MechWarrior Ultimate config... (Your oppinion, please)

The topic has slightly moved onto something else, but I have three loadouts that I liked best for MW4: Vengeance, the Black Knight expansion, and MW4: Mercenaries.

1) 5 Clan ER Large Lasers. (Used most often for the Single Player)

As mentioned above by Fireblade, it is (quite literally) an awesome configuration for a war machine. Almost unbalancing, none of the NPC loadouts can even come close in terms of damage and power, and most human loadouts fail to compare as well. And fortunately, this loadout can be used on quite a few mechs. Daishi of course, but IIRC even the much lighter Nova Cat could manage it too. (if the pilot can handle heat efficiently and carefully) Fortunately, this kind of "boat mech" configuration is frowned upon on most MP servers. It's too cheap! That and it's not in keeping with the MW mythos.

Simple large lasers are also perfectly effective, and probably a better choice if you're intending to get in close and dirty and want good heating.

2) Take a Daishi, and load five light gauss on it. (Used most often when playing Coop with my buddies against the AI, at least when the range was long.)

This is the penultimate sniper mech. :D You have to almost COMPLETELY strip the armor, and your speed with not be impressive, but it is damned fun to snipe at a full 1.2 clicks. Good aim becomes a necessity, heh heh. As you can imagine, this is best against AI and not really effective against humans. I mean one or two good blasts to the legs, and you're had it.

3) My personal favorite, a Daishi or similar mech armed with 3 Clan Ultra AC 20s and all the ammo you can carry. (Mostly used in Mercenaries arena battles)

This mech has UNSTOPPABLE offensive power. In the Arena, there is nothing on the field that can match your pure brute force firepower. :D Typically, you end up knocking your target on its ass over and over again until it blows up. And nothing beats blowing away Assault mechs with two shots! A good Alpha Strike gunner can clean up, and your only real fear is a quick moving AI fighter with long range weaponry and the time to use it.

It's fun being the only one to get ANY kills during two full Arena "seasons". Sure we're only talking about AI opponents, but there's still a sense of accomplishment.
 
I've been experimenting with different configs and here's what's gotten me all the way to Dupree (the boss) before dying. All are Daishi...

4x Clan LRM20s and whatever ER large lasers or Large lasers I can cram into it. Three reloads for the missiles, full armor on all but the legs. Two or three volleys will bring down most mechs with some laserfire or help from the rest of the lance.

2x Clan LB20XACs, 2x Clan LB10XACs (only have two CLB10XACs at this point... I'm also out of flamers which makes those damn Awesomes and Mad Cat MkIIs a pain). This config is nearly instant death. The autocannons fire cyclically (one group reloads first, then the other) which can keep an opponent disoriented. Unfortunately I've usually lost at least one by the time I reach Dupree (the up-close nature of this loadout means even a Daishi gets beat to shit).

I'll have to try the "Crazy ER Laser" loadout... sounds workable. Ammo not a problem and I can set them to fire sequentially to deal with those pesky choppers and Myrmidons. I remember using a similar config in a Super Nova in Mech 3.
 
EXACTLY what I do. Set 1 to your alpha strike, and set 2, 3, 4, (etc.) to the individual weapons. Sometimes I modify that and set lasers in batches of 2, but the theory is the same.

Trust me, you'll be unstoppable. :D Even Depree becomes a pushover.
 
Well, this is the most successful I've been using this config:

Daishi, full armor everywhere but the legs, and SIX ER Large lasers. No other weapons. something like 27 heatsinks. I can do three or four alpha strikes as fast as the weapons cycle before I need to cool a bit. Sequential fire lets me prolong things quite a bit. Two alpha strikes take the limbs off a mech if you have good aim; that's how I came within an inch of winning last time. Hid behind the repair bays until Dupree came around the side and immediately set to work chopping one of the gauss cannons off her 'mech. Then the other. Eventually I got both gauss cannons *and* both missile racks, but I was too close to her when she finally went and I blew up too. Just have to be more cautious next time...
 
Okay, my recommendation is simple; ignore her limbs. Aim for center torso and NOTHING else. I know it's central to the MW series to aim for specific components, but in MW4 the system is... a bit buggered. (I like it fine, but it has flaws) With that ER laser setup, you waste time and gain nothing but incoming fire if you target arms or legs or anything but her center torso. That includes the head, which will almost never trigger a kill. Long standing bug.

Three or so shots to the center torso, and she's gone. If you fire at anything else, you're just begging to be shot at, trust me.
 
I'll try that. It's just that she seems to do unnatural amounts of damage with those gauss rifles.

I've noticed the same thing about headshots too... I've never had my mech hit in the head, and I've only gotten two or three headshots in all the MW4 games I've played. I've hit enemy mechs in the head but they never died. They've taken damage, but I've never been able to trigger a kill this way. I miss the targeting computer from MW3.

Any road, Legging a mech is still handy sometimes (I'll admit I *abused* that feature in MW3... knock down an annihilator and continue to pound that one leg. If you had enough firepower to knock it down, and you can bring it to bear before the thing gets up, odds are you'll leg it and get to keep the chassis.) Such as when you're fighting a bunch of little hellspawns or similar in a great lumbering Atlas or Daishi; just sweep the legs with LBX bursts and they won't be going anywhere fast. I also tend to try to take the "punch" away from an Argus by chopping off the Autocannon pod early, this helps when you're trying to fight them and something else... Speaking of the Argus, it's one of my favorite 'Mechs since it can mount an LB20X and an LB10X at once, which is downright lethal around the time you'll be driving an Argus.

EDIT:
Thanks IOError, I finally beat Dupree. You were right. Just hammered the center torso and the Mad Cat MKII dropped in about four full blasts. Trying to limb it was a bit more dodgy. Tomorrow, I start with "Mercenaries"... and then start hoping for MW5...
 
damn. that kind of stinks to hear that the locational damage in mw4 is buggered. i've noticed, too, that i never manage to get any head shot kills when i try and aim for the head. i've been having trouble with op 6 mission 1 of the vengance campaign, which is the first urban mission, even though it's pretty near the end of the game. i tried lots of combinations- full laser loudout mechs, my trusty mauler lbx20ac/lrm/er large lasers, even dual gauss. i was missing out on the fact that you should send your lancemates in ahead of you, which is a bummer, but i did finally manage to beat the mission when i told them to go first. i had a novacat flame boat, 7 flamers. it's kind of funny, shutting down an enemy mech, just toying with them. when they get back on, froom, they shut off imediatly.
 
I always mount twin flamers on my mechs unless I desperately need the energy hardpoints.

"There I was"... entire lance engaged, lancemates working on the enemy mechs, and I was duking it out with an Argus (which I desperately wanted for salvage). Thing is, I either ran out of ammo for my weapons, or had them destroyed, so all I was left with were the two flamers. I got the Argus to overheat, and auto-shutdown. Kept flaming it. Meanwhile, the rest of the lance finishes off the other people, but I'm still stuck with the Argus, able to hold it in a perpetual state of shutdown, but unable to do significant damage. I had to flame it maybe 20 times, but it finally crapped out, ending the engagement. Never did get it for salvage.

In the urban missions, when you encounter mixed groups, cycle through your targets beforehand and find one that comes up as "Mobile Turret Control". That's your priority target! Wax it immediately, either from around 800 meters with missiles if you have the clear shot, or with Autocannons or lasers. That will take all the turrets off-line, making your job a lot easier. Then find a 'mech and order all your lancemates to hit it while you mop up the vehicles. Then join your lancemates and overwhelm the mech. Repeat this "Swarm" tactic for all mechs, especially heavies.
 
heh. i hope this topic isn't already to old to be posted in without falling on the wrong side of forum etiquette. i just beat black knight, and what i've found myself commonly doing is taking the assualt or heavy mechs, such as an atlas or daishi, filling up with a mixture of 2-3 ultra ac 20s-15s or clbx20s-15s, and filling the rest out with clan medium lasers. the medium lasers don't do much singularly, but without any of the other tech systems like jumpjets or radar modifiers you can get about 5 of them on there with a good amount of shields. in fact, most of my mechs have been in the green for firepower, armor, and heating, though somewhat weak in speed (i still don't know how the firepower is computed- by removing a heatsink, even when already maxed out for green on heating, you lose a firepower rating.) for the final mission, i used the 3 clan gauss rifle and 5-6 medium laser daishi. dupree was a bitch to kill. it was difficult to get past the barrage of assualt mechs just to get to her, though liberal use of the repair bay and suicidal lancemate tactics help tremendously (they're gonna be shot up and ejected when you get to dupree automatically, anyway.)

as you can tell, i've been kind of on a mech4 binge lately. :D just installed mercs and played a few missions.
 
Mercs is great fun. I just wish I could play online... Mech4 for some reason needs a static IP which Cable modem doesn't provide... I share the connection so I can't complain...

Anyway, yeah, I think Dupree's gaurds roughly ammounted to a Trinary. Not sure though.

My favorite "general Purpose" config involved flamers as the primary weapon, or ERLGLAS if I could fit them or depending on the engagement, then one or more LBX Autocannons (The more CLBXAC20s the better) and top it off with whatever LRMs you can squash in. Use LRM20 when you need the up-front firepower, or use LRM15 or even 10 with reloads if you need battlefield longevity.

In Mercs I found the Rotary AC 5 to be a wonderful general purpose weapon, effective against nearly any target you care to engage. Twin RAC2s are even better if you can affor the weight. They can jam though so I never rely on them for my primary weapon (that's where the Clan Flamers come in, of course!)

And now some words on Solaris VII gaming... if you go to compete in the matches, don't bring your usual battlefield mech loadout. Bring a more-or-less one trick pony with something for backup. I beat Assault and championship with a Gladiator with *three* CLBXAC20s and some medium lasers or such to fire between reloads. If I fired it all at once to the right place, I could knock down a Daishi!
 
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