I've posted a few times about my favorite BJ-1 build, and favorite Blackjack in general: the Double Negative.
BJ-1
2 AC/2 (5t)
2 MLAS
4/4 jump jets
11 heatsinks
235 XL engine
ES, DHS
14 alpha strike, 3.68 sustained DPS, 35% cooling, 93 km/h, 288/306 armor
I've had great success with double AC/2 lately. (And yes, I recently graduated into the nothing-but-PPCs bracket, much to my dismay.) I think that a few things go into making this viable even in such a brutal, homogenous, unforgiving environment:
- You have high-mounted arms, so you can hug ridges pretty well
- You have jump jets, which means ridge hugging is even easier and you can easily get to good perches
- You have a small profile
- You're not that quick, but at least fast enough to reposition and evade fire
- You can outrange both ERPPCs and LRMs
On top of that, you can backstab like nuts with this build. I often find myself sitting in fire support mode, then noticing an assault Batchalling it up. I'll scoot over, hold down my alpha strike button, and wait a few seconds for them to get cored. (It takes 7 seconds to core a stock Atlas from behind with this build, I think. But that may be for 2 MLAS and 3 AC/2s, not 2 and 2.)
Note that the alpha on this build is awful (14), and the sustained DPS is also sub-par at only 3.68. But, a couple things balance this out. For starts, you can usually get 3-4 AC/2 shots off per cannon at the very least before your target can get out of your life of fire. Often more. That's the same damage as a Gauss strike. So low alpha, but decent concentrated fire. Second, while the build runs hot if you keep spraying fire, you usually don't do that. You'll almost never overheat sniping, and because of how you tend to pilot this loadout (get in for a lot of quick damage, than fly away and duck under cover and reposition, or wait for your target to engage someone else), you have an intrinsic cool-off period built in. And while you're unloading, you have a full 10.50 DPS, which can strip armor or blow off limbs damn quick. Generally if you're in a situation where you'd overheat, your team's already overrun, or you let yourself get
way out of position.
Another important element is that while you're in a small 'Mech, you
can't play as if you're in a small 'Mech. Your armor is thin, and while you have jump jets, you just don't have the raw speed to recover if you let yourself get flanked or run headlong into something big and scary. You'll just die. It's
imperative that you have good game sense with this build, or you'll get chewed to pieces and wonder what went wrong.
That said, if you
can pilot this well, you can at least pitch in, and often really wreak havoc, in any situation, and respond to fill whatever role is needed. I went from a 1:5 kdr with this variant to hovering around 2-3 kills per match and almost always doing between 350 and 550 damage.
I've tried this with 4 SLAS instead of 2 MLAS, but I found that the extra range was more important than the extra heat efficiency and short-range punch. I've also experimented with AC/5 builds, Gauss builds, PPC builds, etc., and never found one that worked as well for me as this (even if the 6-8 laser BJ-1X builds are a lot
easier). It could be because I'm a little impatient and feel like if there's not something I can do at any given moment, I'm not contributing enough. Being able to switch between suppressive fire/counter-sniping to dealing heavy damage in a short period gives the flexibility it takes to contribute no matter which map you're on or how the battle unfolds.
One final note, I just got my third Blackjack variant, so I haven't gotten elite skills or double basics. So this is actually my experience playing a build with gimped speed, twist, acceleration, cooling, etc.
Hope that little writeup proves useful, and happy hunting fellow Blackjackers!
Edited by Lyoncet, 08 July 2013 - 07:15 AM.