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Urbanmech
The Urbanmech has come out, and /u/levitas has been so generous as to buy one for me! Mucho thanks to him.



Overview
This mech is legitimately a joke. Absolutely a joke. Literally, an April Fool’s joke last year, and something that the community has joked about since the game came out. Which is why I’m still in disbelief that they actually put this trash out.

The variants all have ballistics in their right arm and energy in the left arm & sometimes torso, so the main differences between them come up when you look at quirks, with the main other concern being the number of energy hardpoints (as unless you are using machine guns, you’re…unlikely to use more than one ballistic hardpoint). The best variant in my experience, as a result, is the UM-R60L, thanks to the 4 energy hardpoints and the heat gen & range quirks it gets. Aside from that, the UM-R63 has the best ballistic quirks, and the UM-R60 is clearly the winner for all machine gun builds.



Chassis-Wide Information
Strengths

Decently high mounts and a high cockpit make poptarting or hill peaking an option a lot of the time.
Torso hitboxes are pretty great – due to the trash can shape, it can be hard to isolate side torsos.


Weaknesses
It is an IS light mech (so no clan tech) with a top speed of 106.9 KPH, with very limited hardpoints.
It can mount a STD60 which is just the worst thing ever.


Generic Tips
Don’t use the STD60. The way that MWO’s aiming system is set up, it takes a while for the targeting reticle to catch up to where you’ve moved your mouse, and the real problem is that it decelerates as it approaches your mouse. You can fix this by holding down shift (for arm lock), but that’s annoying too. Oh yeah and you go 35.6 KPH.
Play like a Clan light instead of an IS light and use hit and run tactics over just brawling or sniping. You can’t stand up in a true firefight as you don’t have the armor nor speed of a real mech, so try to maneuver to the enemy’s flanks and blind spots and hit them from there.
The 360 torso twist isn’t such a huge deal as to make a bad mech viable, but it can be useful. For a while, it can be like you’re fighting instinct, but eventually you’ll be used to the ability to turn your legs either way when you’re fleeing or encircling an enemy mech. On a related note…


Builds
If you’re not familiar with my Inner Sphere Master Guides, for the most part, it will follow a certain formula for listing out the builds: each variant gets its own section, and within the section I try to include at least two main builds, each with a few variations on the core principle (if applicable). There will be two paragraphs for each main build – one describing the values of the build itself, and the other about how to play it. I may miss a build, or my builds may differ slightly from what you find works best for you because our philosophies may differ – I strongly encourage that you experiment for yourself to see what works best for you.



In general, the builds will be labeled according to their armament, but occasionally I will name a build if it is particularly badass. Also, the consumables I’ve listed are the ones that are best for normal play, but while leveling the mech you may want to swap the less important one out for a UAV, if you can afford to use consumables at all (they aren’t necessary, just nice). Now then, on with it!



UM-R60L
This is the energy boat, which makes it easily the best variant. A common misconception is that this is the best AC/20 variant (as it has the only AC/20-specific quirks), but its quirks are actually worse for the AC/20 than the quirks on the UM-R63.

Build 1:

Laser Vomit
This is one of the several laser spewing builds that work best on this variant. Your firepower, DPS, and pretty much everything else definitely leave something to be desired, but it’s pretty much as good as it gets for an Urbanmech.

Ideally you want to find a bunch of places you can poke over and to the left of in order to minimize your exposure profile and time. A good strategy for this is to rotate out a bit to the left of your team (so long as there’s solid cover for you to retreat through) and hit the enemy from there, as they’re less likely to be able to return fire.

Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor

Weapon Modules (In order of importance): Medium Laser Range, LPL Range

Consumables (In order of importance): Cool Shot 9×9, Improved Artillery Strike


Wubs Version
This is definitely a shorter-range style of build, though you still don’t want to be brawling it up. You just get to focus down the enemy from a shorter range.

Weapon Modules (In order of importance): MPL Range, MPL Cooldown


Pokier Version
This just swaps out your LPL from the original build for a Large Laser, giving you a bit extra range but less focused firepower.

Weapon Modules (In order of importance): Medium Laser Range, Large Laser Cooldown



Build 2:

Brawler
This is one of the brawler builds which kind of sort of work on the Urbanmech. Your AC/2 is obviously your longest range weapon, but it’s rarely useful to you as anything but extra DPS at short range. Its short range DPS is actually pretty decent too, but your heat can become an issue

Get into SPL range and hold down the triggers. That’s pretty much all there is to it. Your best bet is to just focus on engaged mechs’ weak points if they’re already hurt, or back/legs if they are not. Be a nuisance and fade away if an enemy starts to shoot at you, and you’ll be fine.

Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor

Weapon Modules (In order of importance): SPL Range, SPL Cooldown

Consumables (In order of importance): Cool Shot 9×9, Improved Artillery Strike


AC/5 & SL Version
This has a bit more range in the brawling department (Small Lasers get a nice boost over Small Pulse) and its mid-range firepower is similarly more considerable as well (an AC/5 is just way better than an AC/2).

Weapon Modules (In order of importance): AC/5 Cooldown, Small Laser Range



UM-R63
This variant has the best ballistic quirks, and is the only Urbanmech with side torso mounts at all.

Build 1:

Mid-Range DPS
This is your best bet for mid-range firepower. Your medium lasers will do damage out to over 500 meters, and your AC/5 has a pretty decent cooldown quirk to increase its DPS. All that being said, its firepower is still thoroughly unimpressive, so be careful when you trade.

Try to get harass in with your AC/5 for a while before you close range to use your Mediums, but in order to do serious damage you have to be using all of your weapons for a while. As such, this will end up playing similarly to the UM-R60L brawler, but at about twice the range. Keep your guns firing full time without getting shot back and you’ll do great! Yeah, good luck with that.

Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor

Weapon Modules (In order of importance): AC/5 Cooldown, Medium Laser Range

Consumables (In order of importance): Cool Shot 9×9, Improved Artillery Strike



Build 2:

Slowpoke
Not a great idea to take this, but…I honestly think everyone should try it. Personally, I love certain aspects of it but there’s no doubt that it’s a huge disadvantage. Huuuuuuuuge disadvantage. Particularly if they do to you what they did to me and peel off 4 enemy mediums & heavies to deal with a single Gauss sniping Urbie…but yeah. Fun stuff.

Find a nice, quiet place to sit down on, and just poptart and hill poke all game. And pray to whatever deity you subscribe to that your team doesn’t decide to leave you in a rotation…or even in a slow push, as on your own you might as well be a mech in testing grounds.

Mech Modules (In order of importance): Radar Deprivation, Sensor Range

Weapon Modules (In order of importance): Gauss Rifle Cooldown, Gauss Rifle Range

Consumables (In order of importance): Improved Artillery Strike, Improved UAV


AC/20 Version
This is even worse because you can’t use long range to avoid returning fire, but hey, you’ve got a pretty rapid-firing AC/20!

Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor

Weapon Modules (In order of importance): AC/20 Cooldown, AC/20 Range

Consumables (In order of importance): Improved Artillery Strike, Improved UAV



UM-R60
This is the Machine Gun variant; there’s really not much else about it worth saying.

Build 1:

LLas Poker
Obviously you never want to be in Machine Gun range, but still it is the only mech in the game with MG RoF quirks and they do help a bit. But still, it’s not a great weapon system and it’s purely there as a backup weapon for if the range closes against your will or you feel a need for crit.

Stay at range and poke with your Large Lasers for 95% of the game. As with the other laser poke builds, you want to just expose your upper-left side, and only for brief moments at that. Your machine guns are great for short-range defensive support if the enemy closes on you, and they can finish off cored enemies in a jiffy, but it is still far too risky to play at that range intentionally.

Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor

Weapon Modules (In order of importance): Large Laser Range, Machine Gun Range

Consumables (In order of importance): Cool Shot 9×9, Improved Artillery Strike



Pilot Skills
The Urbanmech is one of the few mechs that requires a unique skill order – in part due to the limits of its mobility and in part due to it having 360° torso twist and not needing Twist X

Basics: Cool Run – Heat Containment –Twist Speed – Hard Brake – Kinetic Burst – Anchor Turn – Arm Reflex – Twist X

Elites: Speed Tweak – Fast Fire – Quick Ignition – Pinpoint

Then just master it. None of these variants are worth playing at all, let alone mastering, for any reason other than for the fun of it, so just stick with whatever you like.

_________

And that’s that. I hope you enjoy your mech, let me know if you have any questions, and as always glhf

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