a bit different, but I keep this guy as my big nasty in CW. People bitch about this mech/build combo, but I tend to not give a shit - you field what works if you want to win CW, and this mech works. Be careful about ghost heat, and pack a cool shot for emergencies. Do not brawl if you can avoid it, if people ignore you in this thing, you will ruin their universe. Build:


    Mech three: Griffin 2N - I dropped some cash to get this thing early, and have not regretted it yet. All through Tukayyid, I actually was stuck just at basics since I'd never finished my Sparky or 3M, and it STILL tore through the clanners. This is the one close-range brawler in my deck, and the Griffin excels at that sort of combat. The ECM is incredibly nice to have, but beware that you can't survive much focus fire; stick with your teammates and use them to help take the heat off you by way of being scarier looking. Build:


    Mech four: Panther 8Z - This one was a niche choice for me...I had to decide between my Raven 3L, which I love, and this...and the deciding factor was actually Grim Portico. The JJs on the Panther let you attack from multiple areas, getting into spots where you're not expected. My mostly sniper build allows me to poke from longer range, but the quirks allow you to hit hard and fast, then vanish behind cover. The LLas burn time is actually short enough that you can even poptart with this build, a rarity with that weapon. I tend to alternate between two builds, depending on mood:
    Normal version:

    Poptart version:


    Backup Mech one: Raven 3L - Similar to the Panther, but it has ECM. That alone makes it worth taking, and I often switch it out with the Panther for that very reason (plus it's faster). Build:


    Backup Mech two: Cicada 3M - The Cicada was one of my first purchases when I came back to MWO, and it holds a special place in my heart for being the mech that got me into the game (as well as the first mech which got me a 1,000 damage round). Despite the medium laser quirks, in CW I run mine as a sniper, and have never regretted it. Like the 3L, this mech is a performer, and can both deal good damage and shield the team with ECM as well. A powerful combo. Build:


    I added the GHR and Panther after a thread appeared here about using the Resistance mechs in a drop deck. I'm no fan of the Zeus or Enforcer, but the GHR and PNT have both worked rather well for me, and they found a great home in my deck. That said, the lack of ECM on the Panther does really hurt it, so I may end up going with the 3L again just to have two ECM options at that weight...the CDA-3M is also a good side option for me, as that is one of my favorite mechs still (and it works well with 3 LLas, whereas the Raven I only use two ERLLs - the CDA can do ERLL too, but it's hot hot HOT). Either option puts you right at the tonnage limit (245 with the Panther or 3L, 250 with the Cicada), and gives you a lot of long range options, with the Griffin as a backup if you know you're dropping into a brawl.
     
    Remarius likes this.
  4. Remarius

    Remarius Star Lord

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    It all depends on your likes and combat style as you want mechs you know like the back of your hand in my opinion.

    I run a very different style game to @Durandal aka heavy ballistics.

    Mechs 1 and 2:

    Heavy ballistics and peeping - first two chassis are my heavy killers and suppressors. Same speed as a TBR. Takes down stormcrows at medium range very easily. Pair up with scary looking mechs and try to not be focused.



    Mech 3:

    Fast response mech able to go anywhere quickly and lay down decent firepower at medium range. Delicate and weaponry is mostly arm based again. Great for responding or reinforcing quickly. Weak in a brawl. Classic skirmisher.



    Mech 4:

    All or nothing - ridiculous burst fire and great peeping. Optimal 750m but ammo is low, slow and a few people I know use even smaller engines for more ammo. I throw this one in if the enemy are using assaults or we have to blunt a push as I can literally take down as heavy clan mech in seconds. Its a no subtlety mech as I'm double tapping so aim for the biggest target aka the CT.



    Note all three of these have the same velocity so lead times are easy.

    Mech 4 alternate:

    Great tanker, great peeper, weapon mounts at a good height, superb against lights. This is the opposite of the JM6 in that its built for survival, has very reliable firepower but can't handle a solid push and people aren't intimidated by its lasers usually in the same way.



    One thing about this deck is its not really built for an inexperienced player or one who changes their mechs a lot. Most of the mechs I listed have critical weaknesses - XL engines and primary weapons in arms. You need to know them very well to get the best out of them. Same with the maps you need to know exactly the angles to fire from to minimise incoming fire because a good team will focus you down.

    Any questions ask.

    Edit: Should have mentioned I'm a pressure player and high heat capacity is critical as I'm hosing you down with fire if I get a good firing line where I won't take much incoming fire. Flank and kill!
     
  5. Durandal

    Durandal Min-Max Maniac

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    Worth repeating. I do take a very specialized deck that works to my strengths, and ballistics are not my strongest point - I've always favored energy boats, which makes sense since I am primarily a light pilot. Any drop deck you use should revolve around your strongest weapons/mechs.
     
  6. Bee_Killer

    Bee_Killer New Member

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    The Thunderbolt listed is what I'm currently leveling, it seems to be better suited for CW than regular PUG matches, that's for sure...And I still need to build the funds for the third lpl. Certainly the playstyle that has worked best for me is being a backup striker (Either the Stormcrow mentioned eariler, or a Menturion), and trying to utilize cover more effectively. Still working on the overextending problem a bit, where I typically get isolated and focused in pretty short order. :(
     
  7. Durandal

    Durandal Min-Max Maniac

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    Hmm?

    [​IMG]
     
    Last edited: May 3, 2015
    Vundar likes this.
  8. Bee_Killer

    Bee_Killer New Member

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    lol

    Meant the typical "Zombie" Centurion template...Have tried some lights too, just need some more time getting used to them, and again...not running them head-first.
     
  9. Vundar

    Vundar Well-Known Member

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    If I was going to drop a Cent into CW I'd definitely go with a Yen Lo Wang for stopping power or the AL for the lack of ammo issues. The Zombie Cent build goes through its ammo way too fast and requires a playstyle that will get you killed super fast in CW. You wont be much more than a speedbump when you try to jump into the middle of the clanners to brawl them. And everyone sticks together a lot better in CW, so there's less chance of a quiet little fight somewhere else.

    My dropdeck through the entire event was a standard setup Stalker 4N, A Stalker 3H LRM Boat, a Firestarter A, and a Raven 3L. I swapped the Raven for a Cicada 3M at one point, but decided that I preferred the Raven over it.
     
  10. Anassi

    Anassi Benefactor

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    This is my personal drop deck for IS. I tend to prefer Energy heavy mechs over Ballistic heavy ones, although the latter do have their place in my deck. As far as missiles go I generally don't bother (unless it's a Light hunter Streakcrow in my Clan deck) as the SRM hitreg and range are awful, the IS SSRMs are even worse and the Clans tend to be so stacked with ECM that LRMs are utterly useless even as a suppression weapon most of the time. I'm not overly fond of buying multiple versions of the same mech so no double STK-4N or TDR-9SE, and I think that everything above 85 tons limits the available tonnage for the rest of the deck too much, so sadly no AS7-D-DC or BNC-3E.


    Drop 1: Stalker STK-4N



    This thing's a beast. One of the most devastating mechs in the game and one of the few that can dance the long range dance with the Timber Wolves and Stormcrows. I always, always open with this and the mech has never failed me. Just be careful to not overextend, as your mobility is a bit lacking and the firepower of the Clans can still make short work of you. It's also highly symmetric, which means that a lot of firepower can get lost if you lose a side.


    Drop 2: Hunchback HBK-GI "Grid Iron"



    The Grid Iron is generally my second or third option, as the long-range pissing matches are usually not over yet when the -4N goes down. In my build I went for a somewhat lower engine in favor of as much ammo as possible, as the mech becomes borderline useless when you run out or that Gauss gets popped. 60 rounds can wreak a lot of havoc though.


    Drop 3: Stalker STK-M "Misery"



    Misery has been a mainstay at my IS drop deck since CW launched. I tend to use it later in the match when the Clanners start to slowly exhaust their supply of Timber Wolves and start dropping with somewhat less tough mechs. It's not as good at long range sniping as the previous two mechs in the deck (although it can do it in a pinch) but more suited for leading aggressive pushes and mopping up damaged opponents. With five tons of ammo for the Autocannon the mech is also equipped for longevity as I generally die or win before I run out of ammo.


    Drop 4: Spider SDR-5D



    The Spider is my last-resort mech, when it comes down to this guy it's generally already over. It does bring an ECM to the table, as well as jump jets and some mediocre firepower so it can be very useful in a coordinated Light rush but aside from that it's not overly powerful. I still feel that, with me being restricted to 30 tons due to the other three mechs in the deck, it's about the best choice in that weight bracket and the ECM alone is enough to justify bringing it. Anything lighter than a Spider is generally even worse for firepower and / or has no jumpjets and / or no ECM, although a COM-2D would allow an upgrade from the Grid Iron to a GRF-2N or SHD-2K. I don't own any Commandos though so the Spider can serve in the fourth spot quite well.
     
    Last edited: May 3, 2015
  11. Sassafras

    Sassafras MechSpecs Addict

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    My personal deck is:

    BLR-1G: 3x LPLas + 3x MLas
    TDR-5SS: 7x MPLas
    TDR-9SE: 3x LPLas (Used to run 3x LPLas + 2x MLas but that needed an XL)
    RVN-3L: 2x ERLLas + Tag + ECM

    I usually start out with the Battlemaster since it can soak a fair amount of damage from the first wave, and is still fast enough to reposition when needed.

    Depending on how long the BLR lasts I'll bring out the 5SS or the 9SE. If there's sill a pitched battle going on, I'll bring out the 5SS to get back in the fray quickly, and do some nice close-quarters damage. If it's between waves, I'll drop the 9SE to which is better for longer range potshots and pop-tarting.

    The RVN-3L is usually my last drop which is just for cleaning up, though I'll drop it earlier if it looks like the enemies are packing a lot of LRMs.

    When we still had a 240 ton limit, I had a SHD-2H (2x AC5 + 1x AC2) in place of the TDR-5SS, and this was used mostly on the first drop to use its jump jets to take potshots at attackers trying to open the gates. I'm thinking about switching it for one of the Thunderbolts, then upgrading the Battlemaster to a Banshee, or maybe switch out the Raven for a Blackjack.
     
    Last edited: May 4, 2015
  12. enileph

    enileph Star Lord

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    I was doing Zeus + 3x Big-Medium.
    Since the Royal Griffin is not leveled I was running a Royal Griffin, then a SHD, and the other one being either the 2xAC5 wolverine or another Griffin.

    Total is only 245 tons.
    I was doing some mastering of the Zeus. If you want you can run a battlemaster or the Stalker instead.
    Alternatively, run a Dragon instead of Medium.
     
  13. Soy

    Soy Min-Max Maniac

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    4x nova... 2 dual ppc poptarts, a 4x4 ml sworder, and a binary

    or some form of ppc/ll quirked pay to lose light/med/hev/ass deck
     
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