

How Do You Play Atlas As7-D?
#41
Posted 15 March 2013 - 04:28 AM
The DPS of 2xUAC5 + 4xMLAS makes me a great brawler and adding the LRM20 gives me something to do while closing and/or not having direct line of fire. The UAC5s are of course efficient at almost any range as long as you can aim which is also a nice benefit over going AC20.
#42
Posted 15 March 2013 - 05:19 AM
If your Atlas is destroyed and you have arms or side torsos left, your doing it wrong, Every hit you take is a hit that doesnt hit a team member.
But back the the D
I run:
350std
2x Large Laser
LRM-15
SRM-6
Artimes
19x DHS
It works great as an all rounder, plus people always shoot the right torso first.
You wade in drawing fire and supressing people with your LL and LRMs, and basicly never overheat.
The SRM are for that extra punch if somthing gets close,
#43
Posted 15 March 2013 - 06:33 AM
#44
Posted 15 March 2013 - 07:05 AM
I agree with both sides of the Tank/Not-tank argument. The Atlas is the most armored mech on the field right now. But it is also still easy to destroy if you get focused upon by multiple mechs. I would recommend not rushing into the fray no matter what mech you pilot. Stay at your optimum range as much as possible. If you end up being engaged, twist to distribute damage across multiple armor sections and retreat (while firing) towards your teammates. Don't overheat and don't over-commit.
My 3 Atlases are my top mechs (along side my Catapults) and my AS7-D is kitted for a mid-range brawler.
STD 300
DHSs
AC/20 (4 tons ammo)
2 x LL
2 x ML
2 x SRM6 (2 tons ammo)
Max armor (minus a few on the legs)
Ideally I stay between 200-300m from my target.
The Large Lasers can fire quite a bit further and should soften up any target at range (max of 900m with full damage out to 450m). They are also used in brawls, but should be the first weapon you stop firing if you are running too hot.
The AC/20 does optimal damage up to 270m, BUT it has a max range that is nearly the same as the Large Lasers (810m) and at the 450m mark (LL optimal) the AC/20 is still doing nearly an AC/10s damage. This build has 4 tons of ammo so if you are gonna hit (stationary targets!!! yummy) don't be afraid to fire this gun within 500m. In a close range brawl this and your SRMs are your killers. Find a hole in their armor and fire both into it .. BOOM!
Medium Lasers are best used for additional damage in the same ranges you are firing your AC/20. They are also used in conjunction with the LLs against fast mechs (don't waste an AC/20 or SRM volley on lights unless you feel you will land the shot). These do substantial damage and will often land in the same spot as your AC/20 and some of your SRMs. If you are running hot and up close and personal skip these until you cool down or unless you think you can get the kill.
SRM6s. These are for when the enemy gets too close. They do massive damage to multiple sections of the mech (as much as the AC/20 and both medium lasers combined if all the missiles hit ... even more according to some info I have seen that says SRM splash damage currently takes damage over their "max potential amount"). I usually don't fir these unless I am within 100m or so which means most will hit.
Now, I don't try to get into SRM range most of the time. I let them make that mistake unless I find a target that really really needs to die (i.e., one that can kill me, say a 6xPPC stalker or a LRM40+ boat).
Biggest bit of advice. TANKING in this game is about having more mechs, not one mech with more armor. Play as a team and this mech will net you lots of kills and assists. Currently running a 7 K/D ratio with my AS7-D since the stat patch. I love this mech and I highly recommend playing around with it until you find a build you like.
Edited by Strig, 15 March 2013 - 07:07 AM.
#45
Posted 15 March 2013 - 08:40 AM
Sorry if I sound rude; I'm not intending to, I just use your builds to prove my point about building around the unique things the D has going for it.
#46
Posted 15 March 2013 - 08:59 AM
So i take my 350xl engine put 2 lrm15+artemis 2 ac2 and 3 lasers + 1 tag in it and tried it out.
And supriesly its awesome now. I make tons of money with it. Im mostly on the top of the damage stats. Best round so far was 240k credits and 1600xp only with founder bonus.
I think i will keep this build its so much fun^^
My atlas stats so far
ATLAS AS7-D 18 13 5 2.60 30 6 5.00 10,752 16,672 01:35:46
K/D ratio 5^^
Edited by 4b4dd0n, 15 March 2013 - 09:08 AM.
#47
Posted 15 March 2013 - 09:53 AM
Also, you have to keep in mind that brawling is discouraged in the current environment. Due to the wide-open spaces of Alpine Peaks, the extraordinary damage-dealing capacity of LRMs, and the King of All Things Unfair and Imbalanced (aka, the RVN-3L), it's quite difficult to get close enough to bring all of one's weapons systems to bear without ECM cover and a tightly coordinated team.
Don't get me wrong, brawlers can still be incredibly effective, and some of the most successful players I know still prefer them, but they're a whole lot trickier to run than they used to be.
#48
Posted 15 March 2013 - 09:55 AM
Mafali, on 15 March 2013 - 08:40 AM, said:
Sorry if I sound rude; I'm not intending to, I just use your builds to prove my point about building around the unique things the D has going for it.
No offense taken, and you are totally correct (although the RS only has 1 missile hardpoint, so my 2xSRM6s don't work), I am not leveraging the 1 unique aspect of the AS7-D which is its 2 Ballistic Hard-Points. Besides, the -RS build I mastered is a sniper; 4xPPC and a Gauss.
I used to have a build for the -D that I loved with 2 Ultra AC/5s, but I HATE HATE HATE the jamming which always seems to screw me in a fight and I don't think there is enough bang for the weight to use 2 x AC/5s. I have also played around with the AC/2s but again, there are better sniper platforms. I am not saying that there wouldn't be good builds, but they aren't my style and I don't feel compelled to use every hardpoint when it doesn't make sense (for what I am building).
Its also worth noting that while the arm hardpoints on the RS make aiming and tracking with lasers easier, they can also be blown off. I have survived as a zombie atlas with no arms or side torsos and still been able to kill with those 2 CT medium lasers.
My goal here is not to suggest "the best build" but I figured I'd try to give the OP some idea of how a particular build (in this case just my most current) can be effective.
If I had to recommend a "first Atlas" to buy or even a "best Atlas" it would be the D-DC ... it is a great brawler, sniper, and/or missile platform and of course ECM is OMG stoopid powerful and there is no reason at all not to take it.
#49
Posted 15 March 2013 - 11:36 AM
I really enjoy using my D as a sniper with the Gauss, combating closing range 'Mechs with the 2LL (and Gauss if possible), and straight up brawling with the 2SRM6's and 2ML. A quarter ton (8 pieces of armor) off both arms is marginal and still able to protect the LLs and HS. I tend to keep my legs maxed armor and use them to house my ammo, freeing up spots for double HS if needed. I of course CASEd the Gauss for containment if critical. I have only unlocked the basics for this variant and no modules yet. My only concern at times is the AMS (or lack of it), but I may sometimes drop a DHS and 1ML for the AMS and its ammo, which is a good trade if you find yourself out in the open (really, your out in the open?!?)
Thoughts and comments welcome.
#50
Posted 15 March 2013 - 02:58 PM
#51
Posted 15 March 2013 - 07:15 PM
Mafali, on 15 March 2013 - 08:40 AM, said:
Sorry if I sound rude; I'm not intending to, I just use your builds to prove my point about building around the unique things the D has going for it.
Simply put, I don't own a DDC, haven't really bothered master the Atlases yet, and the DDC doesn't interest me, I am also hoping for the Danielle Hero Atlas, (6 Energy in the arms!) so I am biding my time.
My D is my founders mech so, I use him alot, got around 120k of xp on it
But yes, i could drop a couple of heat sinks and add an ECM if it were a DDC, and it would be superior (Slightly), I might feel compelled to add and extra missile weapon as missile are kinda the best weapons.
But as you said, what makes the D unique is its 2 Ballistic slots, but I don't have much luck with them, so my build drops ballistics all together and I quite enjoy it.
Work with what you got I guess.
#52
Posted 16 March 2013 - 02:23 AM
Nexus Omega: Makes sense.

#53
Posted 16 March 2013 - 03:05 AM
I had played a AS7-DDC Sniper build almost exclusively dating back to before ECM was implimented. I ran 2xERPPC, 1xGR and 3xSSRM2. I replicated this on the AS7-D, but because of the hard points IMO the -D does a better job.
On my AS7-D currently I run 2x ERPPC, 1xGR, 2xSSRM2 and 2xML. I really, really enjoy it. So much, that I purchased some premium time (2 days worth) and grinded up 28,890,000 cbills. Pushing my left over XP over 310,000 on my -D alone.
Edited by Pando, 16 March 2013 - 03:06 AM.
#54
Posted 16 March 2013 - 10:37 AM
STD 285 Engine
3 Large Pulse Lasers
1 AC/20 (4 tons of ammo)
19 DBL Heat sinks
50 Alpha
1.4 heat efficiency!
You can alpha 3 or 4 times before heat is an issue.
#55
Posted 16 March 2013 - 09:43 PM
#56
Posted 16 March 2013 - 11:43 PM
Warskull, on 16 March 2013 - 09:43 PM, said:
You make a great point. I would like to see a screenshot of your Mechlab or smurfy/mechromancer if you have it. It would seem that it (the TAG) becomes useless at close range along with the LRMs, and now your down an energy weapon in the torso...
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