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Jm6-Dd Anyone Find A Decent Loadout Yet?


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#21 Gravity Won

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Posted 20 March 2013 - 01:57 PM

This mech is about as laughable as they come when it is left in its stock form. I can only shake my head in disbelief as I ponder what kind of moronic ******* thought this was a viable build when he first designed it. Here we have 2X UAC5 and 2X AC2 along with 2 tons of ammo for each type of weapon and a C.A.S.E. for each torso.......
If you do the math you see that with this build has just spent 35 of its 65 potential tons on a ballistics payload that, barring critical hits galore, is limited to a total of 550 possible damage and even then, this could be achieved only if every round is fired from inside of the optimal damage range (which they wont be) and every single one of those rounds connects with its intended target (which also wont happen). Stack the limited range of your 2MPL atop the less than nimble chassis along with bottom of the barrel heat dissipation and we are left with a mech that deserves any insult we could think to throw at it.

Luckily for us, we can gut the mech and slap a new one together in a matter of moments.
Every build here will be using the stock engine size or greater as well as maximum armor with the exception of the legs which will be kept above 30. Powerful energy weapons and plenty of extra heat sinks will make sure that should you dump every last round of ballistic ammo into your enemy, you will still remain combat effective and capable of dishing out consistent damage from point blank all the way out to long range. Heat sinks have been positioned in the side torsos to act as crit buffers for the overflowing engine.

JM6-DD 2X AC5, 2X LL, AMS 300XL

Runs cool with a speed 74.8 kph / 82.2 kph

JM6-DD 2X UAC5, 2X LL 280XL
Heat is extremely easy to manage. Trade heat sinks for ammo if desired.
Speed is 69.8 kph / 76.8 kph

JM6-DD 2X AC5, 2X LPL 260XL
Low heat, stock engine build with energy weapons that deliver a satisfying "Wubwubwub" when fired.
Speed is 64.8 kph / 71.3 kph

JM6-DD Gauss Rifle, 2X ERPPC 260XL
Hits hard at any range and should be very usable. ERPPCs in the relatively narrow torso make for nice pinpoint convergence shortly after being fired. Keep in mind that the gauss has a significantly different velocity than that of the ERPPCs and so should be fired separately unless engaging a stationary target or while traveling in line with their current direction.
For those who struggle with heat managment (you likely wont as theres a gauss cannon to keep you firing during cooldowns) swap out the ERPPC for Regular PPC. This of course will cost you a great deal of range on your attacks and leave you with only the gauss to deal damage should you find yourself a little too close to the enemy. The left arm has gone the way of the Wang- while not ideally positioned it still manages to conceal the thickest part of your torso when viewed from a profile..
Speed is 64.8 kph / 71.3 kph

Good luck.

#22 PyroAcid

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Posted 10 July 2013 - 07:04 AM

2 ac 5 2 med laser 1 ppc 4jj 80kph 1ppc 1 gauss 5mgun 80kph

#23 Just wanna play

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Posted 10 July 2013 - 07:12 AM

anyone tried to fit in 2 uac/5s and 4ac/2s??????

#24 FrDrake

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Posted 10 July 2013 - 07:12 AM

The machine gun build is pretty decent now, I've seen both the ERPPC and the LPL versions.

#25 Just wanna play

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Posted 10 July 2013 - 07:16 AM

ah, thats a viable build if iv ever seen one :) (didnt entirely know what ac/2 to uac5 ammo ratio to use so that make take some tweaking)
http://mwo.smurfy-ne...e77cc60ce101ee7

take out 2 tons of ammo for double heatsinks

#26 PyroAcid

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Posted 10 July 2013 - 01:20 PM

here just wanna http://mwo.smurfy-ne...38f2e629002efe8

#27 Alik Kerensky

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Posted 10 July 2013 - 01:34 PM

JM6-DD

#28 kuangmk11

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Posted 10 July 2013 - 01:49 PM

4 AC2 > 6 AC2. I don't understand why people think 6 or even 5 is a good idea. It's too hot, has no armor, and can't carry enough ammo. With 4 you can sustain fire, carry nearly max armor, have a bunch of ammo, and actually be effective.

#29 Jesoo_Creesto

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Posted 10 July 2013 - 02:00 PM

The problem is that you can't find a decent loadout because it's not a decent mech ;)
Maybe you can get decent DPS or firepower with 4*AC2 or 3*UAC5 (both of them using the macros, of course..) (2*AC20? No, range is too short), but the main problem is its vulnerabilty...

XL Engine? No, it's side torsos are big and easy to hit...
STD Engine? No, TOO damn slow...

Edited by Starch1ld, 10 July 2013 - 02:03 PM.


#30 Just wanna play

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Posted 10 July 2013 - 04:03 PM

View PostPyroAcid, on 10 July 2013 - 01:20 PM, said:


????

hmm that migth actually be a decent build that ONLY the DD can do, but itds nothing like 2 uac5s 4 ac2s....

#31 Heldar1

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Posted 10 July 2013 - 04:10 PM

4 machine guns, 2 lb-10x ac, 2 med lasers, xl 300 engine.... brutal

#32 Punk Oblivion

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Posted 10 July 2013 - 08:21 PM

I am a big fan of 3 X AC2's on one side and an AC10/LBX10 on the other side.

#33 Smokeyjedi

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Posted 10 July 2013 - 08:35 PM

standard 235, 1X ER PPC LT(trigger#2) 3X AC2 RA (trigger#1) 13DHS -man o man, absolute sweet range, from 0-2100M, can make a hole in any mech anywhere I can see it, before I overheat. can be tricky to aim @ 2000+M but sure gets them moving in a hurry.

#34 Trumpetteer

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Posted 10 July 2013 - 09:17 PM

JM6-S It's not a DD, but you can use the same build.

#35 Diewire

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Posted 11 July 2013 - 01:27 AM

JM6-DD

Slow as hell but no XL

#36 PyroAcid

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Posted 11 July 2013 - 05:43 AM

http://mwo.smurfy-ne...5fc1458e5324cc5 for the lols 2 flame 5mgun 1 lbx 10 300% heat cooling might wanna bring a jackit in this thing lol. 80kph std moter

#37 Just wanna play

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Posted 11 July 2013 - 06:06 AM

View PostPyroAcid, on 11 July 2013 - 05:43 AM, said:

http://mwo.smurfy-ne...5fc1458e5324cc5 for the lols 2 flame 5mgun 1 lbx 10 300% heat cooling might wanna bring a jackit in this thing lol. 80kph std moter

lol why even use double heat sinks? that might coincide with one of the statements in my sig....

#38 BINDLETORC

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Posted 11 July 2013 - 06:13 AM

no smurfy on this but i LOVE my DD. 2x erppc, ac20 and 3x mg. xl265 cuz i get cored before my sides go because it is an LRM magnet. i have tried a lot of builds but this one works the best for me at the moment. don't be afraid of an xl in this, the CT is so huge it is the first to in a battle that isn't going your way.just my opinion....

#39 SiRMongol

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Posted 11 July 2013 - 06:59 AM

Hello,

I been having quite a bit of fun with this build:

http://mwo.smurfy-ne...9a767e58a689941

#40 Bagheera

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Posted 11 July 2013 - 07:04 AM

If you want to boat MGs, the only way to do it is with 2ERPPCs and a standard engine. I think I was able to cram a 310 in there once, but the 300std worked better, iirc. LPL's are not all that great after the last nerf, so the PPCs are a better can opener for the MGs.

View PostJust wanna play, on 11 July 2013 - 06:06 AM, said:

lol why even use double heat sinks? that might coincide with one of the statements in my sig....


Probably had a build that needed DHS and it's cheaper to just leave them than swap them back and forth. I will say that extra one in the engine is a total waste, that build should just be running the base engine sinks. o.0





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