Jagermech - Effective Builds
#161
Posted 14 July 2013 - 01:52 AM
#162
#163
Posted 15 July 2013 - 11:08 PM
LBX10/ERPPC, with two SRM6's.
JM6-A
This works well, decent heat management, some damage at all ranges, decent damage output.
Two large lasers, with four SRM6's
JM6-A
This build loses the long range capabilities and runs fairly hot, but you gain a lot more burst damage up close.
Of course if the LBX gets a buff, I will probably fit on two lbx's with as many SRM's as I can after that with a lot smaller engine. But that is a big if...
#164
Posted 16 July 2013 - 05:45 AM
Punk Oblivion, on 15 July 2013 - 11:08 PM, said:
Two large lasers, with four SRM6's
JM6-A
This build loses the long range capabilities and runs fairly hot, but you gain a lot more burst damage up close.
I've never been a huge fan of XLs on the Jager ESPECIALLY not on a brawler.
http://mwo.smurfy-ne...31d3bfaff314f4f
Here's I've gone with SRM4s for the faster refire rate and tighter spread. I' retain the speed of the 300 engine while also gaining increased heat efficiency.
Another option would be to (reluctantly) forgo the large lasers in favor of medium lasers. This allows you to install a larger engine, SRM6s and a few more heatsinks.
http://mwo.smurfy-ne...9526bac59e98b74
But that's just me, I hate running XLs in my Jager.
#165
Posted 18 July 2013 - 08:14 PM
WTB Large Pulse laser buff
Edited by Punk Oblivion, 19 July 2013 - 10:20 PM.
#166
Posted 19 July 2013 - 11:15 PM
JM6-FB-LASER
This uses a 300 STD so it has some good sustainability in close combat. It runs a little hot on the warmer maps, so you have to really take a deep breath and pick your shots when you are near max heat.
JM6-FB-BALLISTIC
This came about later in the day, there were so many assaults out for the tourney that I changed to a support build.
It basically uses the FB's laser/ballistic arm hard point combo to play mid-long range harasser. This has decent heat management, with the exception of prolonged fire on a target that is tunneled in on a teamate. It uses an XL280, but use of cover and the constant AC2 barrage help negate damage. (Make sure to start firing the AC2's a quarter second apart for maximum annoyance)
Edited by Punk Oblivion, 19 July 2013 - 11:17 PM.
#167
Posted 20 July 2013 - 08:21 AM
http://mwo.smurfy-ne...519868a1f69bc1c
I call it, the big cheese!
Yup It's cheesy, and sadly works well enough I guess in the current meta. It does seem to generate a good amount of hate when used.
Just don't forget to paint yourself bright yellow, if ya gonna do cheese, ya have to look it too!
Edited by Oriius, 20 July 2013 - 08:28 AM.
#168
Posted 20 July 2013 - 08:36 AM
#169
Posted 23 July 2013 - 10:11 AM
#170
Posted 24 July 2013 - 08:50 PM
DD:
2x UAC5
4MG
2MPL
15DHS
XL300
The thing is potent at mid range with two ultras. It is total facewreck in close range. And it is fairly nimble, runs fairly cool, and sounds WICKED AWESOME.
A:
2 AC2
2 SRM4
2 SRM6
12 DHS
std 260
This has good long-ish range support fire. Just hang back a little, and wait for some enemy to think it is safe to position for a snipe, and pang pang pang pang away. When something gets snooty and comes in close SRPRIZ 40 POINT SRM SPANK. The SRM will get the heat up, but anything less then 60 tons usually says F that noise and runs off. Protip: Try SRM spank into the back of unaware atlas.
Firebrand:
2 UAC5
2 ERLL
XL 280
15DHS
Fast enough after tweak to get around well. Solid range to hit foes with ERLL, and still excellent for foolish lights that try to charge you. 2 ultras is of course potent for mid/close range on bigger targets. Use the ERLL, hold the ultra fire for brawl encounters, or if you can really splat something unaware of your presence. Advance, unload until Ultra's both jam, retreat. Use just ERLL at range from behind some cover. They will do dmg out to 1000M, though it is really reduced. Still, it is usually enough to make chicken shizzer PPC snipers back down from their perch and reposition, which buys you and the team time to close on them.
havent bought the 4th one yet.
#172
Posted 25 July 2013 - 03:56 PM
Punk Oblivion, on 25 July 2013 - 11:08 AM, said:
FIREBRAND
Going from XL 265 to a 280 only takes 1 ton. I am sure I just sacrificed a ton of ammo for the extra speed. Or maybe I dropped more armor off, i would have to look to be sure, but I am guessing one less ton ammo.
Also, while the LL helps fight heat during closer range fights, I really find the extra 200M or so range to be very useful on some maps from the ERLL. Of course, I dont usually alpha strike this loadout either, and save the ultra ammo for less "snipey" shots, if that makes sense.
I am not some uber player on an uber rig with uber cable net connection living in PGI's backyard, but in 60 matches with the Firebrand with this loadout my W/L is 1.57 and the K/D( I do not value this stat whatsoever but I know others do) is 2.28. So I figure if I can manage a solid positive history with this loadout playing with my 1996 IBM optical 3 button mouse, someone "serious" could likely really wreck it.
#173
Posted 25 July 2013 - 06:04 PM
2xAC10
4xMG
2xMLas
Love it.
#174
Posted 25 July 2013 - 10:55 PM
Eldagore, on 25 July 2013 - 03:56 PM, said:
Also, while the LL helps fight heat during closer range fights, I really find the extra 200M or so range to be very useful on some maps from the ERLL. Of course, I dont usually alpha strike this loadout either, and save the ultra ammo for less "snipey" shots, if that makes sense.
I am not some uber player on an uber rig with uber cable net connection living in PGI's backyard, but in 60 matches with the Firebrand with this loadout my W/L is 1.57 and the K/D( I do not value this stat whatsoever but I know others do) is 2.28. So I figure if I can manage a solid positive history with this loadout playing with my 1996 IBM optical 3 button mouse, someone "serious" could likely really wreck it.
I see. I think 5 tons of ammo for 2 UAC5's is actually cutting it close haha. But I use the UAC's as my main weapons and the LL's as a secondary/dmg boost weapon. I usually stick with the assaults, let them take the attention, then let loose on the distracted enemy, full speed on the UAC's. Once they jam, I duck into cover/reposition
#175
Posted 25 July 2013 - 11:25 PM
Favorite builds;
1.Dual Gaus
2. Dual UAC5, dual LL
3. 5 MG DD (No XL )
#177
Posted 29 July 2013 - 03:18 AM
2x AC-5, 5x ML, 1x ER-PPC, 15 DHS, XL280, 3x AC-5 Ammo:
http://mwo.smurfy-ne...3950492e07b9e22
All slots used...
#178
Posted 29 July 2013 - 04:00 AM
Works on a Jager A or DD (Best on DD for the torso twist).
The reasoning:
AC2s run too hot to use more than a couple at a time, even then you cannot keep firing at full rate for extended periods.
UAC5s are better heat wise but despite significant improvements over the AC5, lack enough fire rate even in pairs.
3xUAC5, while delivering a decent ROF, are a bit heavy.
So we take advantage of the fact that an AC2 fires just over twice as quick as a UAC5 by pairing one AC2 with two UAC5s.
This provides a ~40% DPS increase over 2xUAC5 and *doubles* the ROF.
Also, luckily, the ammo counts work out exactly too. UAC5 is 25 shots/t and AC2 is 75
So by keeping a ratio of 3 UAC to 1 AC2 ammo, we have exactly even ammo counts. We have two UACs, but one AC2 firing twice as often, so the ammo counts stay perfectly even in chain fire mode.
To round this puppy off, you need a macro to time your shots. Please see the "Fire Control" link in my sig for that. When using this setup, put the UACs in group 3 on chain fire, and the AC2 in group 4 and use the following settings in my macro:
Fire Sequence: 3,4
Fire Rate: 275
Limit Fire Rate: On
Edited by evilC, 29 July 2013 - 04:03 AM.
#179
#180
Posted 29 July 2013 - 05:17 AM
I don't think it is *as* effective as when using a STD engine, but I don't think it is pointless.
Whatever, it is not that part of the build that is important, it is the weapon loadout. Remove CASE and go up to a 270XL if you want.
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