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Player Guides and Strategies Feel like sharing some of your tactics? Info for both newbs and pros alike.

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Old 09-22-2009, 11:56 AM   #21
CommadantX
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Default Re: Strategies for light mechs

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Originally Posted by QuePan View Post
um im a guy ? silly azn .
i try to be less confrontational than most, and try to see things from everybody side of things.


CommadantX ,i would classify mech on there roles not there sizes . Capper,fighter,defense,healer , fire support etc. the old timers can correct me im sure , but that how i see things .
That makes sense. Miltary units are similar, in this aspect, and we do, essentially, play military units.
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Old 09-22-2009, 08:17 PM   #22
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Default Re: Strategies for light mechs

Speed & Dash accel do seem to be linked to weight. Jump energy drain as well. Correct me if I'm wrong, it should be possibly to categorize by loadout weight (excluding weapon 2) and then add sub categories.
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Old 09-23-2009, 03:49 AM   #23
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Default Re: Strategies for light mechs

Booster and weapons have a way bigger role than weight in most cases.

Honestly, if you were going to generalize a mech, the three stats you should look for are EN Regen, HP, and DS. This still isn't enough to define the mech though. Weapons are a huge factor.

Assuming you overgeneralize each of those stats into two groups (High or Low), then that's 8 combinations. Then, factor in an overgeneralization of weapons (long range, melee, rockets, pew pew, heals, shield) then that's 36 combinations for two sets of weapons. Then, combine the two, and you'll get 288 possible combination from an overgeneralization. Some of these might be totally useless but that's still too much work.
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Old 09-23-2009, 03:48 PM   #24
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Default Re: Strategies for light mechs

back to the topic at hand, I think that if you are going for light melee, zeeker arms are very useful. They have high marks. And zeeker core too. It has lots of en and decent regen. probably dispenser if you have a zeeker core or cyclone if you have spazmok. both spaz and aero legs are great. i guess mehki or jaywalker head. since this is a light mech, particle blade and force shield
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Old 09-23-2009, 10:57 PM   #25
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Default Re: Strategies for light mechs

I'd go with Aero arms for Light Melee actually.
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Old 09-24-2009, 12:12 AM   #26
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Default Re: Strategies for light mechs

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Booster and weapons have a way bigger role than weight in most cases.
Here's what I'm seeing with heavy mechs. Over 100,000k (seemed like a reasonable mark) could be considered heavy. There isn't much of a difference between DS, MS, DA, or even DD. The same with light mechs.

It should be possible to classify mechs (including current weapons equipped) as either light, standard (medium), or heavy. A spaz, with laser wings and apogee would be a heavy, while a full vindicator, with cyclone boost, and dual force shields would be light (bordering standard). Everything regarding en-regen, hp, en-drain, would be apply to role. All that's required are some weight numbers to go by; heavy = 100k+ or 110k+, light = 64k to 80k, etc.

Still, I agree about this topic. It's too general, especially if you follow the parts classification.
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Old 09-24-2009, 12:17 AM   #27
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Default Re: Strategies for light mechs

Classifying mechs according to weapons is stupid. Aero + Apo does NOT make a fatty and a Vigi with dual blades DOES NOT make a light. Mech classes are most commonly (and acceptably) counted not by parts but by total HP before pilot points. Why classify mechs anyway? Does it achieve anything? No. So why bother? The only time these terms are used are in passing conversation.
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Old 09-24-2009, 05:33 AM   #28
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Default Re: Strategies for light mechs

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Originally Posted by Viostorm View Post
Here's what I'm seeing with heavy mechs. Over 100,000k (seemed like a reasonable mark) could be considered heavy. There isn't much of a difference between DS, MS, DA, or even DD. The same with light mechs.

It should be possible to classify mechs (including current weapons equipped) as either light, standard (medium), or heavy. A spaz, with laser wings and apogee would be a heavy, while a full vindicator, with cyclone boost, and dual force shields would be light (bordering standard). Everything regarding en-regen, hp, en-drain, would be apply to role. All that's required are some weight numbers to go by; heavy = 100k+ or 110k+, light = 64k to 80k, etc.

Still, I agree about this topic. It's too general, especially if you follow the parts classification.
http://www.data-steel.com/Mech.php?s...26313122148148

By your definition, the first three mechs are not Heavies. The fourth mech is a Heavy with only a Haskell head and the fifth mech which is composed of all Light and Standard parts weighs also as much as the first three mechs made from Heavy parts.

Note how the mech with Vigilant arms and core is the fastest mech.

Also, note that none of these mechs will play remotely the same way.
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Old 09-24-2009, 12:49 PM   #29
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Default Re: Strategies for light mechs

What's the point of this thread? I mean the general rule that all light mechs follow is dual spatters, 5, yes that's right, 5 sweating bullets (don't ask me how), and a lot of QQ pew pew. Also, dual rifles on second; you can't forget the effing rifles.
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Old 09-24-2009, 03:00 PM   #30
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Default Re: Strategies for light mechs

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Originally Posted by Avalanche View Post
I'd go with Aero arms for Light Melee actually.
arms are overrated for light mechs
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Old 09-24-2009, 10:02 PM   #31
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Default Re: Strategies for light mechs

lolwut? >.>
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Old 09-26-2009, 06:16 AM   #32
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Default Re: Strategies for light mechs

assembly error is the way to go guys
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