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Jagermech - Effective Builds


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#141 DC1

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Posted 10 May 2013 - 12:14 PM

Ive done it all folks. The alpha on a pair of AC 20s is good, and its fun to have 3 UAC5s, but There's really only one way to go.
x4 ac2 (8-10 amo)
double heat-sinks
The rest is all preference really.
I love this build because it does great dmg, good suppression has a good range and high rate of fire
play: just keep macro firing till youre nearly overheated and go back to cover.

#142 AkalaOubli

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Posted 14 May 2013 - 09:45 PM

I barely got my Jagermech and had a great deal of fun with this build that's currently in the works.
Went with a Endo structure.
Four SSRM2's
Dual AC2's
Small lasers.
This is with a 260 XL engine mind you but the amount of staying power it has with a full armor loadout is actually pretty impressive. While it lacks crunch like my hunchie I'm pretty sure I can tweek it. I easily pull out 400 damage in a round if I Play well.

#143 BoPop

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Posted 14 May 2013 - 10:57 PM

well, someone might have mentioned this build. i took this thing out as a joke and first round was wow. 2 kills 3 assists, 544 dmg! quick round too. but i died hehe. ~edit, it has 5 tons of gauss ammo.
Spoiler

Edited by BoPop, 14 May 2013 - 10:59 PM.


#144 oldradagast

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Posted 29 May 2013 - 08:20 AM

Jager-mech S
3 AC5's
2 Medium Lasers
XL 265 engine
AMS
400 armor

Forget the exact number of tons of AC 5 ammo, but you get the idea. A nice, solid blasting machine. Just don't get too over confident since you have an XL engine. Let somebody else get the enemy's attention, then hammer them to death with repeated AC 5 salvos. Got over 800 damage one game with it, so it's pretty good, IMHO.

Note that Triple UAC5 may be better, but I have the worst luck with the jam mechanic.

#145 White Bear 84

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Posted 22 June 2013 - 02:49 PM

View PostBoPop, on 14 May 2013 - 10:57 PM, said:

well, someone might have mentioned this build. i took this thing out as a joke and first round was wow. 2 kills 3 assists, 544 dmg! quick round too. but i died hehe. ~edit, it has 5 tons of gauss ammo.
Spoiler



This build is no joke. LOL

Although i drop two medium lasers and have 60 shots. Boom

Try this on the DD for lols.. ..just hope you dont get tourmaline or alpine :) ;

2 AC/10
4 MG
2 Medlas
XL 260

Firepower 50, Cooling 1.4

OR

2 UAC5
4 MG
2 LL
XL 260

Firepower 50, Cooling 1.2

Edited by White Bear 84, 22 June 2013 - 03:43 PM.


#146 Munk8

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Posted 22 June 2013 - 03:46 PM

4ac2's!
Posted Image

#147 Softarget

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Posted 23 June 2013 - 09:48 AM

Jager was my first master'd mech, and still the only one I really enjoy dropping in with. I've got modules on everything but the Firebrand (Jagers need arm energy slots like they need cored torsos, IMO. Go pilot a K2, nerd.) and I've tried every loadout under the sun.

 

My favorite? 4x AC5. If you're going to run at near-max armor and still keep the 260 engine (albeit in XL form) then you're only going to have around 180 shots, which means if you want to last to end-game you need to be accurate and decisive enough to place upwards of 80% of your shots on-target. That said, IMO it out-performs every other build.

 

An Ac/40 Jager will place very highly on the damage charts with decent accuracy, but if someone gets close and starts spinning you in circles the slow rate of fire can be a death sentence.

 

A 4x Ac/2 Jager will also place highly on the damage charts, but your damage will be splashy and indirect, and if you drop into Tourmaline or Caustic you're going to cry as you watch your heat range redline in the middle of a firefight.

 

3x or even 4x UAC/5 is just not for me. It's probably amazing, if your accuracy is near 100% and you have lightning-fast reflexes and an amazing internal clock, but under my hamfisted guidance I just jam those ******** every time, and usually when it counts the most.

 

JM6-As are very good all-rounders, but you're not going to focus-fire much of anything from healthy to dead all on your own and it really only excels at killing lights. Again, you can place high on the damage charts with this guy but it's all going to be splashy damage, nothing of any real value. Making an enemy 'mech's entire body glow red is only of value to the person who actually kills it, and that won't be you.

 

TL;DR: 4x Ac/5, however, is the sweet spot. I still consistently place high on damage, 450-600 on average, but more importantly each salvo strips off components in a way unmatched by the other loadouts, which leads to more kills and, most importantly, does more to help your team out. The range of the guns is also in the sweet spot. At anything over 500 yards, even with enhanced zoom, firing a ballistic is just sub-optimal. I find I need nearly every round I can carry, and I'd rather make sure I'm damaging what I intend to as opposed to just plinking some random body part from across the board.

Edited by Softarget, 23 June 2013 - 09:50 AM.


#148 Kpoc12

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Posted 05 July 2013 - 06:04 PM

I know these will already have been done before, but i would like to get an opinion on these 2 DD builds.
http://mwo.smurfy-ne...530583e7086b226
and
http://mwo.smurfy-ne...5a47b520bedcb82

One is a 2xAC2, 4xMGN, 2xERPPC build which appeals to me because it has a mix of "damage over time" ballistics plus a couple of hard hitting energy weapons.

The other is a 1 Gauss, 5xMGN, 2xERLL build for pretty much the same reason.

Appreciate some feedback while I grind the C Bills.

#149 Silentium

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Posted 06 July 2013 - 06:44 AM

I really like dual AC/10's +4/5t ammo; the rest is mix and match to preference/chassis. Decent range, decent punch, fits on any jager chassis. I thought 20's demanded too much sacrifice, as did guass, but I might try my hand at a guass build soon anyway.

#150 BigBangA1

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Posted 06 July 2013 - 07:07 AM

I have been having a lot of success with this version of the JM6-DD.

JM6-DD

While it lacks range, it is wonderful in a brawl. The LB 10X's do a fair amount of damage, and when combined with the machine guns can do a sustained 12 dps and never overheat. Plus the crit seeking aspects of both weapons are great at tearing up internals and causing ammo explosions. Throw in the damage from the medium lasers and the speed from the XL280, and you have a flanker/brawler that can cause havoc if it gets behind the enemy. Here are some screenshots:


Edited by BigBangA1, 06 July 2013 - 07:11 AM.


#151 Raso

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Posted 06 July 2013 - 10:43 AM

View PostBoPop, on 14 May 2013 - 10:57 PM, said:

well, someone might have mentioned this build. i took this thing out as a joke and first round was wow. 2 kills 3 assists, 544 dmg! quick round too. but i died hehe. ~edit, it has 5 tons of gauss ammo.
Spoiler


With the current snippy snipe meta I'm surprised we don't see more of these.

#152 Jungle Rhino

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Posted 09 July 2013 - 06:29 AM

I also like the dual AC10s as you have a bit more range than the AC40 so you can participate in the intial PPC/Guass/ridgecamp fest that inevitably occurs on most maps. But then when things do get up close you have great sustained DPS on the ACs. You can pick up a lot of kills if a sustained brawl develops, especially on hot maps.

Also I carry 4x ML with the dual ACs so can still put just as big an alpha down as the AC40 as needed.

#153 oldradagast

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Posted 09 July 2013 - 08:10 AM

I've also been having fun lately with a dual AC10 build - that, and 2 medium lasers, Endo, XL 265, AMS, and double heatsinks.

The Dual AC10's have less DPS than the 3 AC5's, but they have a higher alpha, and for whatever reason, I seem to do better with them, which is probably just my playstyle. Even in a horrible match with bumbling PUGS, I can still put up over 400 damage with this build without too much trouble. It also doesn't have the ear-splitting "hammer on anvil" sound that comes with the "improved" AC5 sound effects from the last patch, so your team-mates may be grateful for that, haha...

#154 jper4

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Posted 09 July 2013 - 08:21 AM

jager S- ac20 w/ 5 tons of ammo, 4ML std 260 engine and 400/422 armor, heat eff 1.4- works pretty well for me. usually lead with the lasers (cause 4 MLs? "bah just some light being annoying") which lets me line up the ac20. damage is a bit more scattered around than on the ac40 jager but it's still 40 points if i choose to alpha. and the std engine is great when someone blows off a torso for "ok it's dea..why is it still shooting me?" moments.

#155 ThePieMaker

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Posted 09 July 2013 - 08:27 AM

http://mwo.smurfy-ne...13f9c9a1cbbc0ee

Full of win and built perfectly for trolls

Edited by ThePieMaker, 09 July 2013 - 08:29 AM.


#156 Agentpony

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Posted 10 July 2013 - 10:10 PM

View PostSoftarget, on 23 June 2013 - 09:48 AM, said:

...
JM6-As are very good all-rounders, but you're not going to focus-fire much of anything from healthy to dead all on your own and it really only excels at killing lights. ...

I freguently run into hardpoint issues with the A, but its still the most versatile mech in my arsenal. It can do so many things well that I often even change successful loadouts between matches to shake things up.

That being said, I currently run AC10+AC20 w/3t ammo each and 2ML with a 260XL. If you can restrain yourself from being the first into the fight, this setup gives a nice 1-2 punch without being too much of a cheese build (I avoid the biggest-alpha-builds on purpose).

#157 Wintersdark

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Posted 11 July 2013 - 02:07 AM

Come such a time as SRM's finally get fixed, the JM6-A will be an awesome mech.

Until then? Meh.

Anyways, as far as I'm concerned:

JM6-DD: 5xAC2, XL260, 6 tons ammo, 12 DHS.

Otherwise, until something changes, I'd just run 2AC20/4ML, 2gauss/2ML, 3 UAC5/2ML

I really want to see SRM's buffed, though, then my -A would come out of retirement.

#158 AntonToo

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Posted 13 July 2013 - 08:02 AM

I've been playing around with Jagger mechs for a month now and this is my favorite build so far:

JM6-A 300xl 2xPPC uAC5 LRM15

Doesn't look like much at first, but this build is very heat efficient, packs a punch at most ranges, and is very tactically versatile. You never find yourself not having a weapon for the job and 300xl makes for a pretty fast mech. I average around 500 dmg a game.

Weapon groups: I have 2xPPCS on 1, uAC5 on 2 and LRM on 3.

4xLL 340XL Firebrand is pretty good for cut-and-run tactics.

2x20 works, but is really a good one trick pony that eventually will leave you bored at best, frustrated at worst.

Edited by AntonToo, 13 July 2013 - 08:10 AM.


#159 Apocryphic

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Posted 13 July 2013 - 07:41 PM

Some good ideas and variety here. I've been playing mainly Catapults, but the Jagermech's arms are much better for ballistics. I see (or maybe just notice the huge damage from) a lot of dual AC/20 and Gauss loadouts.

My favorite right now is the JM6-A with dual Artemis LRM-15s and a short range mix, pretty similar to Hii Power's, but with MPLs and MGs instead of the dual LLs. Plenty of ammo and LRM hunting lights have a tendency to melt under sustained fire.

I'm seeing a lot of MG ammo on a couple of these builds, perhaps too much. Using various (2/4/6 MG) builds, I've yet to actually run out in combat with 1t ammo per 2 MGs.

#160 Punk Oblivion

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Posted 14 July 2013 - 01:35 AM

Someone in another threat pointed out that the FB can put a gauss/ppc in an arm together, I had never thought of that, so I am currently running a JM6-FB with:

XL300
Gauss (4T ammo)/ERPPC in one arm
4 ML
15 DHS

It's a great combo to harass/flank with, you can pop off long range shots while only exposing 1/8 of your mech. Then the ML's help once the lines collapse or you have to deal with lights or other mechs in close. It runs decently cool, even when mashing the alpha button.

There is also a lot of wiggle room to add/subtract gauss ammo, ML's (can have up to 5), engine size, armor, heat sinks to fit your personal tastes.





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