Glad it's working out for you. Been the best strategy I've come up with yet. When you get that Nova, make sure you put a solid ton of armor in CT. If you evenly spread armor throughout the Nova, it can be just as tanky as the heavies, and about as powerful as the Assaults. If you think 5x Arctic Cheetahs with 6x ER-SLs hit hard, wait till you run 5x Novas with 14x ER-SLs.
I love building mech loadouts too. I like to try and play the games using stock configurations first then going back and trying new ones. Feel free to post any more build you think might make good ones. So far MW5 Clans is a pretty fun entry to the franchise and it looks like there will be lots of new things to try with builds. I just hope they redo the research list a bit better. It is kinda confusing and hard to sort through now.
@@stepheneddington1667I can make few suggestions, but robbing you of the experience and experimentation of the mechlab is a bit of a crime. That said, I'm very familiar with how confusing and messy many of the game mechanics are, and I might as well provide some pointers to alleviate the confusion. A couple of features I might share with you in the interests of averting regrets; as you level your pilots, you will unlock mech specializations for them. First one you unlock after you've leveled your pilot 5 times; 2nd specialization is level 10; then a 3rd at 16; all the way up to a 5th specialization at level 28. My advice to you is to save your pilot specializations for the mechs you enjoy piloting in the endgame. You only get 5 specializations per character, and you cannot change your specializations after having made a selection. These specializations pertain to specific chassis and tonnage groups, and can provide up to 30% improved pilot skill on a specific chassis. Save them for Assault Class and Assault mechs, you won't be using the little guys late game. As for builds? Well, it's no secret that you can get a lot of mileage out of a Nova, but variety is the spice of life. I recommend picking up one or two Mad Dogs and unlocking both the A and B variant Omnipods. This will allow you to run 5x ER-SLs with 6x SRM-6 for colossal firepower, but it will be hot, and you will want to significantly up armor the Mad Dog for brawling. If memory serves, my personal Mad Dog runs 10.5 additional tons of armor and 7 tons of ammo, but this scores Assault levels of Armor (just shy of 700 Armor total) and potentially the highest total practical firepower in the game at 150+. The Mad Dog can serve as a micro assault, and can quite comfortably see you from halfway through Turtle Bay all the way to the final mission. Timberwolf is similarly resilient, but not quite as powerful. More versatile, certainly. JJs and extreme long range capabilities will distinguish it from the Mad Dog. But don't be in a rush for the Assaults. The two most easy understand also happen to be the most impactful, the Warhawk and the Direwolf, but there are niches for the Gargoyle and Executioner. I just wouldn't invest too heavily in fielding multiple Executioners or Gargoyles. 1 of each is all you really want.
@@Nesimus my Nova has 12 ERSL + 541 armor + 18DHS. I can use it until i get to assault mech missions. By then i'd have upgraded to Gargoyle so no probs.
0:50 I am not against arctic cheetah, as it can have 7 energy slots, but ERLL is literally the worst weapon in the game. Not only it does low damage( very long cooldown 6 second, i think its the highest in the game) it is also extremely hot. Best weapon in the game is ER Small Laser for short range, and ERPPC for long range. Missiles have too few shots and they spread alot so i wouldnt use them on anyone other than Naomi. Ballistic is too heavy until assault mechs. Best early game mechs are Nova > Viper > Arctic Cheetah. They have maximum energy slots of 14 > 9 > 7. These mechs will have the highest dps, thanks for ERSL Boating. But if you want range, just get 2xERPPC and as many double heat sinks as possible.15+ is kinda needed for decent heat management.
Glad it's working out for you. Been the best strategy I've come up with yet. When you get that Nova, make sure you put a solid ton of armor in CT. If you evenly spread armor throughout the Nova, it can be just as tanky as the heavies, and about as powerful as the Assaults. If you think 5x Arctic Cheetahs with 6x ER-SLs hit hard, wait till you run 5x Novas with 14x ER-SLs.
I love building mech loadouts too. I like to try and play the games using stock configurations first then going back and trying new ones. Feel free to post any more build you think might make good ones. So far MW5 Clans is a pretty fun entry to the franchise and it looks like there will be lots of new things to try with builds. I just hope they redo the research list a bit better. It is kinda confusing and hard to sort through now.
@@stepheneddington1667I can make few suggestions, but robbing you of the experience and experimentation of the mechlab is a bit of a crime. That said, I'm very familiar with how confusing and messy many of the game mechanics are, and I might as well provide some pointers to alleviate the confusion.
A couple of features I might share with you in the interests of averting regrets; as you level your pilots, you will unlock mech specializations for them. First one you unlock after you've leveled your pilot 5 times; 2nd specialization is level 10; then a 3rd at 16; all the way up to a 5th specialization at level 28.
My advice to you is to save your pilot specializations for the mechs you enjoy piloting in the endgame. You only get 5 specializations per character, and you cannot change your specializations after having made a selection. These specializations pertain to specific chassis and tonnage groups, and can provide up to 30% improved pilot skill on a specific chassis. Save them for Assault Class and Assault mechs, you won't be using the little guys late game.
As for builds? Well, it's no secret that you can get a lot of mileage out of a Nova, but variety is the spice of life. I recommend picking up one or two Mad Dogs and unlocking both the A and B variant Omnipods. This will allow you to run 5x ER-SLs with 6x SRM-6 for colossal firepower, but it will be hot, and you will want to significantly up armor the Mad Dog for brawling. If memory serves, my personal Mad Dog runs 10.5 additional tons of armor and 7 tons of ammo, but this scores Assault levels of Armor (just shy of 700 Armor total) and potentially the highest total practical firepower in the game at 150+. The Mad Dog can serve as a micro assault, and can quite comfortably see you from halfway through Turtle Bay all the way to the final mission. Timberwolf is similarly resilient, but not quite as powerful. More versatile, certainly. JJs and extreme long range capabilities will distinguish it from the Mad Dog. But don't be in a rush for the Assaults. The two most easy understand also happen to be the most impactful, the Warhawk and the Direwolf, but there are niches for the Gargoyle and Executioner. I just wouldn't invest too heavily in fielding multiple Executioners or Gargoyles. 1 of each is all you really want.
So im only getting 12 er sl total and no ams. And 1 omnipod has 6 hard points and a ams, but it won't let me put 6 er sls only 3.
@@Nesimus my Nova has 12 ERSL + 541 armor + 18DHS. I can use it until i get to assault mech missions. By then i'd have upgraded to Gargoyle so no probs.
0:50 I am not against arctic cheetah, as it can have 7 energy slots, but ERLL is literally the worst weapon in the game. Not only it does low damage( very long cooldown 6 second, i think its the highest in the game) it is also extremely hot. Best weapon in the game is ER Small Laser for short range, and ERPPC for long range. Missiles have too few shots and they spread alot so i wouldnt use them on anyone other than Naomi. Ballistic is too heavy until assault mechs.
Best early game mechs are Nova > Viper > Arctic Cheetah. They have maximum energy slots of 14 > 9 > 7. These mechs will have the highest dps, thanks for ERSL Boating. But if you want range, just get 2xERPPC and as many double heat sinks as possible.15+ is kinda needed for decent heat management.