MA: Guide: Min-Max loadouts
Nov 1, 2020 5:33:03 GMT -5
via mobile
ⓣⓡⓘⓒⓚⓨ48, Commander Dog, and 4 more like this
Post by Redfiend on Nov 1, 2020 5:33:03 GMT -5
I eventually intend on making this an extension to an updated tournament/Progression guide.
Consider this some Quarantine fueled madness.
This is a more detailed, battle plan oriented guide as an extension of the weapon and bot threads. With weapon copies limited to 2, this is essentially a guide to weapon attrition.
These hangar loadouts are meant to abuse the winning strategy of every tournament map based on their unique caveats.
The loadouts mentioned will be oriented towards progression throughout the ranks by making the most of the energy capacities on hand. Filling a hangar with as many of the loadouts listed for the map type will make anyone not min-maxing, or ~significantly~ higher level than you, cry.
This is going to become more important as more players pick up the game and populate tournament rounds, instead of just being able to bully AI.
With the AI having moods where it wants to destroy all human life, and the increased likelihood of players that will aid them in their goals, only having one mech spec'd for the map will only become more punishing, and punishable.
It's also a handy guide as to which loadouts should be bullied where they appear.
EN capacities listed:
-8: R3 Lights, R2 Mediums, R1 Heavies
-10: R4 Lights, Omitted unless there's something other than the 4 list with a single 6
-12: R5 Lights, R3 Mediums, R2 Heavies
-16: R4 Mediums, R3 Heavies
-18: R5 Mediums, R4 Heavies
-20: R4 Heavies
-24: R5 Heavies
I'll format this later. On mobile atm and extremely bored.
INDIRECT FIRE: Maps without ceilings, with very little overhead cover, but have enough ground cover to make anything but burst fire less than ideal.
8: Javelin 4 x2
12: Javelin 4 + Rocket Mortar 8, Javelin 6 x2, Missile Rack 6 x2
16: Javelin 6 + Rocket Mortar 10, Javelin 4 + Rocket Mortar 12, Rocket Mortar 8 x2, Missile Rack 8 x2, Carbine 10 + MR6
18: Javelin 6 + Rocket Mortar 12, Carbine 10 + MR8
20: Rocket Mortar 10 x2, Rocket Mortar 8 + Rocket Mortar 12
24: Rocket Mortar 12 x2
---
30M OR LESS: Maps that have ceilings or other overhead cover, with either loads of debris, buildings, or choke points that make keeping line of sight for any engagement outside of brawling range a chore.
8: RPG 4 x2, Plasma Cannon 4 x2, Shotgun 4 x2
10: RPG/Plasma Cannon 4 + MR6, Carbine 10
12: RPG 6 x2, MR6 x2, Plasma 6 x2, Carbine 12
16: Carbine 8 x2, MR8 x2, Carbine 10 + MR6, Carbine 12 + RPG4, Railgun
18: MR8/Carb8 + Carb10
20: MR8/Carb8 + Carb12, RPG/TL4+ Railgun
24: MR8/Carb8 + Railgun, Carb12 x2
---
60M OR LESS: Maps that have a good mix of terrain:
Leaving overhead assaults with only one or two real camping spots where they can get blitzed easily.
With enough space between buildings and cover for faster mechs to maneuver and avoid assaults in killbox range of ambush weapons.
8: Autocannon4 x2, Pulse4 x2, RPG4 x2, Pulse8
10: Autocannon/Pulse4 + Thermal Lance 6
12: RPG6 x2, Stasis Beam 12, TL6 x2, Pulse6 x2, Pulse6 + TL6, Pulse4/TL4 + Pulse8
16: Stasis12 + TL4, Stasis16, Pulse8 x2, Railgun
18: Stasis12 + TL6, Carb10+ Pulse8
20: Stasis12 + Pulse8, Stasis16 + TL4
24: Stasis16 + Pulse8, Stasis12 x2
---
LONG DISTANCE ARGUMENTS: For the rare occasion where most cover is sparse. Overhead assaults become avoidable, by either moving out of the way, or a Jav runner getting decked by a sniper shot from 100M out.
Multiple floors give cheeky sightlines.
And/or there are obvious sniper platforms on both sides that are difficult to approach.
The previous set does well in some of the maps that fall into this category, but for everything else:
8: Long Arm 8
10: LA10, LA8 + RPG2
12: LA8 + Rpg4
16: LA8 x2, RPG/TL6 + LA10, Railgun
18: LA10 + LA8, RPG/TL2 + Railgun
20: LA10 x2, RPG/TL4 + Railgun
24: LA8+ Railgun
---
Now go out there and be the best inglorious 「illegitimate child」 you can be, every step of the way ð¤¡
Consider this some Quarantine fueled madness.
This is a more detailed, battle plan oriented guide as an extension of the weapon and bot threads. With weapon copies limited to 2, this is essentially a guide to weapon attrition.
These hangar loadouts are meant to abuse the winning strategy of every tournament map based on their unique caveats.
The loadouts mentioned will be oriented towards progression throughout the ranks by making the most of the energy capacities on hand. Filling a hangar with as many of the loadouts listed for the map type will make anyone not min-maxing, or ~significantly~ higher level than you, cry.
This is going to become more important as more players pick up the game and populate tournament rounds, instead of just being able to bully AI.
With the AI having moods where it wants to destroy all human life, and the increased likelihood of players that will aid them in their goals, only having one mech spec'd for the map will only become more punishing, and punishable.
It's also a handy guide as to which loadouts should be bullied where they appear.
EN capacities listed:
-8: R3 Lights, R2 Mediums, R1 Heavies
-10: R4 Lights, Omitted unless there's something other than the 4 list with a single 6
-12: R5 Lights, R3 Mediums, R2 Heavies
-16: R4 Mediums, R3 Heavies
-18: R5 Mediums, R4 Heavies
-20: R4 Heavies
-24: R5 Heavies
I'll format this later. On mobile atm and extremely bored.
INDIRECT FIRE: Maps without ceilings, with very little overhead cover, but have enough ground cover to make anything but burst fire less than ideal.
8: Javelin 4 x2
12: Javelin 4 + Rocket Mortar 8, Javelin 6 x2, Missile Rack 6 x2
16: Javelin 6 + Rocket Mortar 10, Javelin 4 + Rocket Mortar 12, Rocket Mortar 8 x2, Missile Rack 8 x2, Carbine 10 + MR6
18: Javelin 6 + Rocket Mortar 12, Carbine 10 + MR8
20: Rocket Mortar 10 x2, Rocket Mortar 8 + Rocket Mortar 12
24: Rocket Mortar 12 x2
---
30M OR LESS: Maps that have ceilings or other overhead cover, with either loads of debris, buildings, or choke points that make keeping line of sight for any engagement outside of brawling range a chore.
8: RPG 4 x2, Plasma Cannon 4 x2, Shotgun 4 x2
10: RPG/Plasma Cannon 4 + MR6, Carbine 10
12: RPG 6 x2, MR6 x2, Plasma 6 x2, Carbine 12
16: Carbine 8 x2, MR8 x2, Carbine 10 + MR6, Carbine 12 + RPG4, Railgun
18: MR8/Carb8 + Carb10
20: MR8/Carb8 + Carb12, RPG/TL4+ Railgun
24: MR8/Carb8 + Railgun, Carb12 x2
---
60M OR LESS: Maps that have a good mix of terrain:
Leaving overhead assaults with only one or two real camping spots where they can get blitzed easily.
With enough space between buildings and cover for faster mechs to maneuver and avoid assaults in killbox range of ambush weapons.
8: Autocannon4 x2, Pulse4 x2, RPG4 x2, Pulse8
10: Autocannon/Pulse4 + Thermal Lance 6
12: RPG6 x2, Stasis Beam 12, TL6 x2, Pulse6 x2, Pulse6 + TL6, Pulse4/TL4 + Pulse8
16: Stasis12 + TL4, Stasis16, Pulse8 x2, Railgun
18: Stasis12 + TL6, Carb10+ Pulse8
20: Stasis12 + Pulse8, Stasis16 + TL4
24: Stasis16 + Pulse8, Stasis12 x2
---
LONG DISTANCE ARGUMENTS: For the rare occasion where most cover is sparse. Overhead assaults become avoidable, by either moving out of the way, or a Jav runner getting decked by a sniper shot from 100M out.
Multiple floors give cheeky sightlines.
And/or there are obvious sniper platforms on both sides that are difficult to approach.
The previous set does well in some of the maps that fall into this category, but for everything else:
8: Long Arm 8
10: LA10, LA8 + RPG2
12: LA8 + Rpg4
16: LA8 x2, RPG/TL6 + LA10, Railgun
18: LA10 + LA8, RPG/TL2 + Railgun
20: LA10 x2, RPG/TL4 + Railgun
24: LA8+ Railgun
---
Now go out there and be the best inglorious 「illegitimate child」 you can be, every step of the way ð¤¡