@@TTBprime Much much better. The Fafnir felt so squishy before and now I'm soaking damage and firing non stop and can be very aggressive. And its not like a light mech can't chew through back armor anyway so I see no downside. Thanks for the content, I love what you do.
The problem with most lore builds is they are not limited to weapon cycle times in table top play, as they are in MWO. In table top, every weapon can fire once a round\turn. In MWO, you can fire a LB20, for example, almost half as often as a LB10. So the lore builds just don't work the same and require different strategies when utilized in table top. The two games really do require two different play styles and mindsets. For us original table top players, that was the biggest learning curve when starting MWO.
I like how you went in to so much detail but I think the community could use a short mechlab tutorial, under 20 minutes that gives people just enough to get started, focusing on hardpoints, slots and tonnage and makes mech building into a step by step process instead of an all at once overwhelming thing for new players. The main priority with the mechlab is use all the tonnage, second priority is use as many slots as you can. First equip engine, notice how they are different slots, tonnage and speeds. Then equip weapons, see how you used a hardpoint, slots and tonnage all together? Then equip armor, ammo, heatsinks at the end. If you have left over tonnage or slots you can play with armor and structure type, then go back to tweak things to your liking. Use the testing grounds to set up weapon grouping and test out heat useage. Then equip consumables, equip camo, and lastly do you skill tree as you play the mech in matches. Use double heat sinks and standard missile guidance most of the time except for certain builds so don't worry about it yet. For ghost heat I would only mention not to go over your ghost heat weapon type limit which is hidden, but will display a warning and to avoid the warning. I would focus only on how to build a mech, not so much on why to use certain parts. Let people figure that part out for themselves or put that in a second video. Why to use certain parts and figuring it out is half the fun of the game. You could mention to design for a specific role, such as scout, brawler, sniper, LRM boat etc, or some mix of those. I hope this message finds you and the developers can link from the game to your upcoming shorter mechlab tutorial video I hope you can make. The game just lost all but 2 employees I heard so it may already be too late for MWO. The main reason the game was not more successful was the confusing mech lab. New players don't understand it. I think you are the right person to demystify the mechab for the possible new people coming from Mechwarrior 5: Clans. I appreciate your contribution to the MWO community.
Apparently you never stop learning. After watching this I removed all backup weapons from my atm and lurm boats and it drastically improved my performance... that being said lock on missles still suck ^^. I would give this video 2 thumbs up if it would be possible
It is a wonderful guide, I must say. All nice and in one place. The lore inspired builds may work on some mechs, depending on quirk setup, if I'm being honest. Not fully accurate, but tweaked builds will most definitely work on certain mechs - as long as you are not TOO rigid - that is the key phrase here. Full on lore will cripple you, lore themed... not essentially on some mechs. You can easily go with PPC-filled Awesome, like lore suggests and it will work perfectly fine. You can go with Stalker with Lurm and Las combo, and it will also be perfectly usable. Hunchback with some big guns in a hunch is also fine. Centurions and Dragons, to my knowledge also work very fine with more-or-less lore-inspired loadouts. Same goes for Catapults - because you basically have to go with some sort of missiles with those, and backup lasers. Or Rifleman or Jagermech - unless you do something weird, like hull mounted PPC boat on Jager and completely ignore arms, you will almost always end up with something at least resembling lore-build. Also, I'd argue that overspecialisation may not always be a good thing, especially for ammunition-based builds - I find few things more frustrating than becoming a useless burden to my team, only because I run out of ammo for the AC or missiles, and become fodder even to completely messed up light mech with one light laser left. Embarrassing. Same sort of fall-back weapon is nice to have for ammunition builds. Also - being able to cover some other range brackets. It is especially nice on some close range brawlers. If a match turns into a poke-fest, you are not completely useless if you pack two heavy lasers, or lurm. I personally see being able to cover medium ranges with some token weapons to be nearly mandatory, if I'm being honest. It also makes you somewhat immune to map randomness in pugs. Sure, it may not be 100% optimal, but you save yourself a frustration of finding yourself on a map that messes with your build.
Small update. Laser AMS heat gen has been changed and is almost a non issue now. I'm not telling you to use them, I'm telling you there are benefits too both and both are viable now.
Another excellent tutorial. I picked up a few new things to try. Thanks TTB! Could you do a tutorial explaining how and when to use consumables? I've always been interested in using artillery\airstrikes but am unsure of how to deploy them effectively.
i picked up a tip on this from other TTBs videos, drop them when you'd like to deny advancement of your enemy team, enemy mechs into some area, or follow you around corner, or up through narrow ramp. it's mostly situational, and if i miss completely i just shrug and try again next time.. would like TTB's vid on it for sure.
Very useful guide TTB! Great job explaining everything. Some of this I knew, but fore some reason hadn’t taken into account for builds This would have been. Even better if you broke it down into groups, like Energy, ballistic, missile, internals, structure, armor, etc.
TTB at 1:30 talking about support mechs.... Me: (Brings a shiny new Purifier with 3x AMS + ECM + 4x SRM4 on its shakedown match) If I somehow do big damage in this thing I'd be lucky.... 10 minutes later... Me: (Win, 600+ damage, 3 Kills, 4 KMDD, Top 3 damage on the team) WTF just happened? o_O
Idk about the armor allocation bit. As a light mech there are times where I have to run away from things, that means my back has to be able to tank a shot or 2 so I can get out of there
"You don't need backup weapons. - You have 11 -dickheaded- teammates!" ...you gonna find out, how versatile they are in fucking up any possible game aspects. XD
great tips though we will have to agree to disagree on the no backup weapons. i have often ran into matches depending on how good i am doing or my team is doing that i run completely out of ammo (either just running dry or having a large portion destroyed) and having a pair of say MLs allowed me to continue to do damage while using my remaining armor to draw enemy fire. often if a mech has no ability to fire back the team will call that out so people ignore you. (yes if i'm using all energy go with the one rough range but for ammo dependent builds i like to have that extra fall back. nothing more boring than having nothing to do for the last quarter of a match or so). (i'm not the best player skill wise even after over 3 years of MWO so losing a torso and that is in that side happens quite a lot.) also as far as back armor goes i keep a little more than you do but its more as a bit of insurance against friendly fire than enemy fire. nothing worse than a bigger mech using you as a shield and forgetting their weapons are low mounted so the wing you in the back. since i play exclusively Solo, i can't count on my team for for jack.
Great guide, but i have to disagree most wholeheartedly on one point in that section on building mechs to excel and not building swiss army knifes. In general, that is sound advice, but, if you are building a missile boat (SRM or LRM) always give up at least one ton of that ammo for a laser. Nothing will make you, and your teammates, more insane than watching you get to the end of a match, run out of missiles, and die to that shredded laser vomit with one laser left and 2 points of armor only because you ran out of ammo. On that Warhammer, you can give up one ton of ammo and take an ER medium. It will barely affect your max damage capability from missiles (3036 - 276 = 2760) and add some (low est. 6.5 x 10 = 65) to your more guaranteed damage, and might just save your butt from time to time. That extra ton of ammo, well, you won't even use it in probably 80% of your matches or more. It also gives you one weapon at least where you can actually attack a specific location that you see to be low, as opposed to the LRMs that can't target locations for the most part. With 11 tons of Ammo, you're going to have to shoot about 32 times to use it all up. It doesn't sound like a lot of shots, but, really, it kind of is. I run almost this same build, except that I put one ER Med on it, and I throw in the AMS and a half ton of AMS ammo (because, you know, other missile boats), and lose two tons of ammo, and I still rarely run it out of ammo, even in a win, even sitting back and doing a lot of indirect fire, even when I pull 1000+ damage. And I can't tell you how many times that ER Med has saved my butt at the end of a match....dozens I'm sure. All in all, very little reason not to carry the ER Med, lots of reason to do so. I'm not saying drop 6 tons of ammo and get a LG Pulse or an ER PPC or anything, but that 1 or 2 tons on that mech is almost never going to come in to play in a match. Most of the time, the match will end and it will be sitting there in your legs waiting to be used and you will have missed out on 50-75 points of damage you could have done with the ER-Med. Once in a while, it will mean the difference between a win an a loss.
“Don’t overgun so you have to wait 30 sec to cooldown” I used to do that and could usually get 1 kill only in the match because I spent so much time powered down from overheating
so i just got back to this game after not playing for years, i only had 1 mech and i cant seem to use it anymore and whejn i go to the loadout it has an alert saying the loadout is invalid and does not specify, tried stripping and allocating it with no help, cant seem to figure out why
Probably armor allocation got changed to different values, so the old saved build is using an invalid number. Lower the armor on your components all the way down, then raise from there. It should stop at the new max.
I have 9 mechs, and I want to strip 4 of them for the weapons to have options for builds on the others. But i dont see it available when i save the stripped mech and go to another. It says all changes will be lost if i select or get out of the lab. Do i have to buy the stuff in order for the inventory to show it available?
@@TTBprime but i did hit save, still do not see it in inventory. Meaning that i should be able to use these from a inventory pool for another mech. I would think that like the Single player games, what i have i can use. When i load that stripped mech, then those parts are in my inventory but dont show up as available for another.
@@ronforister8374 Are you maybe stripping an inner sphere mech and trying to outfit a clan mech, or the other way round? Because those are incompatible
@@TTBprime I figured it out, i wasnt hitting save on the LEFT side. not the load save menu in center. Got it now. Nope all clans right now. Thanks for quick responses!! love the channel.
just to be a little pedantic, its actually not mirrored. if you look at a mirror you see your left arm on your own left side. if you look at someone without a mirror then you see their right arm on your left side. on the datasheets for pen and paper battletech it actually IS mirrored and that always bothers me. Also not completely sure how advisable it is to spread the ammo out that much. Unless your mech is cased, a full bin of basically any ammo will kill a mech from anywhere won't it? If I understand ammo explosions correctly a full bin of srm ammo does 240 damage
Tweaked my Fafnir to your armor specs and it was night and day.
Better? Or worse?
@@TTBprime Much much better. The Fafnir felt so squishy before and now I'm soaking damage and firing non stop and can be very aggressive. And its not like a light mech can't chew through back armor anyway so I see no downside. Thanks for the content, I love what you do.
@@novaomega7337 Well that just made my day!
@@TTBprime YOU MAKE ALL OF OUR DAYS!!!
I laughed so hard at ''Backup plans are for losers!'' TTB I love you!
this game has a similar loadout customization system to Elite Dangerous, except 10 times more confusing. this video was very helpful.
Thanks to your guides I have build my first mech in first hours of playing this game, it feels good it kills good, thank you!
The problem with most lore builds is they are not limited to weapon cycle times in table top play, as they are in MWO. In table top, every weapon can fire once a round\turn. In MWO, you can fire a LB20, for example, almost half as often as a LB10. So the lore builds just don't work the same and require different strategies when utilized in table top. The two games really do require two different play styles and mindsets. For us original table top players, that was the biggest learning curve when starting MWO.
So really, heat gen was the only concern when choosing weapons to fire, weapon cooldown wasn’t a thing?
@@Lieutenant_Dude Yes heat is the main thing determining what you fire on tabletop... Though also ammo.
Just picked up the game and this helped a lot. Especially pushing the build ideas into my head. Dont half-ass a few things. Whole-ass one thing
Another great session for even experienced players.
Glad you think so!
This is the MWO Bible.
This video is a big help for me. I've just returned to the game after 3+ years absent.
This is really great work! Cheers
Thanks a lot!
I like how you went in to so much detail but I think the community could use a short mechlab tutorial, under 20 minutes that gives people just enough to get started, focusing on hardpoints, slots and tonnage and makes mech building into a step by step process instead of an all at once overwhelming thing for new players. The main priority with the mechlab is use all the tonnage, second priority is use as many slots as you can. First equip engine, notice how they are different slots, tonnage and speeds. Then equip weapons, see how you used a hardpoint, slots and tonnage all together? Then equip armor, ammo, heatsinks at the end. If you have left over tonnage or slots you can play with armor and structure type, then go back to tweak things to your liking. Use the testing grounds to set up weapon grouping and test out heat useage. Then equip consumables, equip camo, and lastly do you skill tree as you play the mech in matches. Use double heat sinks and standard missile guidance most of the time except for certain builds so don't worry about it yet. For ghost heat I would only mention not to go over your ghost heat weapon type limit which is hidden, but will display a warning and to avoid the warning. I would focus only on how to build a mech, not so much on why to use certain parts. Let people figure that part out for themselves or put that in a second video. Why to use certain parts and figuring it out is half the fun of the game. You could mention to design for a specific role, such as scout, brawler, sniper, LRM boat etc, or some mix of those. I hope this message finds you and the developers can link from the game to your upcoming shorter mechlab tutorial video I hope you can make. The game just lost all but 2 employees I heard so it may already be too late for MWO. The main reason the game was not more successful was the confusing mech lab. New players don't understand it. I think you are the right person to demystify the mechab for the possible new people coming from Mechwarrior 5: Clans. I appreciate your contribution to the MWO community.
Quirks that are generally pretty solid includ innersphere missile quirks, just don't put streak srm 2s on a king crab.
Best MWO guide I’ve seen to date great job TTB
Thanks Glen!
Apparently you never stop learning. After watching this I removed all backup weapons from my atm and lurm boats and it drastically improved my performance... that being said lock on missles still suck ^^. I would give this video 2 thumbs up if it would be possible
It is a wonderful guide, I must say. All nice and in one place.
The lore inspired builds may work on some mechs, depending on quirk setup, if I'm being honest.
Not fully accurate, but tweaked builds will most definitely work on certain mechs - as long as you are not TOO rigid - that is the key phrase here. Full on lore will cripple you, lore themed... not essentially on some mechs.
You can easily go with PPC-filled Awesome, like lore suggests and it will work perfectly fine.
You can go with Stalker with Lurm and Las combo, and it will also be perfectly usable.
Hunchback with some big guns in a hunch is also fine.
Centurions and Dragons, to my knowledge also work very fine with more-or-less lore-inspired loadouts.
Same goes for Catapults - because you basically have to go with some sort of missiles with those, and backup lasers.
Or Rifleman or Jagermech - unless you do something weird, like hull mounted PPC boat on Jager and completely ignore arms, you will almost always end up with something at least resembling lore-build.
Also, I'd argue that overspecialisation may not always be a good thing, especially for ammunition-based builds - I find few things more frustrating than becoming a useless burden to my team, only because I run out of ammo for the AC or missiles, and become fodder even to completely messed up light mech with one light laser left. Embarrassing. Same sort of fall-back weapon is nice to have for ammunition builds.
Also - being able to cover some other range brackets. It is especially nice on some close range brawlers. If a match turns into a poke-fest, you are not completely useless if you pack two heavy lasers, or lurm. I personally see being able to cover medium ranges with some token weapons to be nearly mandatory, if I'm being honest.
It also makes you somewhat immune to map randomness in pugs. Sure, it may not be 100% optimal, but you save yourself a frustration of finding yourself on a map that messes with your build.
Thanks for your hard work
cheers!
Well worth watching the entire video. I have played MW for years and there were a few things I did not know watching this.
Awesome guide. Im a bit late to the game but I think most of this still holds up. thanks have been watching a heap of your vids.
Glad I could help!
New to the Game checked out a lot of Vids. Yours are AWESOME.
picked up the game maybe three days ago and this greatly helped me.
Thank you for making this guide.
My pleasure!
Small update. Laser AMS heat gen has been changed and is almost a non issue now. I'm not telling you to use them, I'm telling you there are benefits too both and both are viable now.
Thanks for all the insightful videos! MW5 is a great base but only taught me so much.
I agree with this greatly, but Im still keeping my guass Jenner, rac2 Flea, and dakka Incubus!
Another excellent tutorial. I picked up a few new things to try. Thanks TTB!
Could you do a tutorial explaining how and when to use consumables? I've always been interested in using artillery\airstrikes but am unsure of how to deploy them effectively.
Sure thing!
i picked up a tip on this from other TTBs videos, drop them when you'd like to deny advancement of your enemy team, enemy mechs into some area, or follow you around corner, or up through narrow ramp. it's mostly situational, and if i miss completely i just shrug and try again next time.. would like TTB's vid on it for sure.
Absolutely brilliant. Thank you so much! Several times you've mentioned "the previous video", but there are no links to it. Which one is that?
Thanks for making this information readily ' awailable'.
Dont ever ask to see the Nuclear 'Wessel's' in Alameda you may be arrested.
Take Care TTB
Very useful guide TTB! Great job explaining everything. Some of this I knew, but fore some reason hadn’t taken into account for builds
This would have been. Even better if you broke it down into groups, like Energy, ballistic, missile, internals, structure, armor, etc.
Glad it was helpful!
TTB at 1:30 talking about support mechs....
Me: (Brings a shiny new Purifier with 3x AMS + ECM + 4x SRM4 on its shakedown match) If I somehow do big damage in this thing I'd be lucky....
10 minutes later...
Me: (Win, 600+ damage, 3 Kills, 4 KMDD, Top 3 damage on the team) WTF just happened? o_O
Great guide matey.
Idk about the armor allocation bit. As a light mech there are times where I have to run away from things, that means my back has to be able to tank a shot or 2 so I can get out of there
Thx for helping me clear some moments ... but in Mechwarrior 5 YAML )
"You don't need backup weapons. - You have 11 -dickheaded- teammates!"
...you gonna find out, how versatile they are in fucking up any possible game aspects. XD
How can I determine order of ammo consumption from slots? If it's another detail PGI never thought about - they suck.
Yeah, pretty sure this isn't a feature.
Cool, great stuff 👏👏👏 Thanks
TTB doing gods work.
great tips though we will have to agree to disagree on the no backup weapons. i have often ran into matches depending on how good i am doing or my team is doing that i run completely out of ammo (either just running dry or having a large portion destroyed) and having a pair of say MLs allowed me to continue to do damage while using my remaining armor to draw enemy fire. often if a mech has no ability to fire back the team will call that out so people ignore you. (yes if i'm using all energy go with the one rough range but for ammo dependent builds i like to have that extra fall back. nothing more boring than having nothing to do for the last quarter of a match or so).
(i'm not the best player skill wise even after over 3 years of MWO so losing a torso and that is in that side happens quite a lot.)
also as far as back armor goes i keep a little more than you do but its more as a bit of insurance against friendly fire than enemy fire. nothing worse than a bigger mech using you as a shield and forgetting their weapons are low mounted so the wing you in the back. since i play exclusively Solo, i can't count on my team for for jack.
Geiler Macker.👍
Thank you TTB, maybe now I'll stop being stomped! :-)
Thank you for this
No problem 😊
Great guide, but i have to disagree most wholeheartedly on one point in that section on building mechs to excel and not building swiss army knifes. In general, that is sound advice, but, if you are building a missile boat (SRM or LRM) always give up at least one ton of that ammo for a laser. Nothing will make you, and your teammates, more insane than watching you get to the end of a match, run out of missiles, and die to that shredded laser vomit with one laser left and 2 points of armor only because you ran out of ammo. On that Warhammer, you can give up one ton of ammo and take an ER medium. It will barely affect your max damage capability from missiles (3036 - 276 = 2760) and add some (low est. 6.5 x 10 = 65) to your more guaranteed damage, and might just save your butt from time to time. That extra ton of ammo, well, you won't even use it in probably 80% of your matches or more. It also gives you one weapon at least where you can actually attack a specific location that you see to be low, as opposed to the LRMs that can't target locations for the most part. With 11 tons of Ammo, you're going to have to shoot about 32 times to use it all up. It doesn't sound like a lot of shots, but, really, it kind of is. I run almost this same build, except that I put one ER Med on it, and I throw in the AMS and a half ton of AMS ammo (because, you know, other missile boats), and lose two tons of ammo, and I still rarely run it out of ammo, even in a win, even sitting back and doing a lot of indirect fire, even when I pull 1000+ damage. And I can't tell you how many times that ER Med has saved my butt at the end of a match....dozens I'm sure.
All in all, very little reason not to carry the ER Med, lots of reason to do so. I'm not saying drop 6 tons of ammo and get a LG Pulse or an ER PPC or anything, but that 1 or 2 tons on that mech is almost never going to come in to play in a match. Most of the time, the match will end and it will be sitting there in your legs waiting to be used and you will have missed out on 50-75 points of damage you could have done with the ER-Med. Once in a while, it will mean the difference between a win an a loss.
Awesome advice , 👍
Glad it was helpful!
“Don’t overgun so you have to wait 30 sec to cooldown”
I used to do that and could usually get 1 kill only in the match because I spent so much time powered down from overheating
Thank you
i made a build when i first got into the game and it was an LRM carrier I had like a 40+ LRM salvo
Very helpful
Glad you think so!
so i just got back to this game after not playing for years, i only had 1 mech and i cant seem to use it anymore and whejn i go to the loadout it has an alert saying the loadout is invalid and does not specify, tried stripping and allocating it with no help, cant seem to figure out why
Probably armor allocation got changed to different values, so the old saved build is using an invalid number. Lower the armor on your components all the way down, then raise from there. It should stop at the new max.
@ that fixed it thanks i appreciate it
very helpfull!!!!!
Bravo !
Can You create paint mechs guide???
I have 9 mechs, and I want to strip 4 of them for the weapons to have options for builds on the others. But i dont see it available when i save the stripped mech and go to another. It says all changes will be lost if i select or get out of the lab. Do i have to buy the stuff in order for the inventory to show it available?
If it warns you changes will be lost, that means that you did not click save on the mech being stripped.
@@TTBprime but i did hit save, still do not see it in inventory. Meaning that i should be able to use these from a inventory pool for another mech. I would think that like the Single player games, what i have i can use. When i load that stripped mech, then those parts are in my inventory but dont show up as available for another.
@@ronforister8374 Are you maybe stripping an inner sphere mech and trying to outfit a clan mech, or the other way round? Because those are incompatible
@@TTBprime I figured it out, i wasnt hitting save on the LEFT side. not the load save menu in center. Got it now. Nope all clans right now. Thanks for quick responses!! love the channel.
Is there UI scaling? I run 1440P and the mech lab is so small. I can barely read the stuff. Would like ti much bigger.
nope :(
I still am not convinced about the back armor. There just seems to be one laser piranha, or similar, in every game, getting into others backs...
just to be a little pedantic, its actually not mirrored. if you look at a mirror you see your left arm on your own left side. if you look at someone without a mirror then you see their right arm on your left side. on the datasheets for pen and paper battletech it actually IS mirrored and that always bothers me. Also not completely sure how advisable it is to spread the ammo out that much. Unless your mech is cased, a full bin of basically any ammo will kill a mech from anywhere won't it? If I understand ammo explosions correctly a full bin of srm ammo does 240 damage
Best build is Urbanmech ac20 lrm20 mrm40 build hahahaha...well it is fun