It's been an uninteresting short week, in my post holiday haze I have decided to make a foray into MechWarrior Online's Community Warfare mode. This is pretty neat actually...if a bit overwhelming for a newcomer. Basically it is a conflict over control of the MechWarrior universe where players engage in two game modes to gain control of planets and reshape the control of universe.
There's 3 factions in Community Warfare. Inner Sphere, Clan, and Mercenary. It was a joint decision between a friend and I to swear allegiance directly to the Inner Sphere. Then I realized these huge 'drops' (the hip MechWarrior lingo for a Community Warfare game) required and immense amount of coordination and teamwork to win. With our group including 2 regular players and 2 'sometimes players' that's not nearly enough to even conduct a scouting mission.
So I went to the MechWarrior Online forums in search of a decently active, semi-serious Community Warfare group. I found Robinson's Ranger Brigade of House Davion. After browsing their site I elected to put in an application and played with them on 2 scouting drops that evening. Thus securing my Recruit status with the group. I now just need to get my friend that actively plays with me to cross over.
The two Scouting missions I played went terribly, in part due to a game balance issue...and the other part was simply because I was trapped using a 'Trial Mech' as opposed to a build I am comfortable using. This was because most Mechs I owned up until this point were considered to be Clan mechs. So as I break into this new part of my new favorite 'in between Assassin Creed releases game' I realized I needed to start building up 'my dropship'
In each of the 2 game modes in Community Warfare the Player has a 'Dropship' that represents the Mechs they bring to the fight. In Scouting you are limited to only one Light or Medium Mech, so I decided to sort out my Scouting Dropship first. Based on my experience with the stock TBT-7M Trebuchet...I knew that wasn't the answer, I needed something that was missile-less and more direct action oriented, but I had very little experience with Medium Mechs.
In my two drops I noted the Blackjack Medium mech was popular, so I took a look at that and found myself liking the look of the Hero mech 'The Arrow' (well....not the actual look of it, because it has this shitty Ying-Yang paint scheme...but that can be fixed). It hosts a array of 6 Machine Guns and 2 energy hardpoints that come with 2 preloaded Medium lasers with complimenting Double heat sinks...however I had another build in mind.
Now I think the Machine Guns in MechWarrior Online are a grossly underrated weapon option for mechs with a lot of ballistic hardpoints, but why though...each bullet only does .08 points of damage ( or .8 damage per second). I will submit that as a stand alone weapon the Machine Gun is complete shit...however when you consider the stat card stacking them up can have it's benefits.
'The Arrow' or BJ-A (heh, giggity) carries 6 of these bad boys which means: 0.8*6 = 4.8 DPS
Now that is for zero heat generation and no really noticeable recycle time and 8000rds that's the making of a lot of consistent damage output so long as you can keep a bead on your target. This coupled with some high damage output Large Pulse Lasers make for a great combo. So I did away with one of the Double Heatsinks and Jump Jets to install two Large Pulse Lasers that fire linked in Weapon Group 2.
The Large Pulse Laser deal the most damage of any beam weapon at 11. This makes it an excellent complement to the dakka-vomit Machine Guns this setup runs as two of these weapons can quickly zap off armor with 22 points of damage as Machine Guns have advantages against internal components, according to the wiki. It has a 39% chance to deal 1 Critical Hit, 22% chance to deal 2 critical hits, and 6% chance to deal 3 critical hits. The max damage each bullet can do is roughly 3 compared to the normal 0.1 point of damage each bullet does to armor. When you're firing 10 rounds a second you have a lot of chances to strike those bonuses if the components are exposed.
I have only played 1 game with the Blackjack (the stat card shows 2, but I had to close the game because the puppy required my attention before I could even drop from the dropship) the stat card for that game is below.
383 Damage is a pretty healthy amount ( they say you should be doing at least 250 if you plan on bringing a Mech to Community Warfare). My Three kills were: a Solo Kill on a Butterbee Catapault Hero Mech (When I started on it, it had around 97% health), a Jenner that was pretty easy to track with the Machine Guns but very hard to hit with the Large Pulse Lasers (However once I eventually landed a shot it was legged and I finished the job easily), and the last one was a severely damaged Hunchback to win the game.
Overall I feel like the build is great for working in teams and should serve me much better than the Trebuchet....especially with a more swaggin' paint scheme.
Up next is setting up my Invasion Dropship. Which consists of up to 4 mechs, so expect another post like this dealing with my selection of mechs for that play-mode soon enough. Though it should be a bit simpler because I don't want to drag on about Weapon calculation math...like I did here, seeing as this was supposed to be a split post about MechWarrior and Roller Derby (hence the ellipses in my title)...though maybe from here it's best to keep each post focused on one topic because I have a tendency to over talk things.
Overall, if it's not obvious I'm still enjoying MechWarrior and considering taking the next step and building a mech sim-pit...though right now I should probably finish furnishing my house...but an ejection seat converted into a mech simulator is totally the best office chair ever...right?