Jagermech - Effective Builds
#141
Posted 10 May 2013 - 12:14 PM
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
Posted 14 May 2013 - 09:45 PM
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
Posted 14 May 2013 - 10:57 PM
Edited by BoPop, 14 May 2013 - 10:59 PM.
#144
Posted 29 May 2013 - 08:20 AM
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
Posted 22 June 2013 - 02:49 PM
BoPop, on 14 May 2013 - 10:57 PM, said:
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.
#147
Posted 23 June 2013 - 09:48 AM
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
Posted 05 July 2013 - 06:04 PM
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
Posted 06 July 2013 - 06:44 AM
#150
Posted 06 July 2013 - 07:07 AM
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
Posted 06 July 2013 - 10:43 AM
BoPop, on 14 May 2013 - 10:57 PM, said:
With the current snippy snipe meta I'm surprised we don't see more of these.
#152
Posted 09 July 2013 - 06:29 AM
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
Posted 09 July 2013 - 08:10 AM
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
Posted 09 July 2013 - 08:21 AM
#155
Posted 09 July 2013 - 08:27 AM
Full of win and built perfectly for trolls
Edited by ThePieMaker, 09 July 2013 - 08:29 AM.
#156
Posted 10 July 2013 - 10:10 PM
Softarget, 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
Posted 11 July 2013 - 02:07 AM
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
Posted 13 July 2013 - 08:02 AM
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
Posted 13 July 2013 - 07:41 PM
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
Posted 14 July 2013 - 01:35 AM
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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