

Balanced Atlas-D
#1
Posted 04 March 2013 - 11:03 AM
AS7-D Balanced
Effective at all ranges, with good heat control.
Any thoughts/input?
#2
Posted 04 March 2013 - 01:28 PM
I use a build similar without the ac2 but with 2ll in the arm.
Edited by Thoummim, 04 March 2013 - 01:33 PM.
#4
Posted 04 March 2013 - 02:00 PM
#6
Posted 04 March 2013 - 02:27 PM
MadPanda, on 04 March 2013 - 02:00 PM, said:
The AC2 has good DPS, and the *plink plink* with the gauss makes mechs duck their heads quickly.
This mech does anything but "take a dive" in a brawl. 4Mlas and 2 SRM6 is nothing to scoff at.
Country Gravy, on 04 March 2013 - 02:12 PM, said:
Thats ok I guess. Not my style.
Edited by Roughneck45, 04 March 2013 - 02:32 PM.
#7
Posted 04 March 2013 - 02:28 PM
#9
Posted 04 March 2013 - 02:40 PM
It's actually not far from a good build -- 4xML + 2xSRM6 can be a monster at close range; however the gauss is very vulnerable and really the only thing you have that can do any real damage beyond 150m or so. The AC/2 looks good on paper, but in order to be effective you've basically got to make yourself a huge target for a long time to get any benefit out of it. At long range it would get chewed up by anything mounting LRMs and TAG at long range, and while it'd be nasty at close range, you'd quickly get outmaneuvered by even a Stalker.
If you dropped the AC/2 and traded the Gauss for an AC/20 you might start getting something effective as a brawler. Alternatively, if you really do like the AC/2 (I don't but there's an argument to be made for it) drop the gauss and mount two of those instead. You will retain the long range DPS, but your side torso will be a lot more durable and you'll have more weight to spare which you can use to upgrade those ML to LL, filling out your missing mid-range ability.
e: Oh, and try to shoehorn in a STD325 if you're going to focus your hardpoints on close range combat. Not only does it help you get where you need to be in order to be useful, it lets you turn faster so you don't get cored out from behind by a centurion before you can do any damage.
Edited by Hubis, 04 March 2013 - 02:42 PM.
#10
Posted 04 March 2013 - 02:46 PM
Quote
case doesn't stop the damage from affecting the RT, only stops the spillover to CT. a 20 damage explosion isn't going to spill over much into CT, when you consider the atlas RT has 42 internal in the first place. hell, it's not unusual for the RT to survive the gauss explosion outright. your case will typically be preventing <5 damage if any.
#12
Posted 04 March 2013 - 02:52 PM
Hubis, on 04 March 2013 - 02:40 PM, said:
It's actually not far from a good build -- 4xML + 2xSRM6 can be a monster at close range; however the gauss is very vulnerable and really the only thing you have that can do any real damage beyond 150m or so. The AC/2 looks good on paper, but in order to be effective you've basically got to make yourself a huge target for a long time to get any benefit out of it. At long range it would get chewed up by anything mounting LRMs and TAG at long range, and while it'd be nasty at close range, you'd quickly get outmaneuvered by even a Stalker.
If you dropped the AC/2 and traded the Gauss for an AC/20 you might start getting something effective as a brawler. Alternatively, if you really do like the AC/2 (I don't but there's an argument to be made for it) drop the gauss and mount two of those instead. You will retain the long range DPS, but your side torso will be a lot more durable and you'll have more weight to spare which you can use to upgrade those ML to LL, filling out your missing mid-range ability.
e: Oh, and try to shoehorn in a STD325 if you're going to focus your hardpoints on close range combat. Not only does it help you get where you need to be in order to be useful, it lets you turn faster so you don't get cored out from behind by a centurion before you can do any damage.
I dunno.
Im my experience, the full damage I get from the AC2 with the Gauss is far better than the damage from the AC20 outside of optimal range.
Also, if im encountering a staight up brawler DDC im able to put a lot more damage on him before he can even get to effective range. All situational of course.
And if I put the AC20 in my ranged options go from being able to return fire and supress a target to nothing.
As far as the gauss being fragile, I torso twist my damage well, and rarely lose it before it has made its impact.
Not a fan of the heat build up from the LL's in a brawl either.
As far as the engine upgrade goes, ive never had a problem with speed, or being outmanuevered by anything really. Guns>speed for an Atlas IMO, and a nice cushy wall if you are getting surrounded lol. If i want to go fast, ill bring an awesome.
But yes, thanks for the input! The DDC I run is much more along the lines of what you are suggesting.
Edited by Roughneck45, 04 March 2013 - 02:58 PM.
#13
Posted 04 March 2013 - 02:54 PM
MadPanda, on 04 March 2013 - 02:00 PM, said:
I present to you my all-range Atlas.
http://mwo.smurfy-ne...2d17892551dd49a
Because 8DPS of AC/2s at all ranges can be a nice addition to other weaponry.
>750m: AC/2s
between 750m-300m: AC/2s+LRMs
between 300m-180m: LRMs+LPLs
<180m: AC/2s+LPLs
Edited by One Medic Army, 04 March 2013 - 02:58 PM.
#15
Posted 04 March 2013 - 03:03 PM
Roughneck45, on 04 March 2013 - 02:55 PM, said:
you've got free slots. and your legs are still very well armored. drop 8 points of armor on each leg, drop the case, and cram in whichever ammo type you're running low on. or another DHS
#16
Posted 04 March 2013 - 03:05 PM
One Medic Army, on 04 March 2013 - 02:54 PM, said:
http://mwo.smurfy-ne...2d17892551dd49a
Because 8DPS of AC/2s at all ranges can be a nice addition to other weaponry.
>750m: AC/2s
between 750m-300m: AC/2s+LRMs
between 300m-180m: LRMs+LPLs
<180m: AC/2s+LPLs
I hate it.

Well to expand on that. Double AC2's is not a good idea and I'll tell you why. They force you to face your enemy. I love playing the atlas, but also my favorite thing to do is to destroy side torsos from other atlases and it's very easy because nearly nobody knows how to torso twist in combat. You probably know how to torso twist in a fight, but you gimp your own pilot skills with the AC2's that won't allow you to do it.
Edited by MadPanda, 04 March 2013 - 03:17 PM.
#17
#18
Posted 04 March 2013 - 03:15 PM
p00k, on 04 March 2013 - 03:03 PM, said:
Yeah, with some rearranging i can get another DHS in there. Ammo gets spread all over the place though, which isnt too bad because there is only 1 ton of explosives in any given section, but can still lead to unlucky explosions.
#19
Posted 04 March 2013 - 03:17 PM
Zervziel, on 04 March 2013 - 03:12 PM, said:
Actually that's just a horrible idea. An XL in an assault mech is a recipe for disaster even for sniping builds.
600k post-master xp in an atlas with an XL engine, with a double digit kdr and 5:1 w/l, and only dying in ~11% of drops, would suggest otherwise (yes i play ~70-80% premade)
that said, with a 3hp gauss rifle that has a 90% chance of exploding, yeah i'd shy away from an xl in that particular build
Edited by p00k, 04 March 2013 - 03:18 PM.
#20
Posted 04 March 2013 - 03:27 PM
Roughneck45, on 04 March 2013 - 11:03 AM, said:
AS7-D Balanced
Effective at all ranges, with good heat control.
Any thoughts/input?
Working off that build I ripped out the AC2 and it's ammo. I upgraded to Endo and slapped in a STD 355 engine. and slapped At the cost of the AC2 and it's ammo, and it's sustained DPS dropping from 7.70 to 7.64, it's cooling efficiency rises from 38% to 47% and it kicks up it's speed from 53.5 kph to 63.3.
It has one less heat sink now, but without that AC2 it's cooler running.
http://mwo.smurfy-ne...5fdec35ad62e3cc
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