

And then there’s a paragraph about using the build, going over tactics, tips, and whatever I feel is relevant to that, including links to L2P guides, on occasion. Each variant gets its own section within that section I try to include at least two main builds, each with a few variations on the core principle (if applicable).Įach build has one paragraph about the build itself – going over anything I feel is relevant to understanding it such as quirks, tonnage issues, how it fits the meta, my general feeling about it…just whatever. If you’re not familiar with my Inner Sphere Master Guides, each pretty much follows the same formula. It can work, but if you’re not sure if you can get away with it, err on the side of caution. And if you do use an XL, try to make it a big one. I use a lot of XLs, but that’s because I treat the mech more as a weapon platform than anything else. STD engines are not a waste in this mech when you’re making your own builds.Don’t be afraid to get in the thick of it, but remember to shield if you start getting wrecked. This mech isn’t the tankiest, but it can handle the front lines.Not sure if these should really be called weaknesses, but they do hold the chassis back a bit. The engine cap is a bit low for my liking, and it doesn’t have jumpjets.Pretty much on par with the Hellbringer on this. It’s no Orion IIC, but it’s not a Black Knight neither. A bit of pancake syndrome is evident in the mech – the mech is wide and it’s flat and it’s not hard to hit it exactly where you want to hit it.It’s not amazing at it, but if you don’t want one of your sides to take damage, it doesn’t have to. Basically, they won’t give you an advantage, but at least they won’t give you a disadvantage either. They’re also positioned decently – definitely not high, but they’re not super-low either. I wouldn’t say perfect, because it’s not how I would configure them if I could choose, but they’re definitely acceptable. They’re actually some of the strongest that the heavy class gets, with the obvious exceptions of mechs which would otherwise be absolute turds. Good quirks all around, very solid in all 3 categories.Last up is the WHM-7S, which is just the definition of bland, even if there are some decent laser builds available. While this variant isn’t quite as good as the first two, it does offer a more special experience, as it has some really good builds that you just wouldn’t run on any other variant.

If you won’t be getting the Hero, then you’ll have to get the last two anyways, but my next pick if you do get the hero is easily the WHM-6R. Next up is the Hero, the Black Widow, which is one of the best dakka heavies in the game, really only competing with the JM6-DD. The go-to variant has got to be the WHM-6D, just because it is one of the better laser vomit mechs in the game, which is…a strong playstyle at the moment, but having to compete with the Black Knight and Grasshopper is rough. I feel like my main issue with the mech is that it feels rather…generic. But there’s no denying that it is a solid pick. Lots of people are huge fans of the chassis, but personally I’ve found it to be a bit stale, with only a couple of variants offering a somewhat fresh experience. There’s some decent diversity between the variants, and a few of them are really quite good. It did everything the 6 does, but better mostly thanks to its Double Heat Sinks, which are basically nonexistent these days.The Warhammer is the second Unseen to debut in MechWarrrior Online, and so far it is the most powerful of the bunch. The Black Knight 6B was the harder-hitting, cooler-running Star League ancestor to the standard BL-6-KNT we have today. It's not the most heavily armored brawler, but it tends to give at least as good as it gets, especially with any Energy-based weapons. The 6R Warhammer is a legendary 'Mech that's often found in the thick of combat, hurling PPC bolts at its foes.
