Guide:Mech classes: Difference between revisions
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The freebie mech for the medium class is the [[Legionnaire]]. While it may not have the highest mobility it makes up for that with a mixture of its high DPS [[Legionnaire Laser]] capable of maintaining a high fire rate for mid range damage and the twin pec mounted [[Ultra Autocannon Pec|Ultra Autocannons]] that offer just as high of DPS from mid to close range. The Ultra Autocannons on impact will explode causing damage on even near misses. Should an enemy come near enough it also come equipped with a [[Melee Axe]] to bring even more close range damage. When it comes to survivability, in return for its lower mobility, it has some well above average armor for its class and a [[Legionnaire JumpJet| Jump Jet]] should the fight start to go bad. Overall Legionnaire behaves similar to a heavy and can afford to exchange fire with mechs above its class but be wary of the mobility as overcommitting can be fatal. | The freebie mech for the medium class is the [[Legionnaire]]. While it may not have the highest mobility it makes up for that with a mixture of its high DPS [[Legionnaire Laser]] capable of maintaining a high fire rate for mid range damage and the twin pec mounted [[Ultra Autocannon Pec|Ultra Autocannons]] that offer just as high of DPS from mid to close range. The Ultra Autocannons on impact will explode causing damage on even near misses. Should an enemy come near enough it also come equipped with a [[Melee Axe]] to bring even more close range damage. When it comes to survivability, in return for its lower mobility, it has some well above average armor for its class and a [[Legionnaire JumpJet| Jump Jet]] should the fight start to go bad. Overall Legionnaire behaves similar to a heavy and can afford to exchange fire with mechs above its class but be wary of the mobility as overcommitting can be fatal. | ||
<div style='text-align: center;font-size: 200%;'>'''Heavies''' </div> | |||
[[File:Mudkipguide.png|280px|right|Mudkip]] | |||
Sacrificing a moderate amount of mobility in the pursuit of greater firepower and survivability the heavies afford the option to both utilize cover and positioning to get the drop on your opponent as well as the option to exchange fire in the open with opponents. Mechs like the [[Punisher]] excel in drawn out gunfights. By using its [[Dynamic Shield]] it can shrug off even hits from the deadliest of assault mechs while providing cover to your allies. Though stock the Punisher does not come with any weapons stock with the right build I can even brawl with assaults with a skilled enough pilot. For those who wish to stay out of brawling range [[Wastelander]] offers a deadly accurate [[Wastelander Laser]] for long range engagements and twin [[Heavy PPC]] for AOE damage effective from any range. In addition to the exceptional durability wastelander also comes equipped with a [[JumpJet]] to reach unexpected positions or to throw off enemy fire. For those seeking a more mobile mech while still retaining enhanced survivability the [[Betrayer]] offers just that. Equipped with a [[Strife Jet]] the betrayer even surpasses many light mechs, though only in short bursts. With a mixture of the [[Precision Cannon]] and [[Percussion Nade Launcher]] the betrayer is capable of the extreme damage at close to mid range along with the ability to dictate the terms of engagement by utilizing the mobility of the strife jet to enter or exit combat at a near moments notice possibly even leaving a plume of flame in its wake for the [[Inferno Missile]] to heat up tech mechs or sear into bio mechs. For those seeking to take to the skies mech like [[crisis]] can rain explosives down from above using its [[Screamer Bomb Dropper]]. But be aware that just because it's high above the battlefield doesn't mean that enemy mechs won't come up to meet it. The Heavy class predominantly is for those seeking the higher firepower and survivability while retaining a moderate level of mobility. | |||
Representing the heavy class for the freebies is the [[Mudkip]]. The Mudkip is considered by many to be an excellent mech to get started with as well as an effective platform to build off of and adapt as you develop your playstyle. By default the mudkip comes equipped with four [[Torrent Cannon]]s which boast high damage and a moderate fire rate along with a bit of area of effect. Though be aware that the low velocity of the guns may be challenging at longer ranges but thanks to their exceptional range anything you can see you can hit with a well aimed shot! | |||
<div style='text-align: center;font-size: 200%;'>'''Assaults''' </div> | |||
[[File:Paladinguide.png|280px|left|Paladin]] | |||
The last and largest of all classes, forgoing mobility in exchange for immense firepower and survivability, the Assault class is for those who seek to be a wall of iron capable of devastating any and all foes. | |||
<div style='text-align: center;font-size: 200%;'>'''Bios''' </div> | |||
[[File:GuideBios.png|280px|right|Infected Legionnaire & Skorpling]] |
Latest revision as of 12:47, 7 June 2023
In this guide will we will giving a brief overview of each of the mech classes and what to expect while piloting them. In MCM mechs are broken up into 4 different weight classes based on their individual stats.
With mechs offering an array of support abilities to highly mobile damage mechs lights can offer a skilled pilot a risky but rewarding playstyle. Most lights, as their name suggest, have extremely low armor instead relying on their speed and evasion to survive. Lights are best considered as support mechs to your team offering a variety of strategic uses such as Mite's ability to hold an enemy mech in place giving you team an easy target or Fire Ant's ability to redline opponent Tech mechs heat gauge or apply debilitating DoT to Bio mechs. In some cases such as Phalanx or Mantis they use their mobility and size to find good firing positions to execute weakened mechs or ambush distracted foes. Overall the light class of mechs is for pilots who are willing to walk the razor's edge to support their team.
Among the available freebies there are two light mechs. Firstly one of the lightest, even among the lights, the Flea! With the combination of its tiny size and quick speed the Flea makes for a difficult target to hit. When used in combination with its Jump Coil Drive it can be a very difficult mech to lock down in a skilled pilots hands but be aware that this mobility comes at a cost. With only minor armor and no resistances one good shot may be enough to send you back to the hangar. When it comes to offense, for its size, the Flea doesn't disappoint. Two pec mounted Flea Cannon lasers, mounted on the arms, allow the Flea to potentially deal comparatively high damage every second with well aimed shots. Overall, for its size, the Flea makes more an agile harasser mech that with a skilled pilot can be a thorn in the side of any combatant.
The second of the free lights is the Fox. The Fox boasts a bit more survivability, than the Flea, with a modest amount of armor but pays for that extra defense with a reduction in speed. The Fox is not a slow mech but relying on its speed alone for survival isn't an option. This shortcoming can be made up for with its hardmounted Enhanced JumpJet. This jumpjet grants more aerial maneuverability than a normal JumpJet along with increased fuel recovery, with the drawback of increased fuel usage. Using this Fox has the ability to evade pursuers or to gain better vantage by launching itself into the air. The arm mounted MD Rifles do a respectable amount of damage per shot at the relatively slow fire rate. While these may seem underwhelming when compared to the Flea cannons the Fox brings a bit more to a fight. Utilizing the twin sets of shoulder mounted LRM3s The fox can fire off a salvo of 6 lock on missiles at a time. In combination with the Fox's small stature and good positioning this can offer a means of constant harassment through missile barrages as well as distracting your opponents by forcing them to search for the source of the missiles. With careful positioning and tactics the Fox can make for an incredibly irritating long range harasser supporting its teammates with long range missile strikes.
Offering a mix of mobility and firepower the Medium class make up the vanguard in teamplay compositions. While many of them do not reach the levels of speed nor maneuverability of light mechs the Medium class makes up for the deficit through enhanced survivability often without too much of a sacrifice to the formers. While most Mediums do not match the power levels of the heavier classes the mixture of their mobility and damage their ability to deliver firepower to where the enemy is most vulnerable or where their team most needs their fire. Mechs like Vertigo make use of a mixture of their Strife Jet's extreme mobility and their explosive Streak Launchers to get to opportune flanking positions and disrupt enemies' movements through constant harassment via unexpected angle of attack. Trickster also making use of a Strife Jet offers a much mix of aggressive and defensive options by utilizing its Trickster Melee to bring the fight up close to the enemy or to fall back and lay down long range supporting fire with its Trickster Sniper Cannons. In other cases where carpeting the field with explosives is required mechs like Desperado can lay down a volley of fire using both the dumbfire RATLR-3-33s and the semi-guided Rainmakers to make even some of the toughest of mechs hesitate. When it comes to supporting fire some mediums are equipped to do that too. Bombard, while sacrificing in speed, come equipped with a devastating Bombard Cannon. This cannon fires in a ballistic arc allowing for strikes from the relative safety of hard cover while negating the cover of their opponents all while firing a devastating shell capable of destroying the legs of even assault mechs. For more concentrated support fire the Condor, equipped with two sets of LRM10s, can fire a swarm of 20 radar guided missiles straight to the enemy or take the fight straight the them with Condor Sidewinder SRMS. Overall the Medium Class is best played in a similar fashion to lights while allowing for a more self sufficient playstyle.
The freebie mech for the medium class is the Legionnaire. While it may not have the highest mobility it makes up for that with a mixture of its high DPS Legionnaire Laser capable of maintaining a high fire rate for mid range damage and the twin pec mounted Ultra Autocannons that offer just as high of DPS from mid to close range. The Ultra Autocannons on impact will explode causing damage on even near misses. Should an enemy come near enough it also come equipped with a Melee Axe to bring even more close range damage. When it comes to survivability, in return for its lower mobility, it has some well above average armor for its class and a Jump Jet should the fight start to go bad. Overall Legionnaire behaves similar to a heavy and can afford to exchange fire with mechs above its class but be wary of the mobility as overcommitting can be fatal.
Sacrificing a moderate amount of mobility in the pursuit of greater firepower and survivability the heavies afford the option to both utilize cover and positioning to get the drop on your opponent as well as the option to exchange fire in the open with opponents. Mechs like the Punisher excel in drawn out gunfights. By using its Dynamic Shield it can shrug off even hits from the deadliest of assault mechs while providing cover to your allies. Though stock the Punisher does not come with any weapons stock with the right build I can even brawl with assaults with a skilled enough pilot. For those who wish to stay out of brawling range Wastelander offers a deadly accurate Wastelander Laser for long range engagements and twin Heavy PPC for AOE damage effective from any range. In addition to the exceptional durability wastelander also comes equipped with a JumpJet to reach unexpected positions or to throw off enemy fire. For those seeking a more mobile mech while still retaining enhanced survivability the Betrayer offers just that. Equipped with a Strife Jet the betrayer even surpasses many light mechs, though only in short bursts. With a mixture of the Precision Cannon and Percussion Nade Launcher the betrayer is capable of the extreme damage at close to mid range along with the ability to dictate the terms of engagement by utilizing the mobility of the strife jet to enter or exit combat at a near moments notice possibly even leaving a plume of flame in its wake for the Inferno Missile to heat up tech mechs or sear into bio mechs. For those seeking to take to the skies mech like crisis can rain explosives down from above using its Screamer Bomb Dropper. But be aware that just because it's high above the battlefield doesn't mean that enemy mechs won't come up to meet it. The Heavy class predominantly is for those seeking the higher firepower and survivability while retaining a moderate level of mobility.
Representing the heavy class for the freebies is the Mudkip. The Mudkip is considered by many to be an excellent mech to get started with as well as an effective platform to build off of and adapt as you develop your playstyle. By default the mudkip comes equipped with four Torrent Cannons which boast high damage and a moderate fire rate along with a bit of area of effect. Though be aware that the low velocity of the guns may be challenging at longer ranges but thanks to their exceptional range anything you can see you can hit with a well aimed shot!
The last and largest of all classes, forgoing mobility in exchange for immense firepower and survivability, the Assault class is for those who seek to be a wall of iron capable of devastating any and all foes.