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Jagermech - Effective Builds


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#181 Sathaless

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Posted 29 July 2013 - 06:38 AM

View PostevilC, on 29 July 2013 - 05:17 AM, said:

CASE will stop ST hits potentially causing an ammo explosion, which might destroy your XL.
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.


I thought CASE prevented explosions from going into adjacent body parts, basically "containing" the explosion in the body part that the CASE is in.

#182 evilC

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Posted 30 July 2013 - 05:25 AM

Hmm, I was under the impression that CASE stopped one piece of ammo exploding from triggering the next piece, but I found this rather good explanation of the mechanics, so it appears you were entirely correct.

There is also some really good info on that page about ammo placement (ie head used first so OK place to store ammo)

#183 Wrathful-Khan

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Posted 31 July 2013 - 11:56 AM

I've tried all kinds of combinations of AC.

In the end I decided the best is actually Dual AC-10. The weight you save vs 20's means you can almost max armour and carry plenty of ammo, and the DPS is actually higher whilst maintaining a decent (albeit smaller) alpha. It is also effective at longer ranges and therefore more versatile.

I would also like to point out that when I experimented smaller calibre guns I did much more damage per round, but it was spread out so in fact resulted in less kills.

2 medium lasers serve for a backup weapon.

Do try it, I average 2-3 kills per round and rarely die with this build.

#184 Punk Oblivion

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Posted 01 August 2013 - 12:04 AM

View PostIndiandream, on 31 July 2013 - 11:56 AM, said:

I've tried all kinds of combinations of AC.

In the end I decided the best is actually Dual AC-10. The weight you save vs 20's means you can almost max armour and carry plenty of ammo, and the DPS is actually higher whilst maintaining a decent (albeit smaller) alpha. It is also effective at longer ranges and therefore more versatile.

I would also like to point out that when I experimented smaller calibre guns I did much more damage per round, but it was spread out so in fact resulted in less kills.

2 medium lasers serve for a backup weapon.

Do try it, I average 2-3 kills per round and rarely die with this build.

Not sure what variant your using, but I was always a big fan of using a DD with an AC10 on one side and 3 AC2's on the other side, it's a good mix of pinpoint damage and high DPS.

View PostDie Primate Die, on 31 July 2013 - 03:09 PM, said:

Here is my Firebrand with NO xl engine so it can brawl and not blow up. It does respectable damage with low heat and even allowed me to use a Flamer while this mech is off worshipping the devil!
http://mwo.smurfy-ne...270e6e5387468f0

Bit of a weird build, but I like weird builds :-P I personally would trade your left side ML and flamer, so the ML's were together and the flamer/MG were together, But that's how I like to group weapons is all.

Edited by Punk Oblivion, 01 August 2013 - 12:08 AM.


#185 Wrathful-Khan

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Posted 01 August 2013 - 08:38 PM

View PostPunk Oblivion, on 01 August 2013 - 12:04 AM, said:

Not sure what variant your using, but I was always a big fan of using a DD with an AC10 on one side and 3 AC2's on the other side, it's a good mix of pinpoint damage and high DPS.


JM6-S

TBH I just dont rate banks of AC2. They spread the damage around too much so it takes too long to kill enemies (Which means they have time to kill me). Consider myself a reasonable shot, but I'd prefer to make 6 or 7 good shots to the core (with AC 10) to destroy an enemy rather than try to keep 30 odd shots on target (with AC2).

If I need an increase in fire rate I can always chain fire.

#186 Punk Oblivion

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Posted 01 August 2013 - 09:18 PM

^^^ I just fire all three AC2's together, so it's likes an "AC6", but with a super high fire rate (and heat output...)

#187 arkwar

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Posted 03 August 2013 - 04:59 PM

Weird build incoming... Advice would be appreciated. I'm actually doing not horrible with it; I generally don't end a game with less than 300 damage, and I hit mid-800's once. If anybody has a more viable build for the JM6-S using the standard engine and full armor (minus some legs for weight) I'd be very interested to see it! I'm using the stock engine to save money; I'm basically just using this mech to unlock the elite proficiencies.

JM6-S 1xGauss, 3xMG, 4xML, 1xAMS, STD260

http://mwo.smurfy-ne...e43e89638155c47

Edited by arkwar, 03 August 2013 - 05:13 PM.


#188 Raso

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Posted 03 August 2013 - 05:27 PM

View PostIndiandream, on 01 August 2013 - 08:38 PM, said:


JM6-S

TBH I just dont rate banks of AC2. They spread the damage around too much so it takes too long to kill enemies (Which means they have time to kill me). Consider myself a reasonable shot, but I'd prefer to make 6 or 7 good shots to the core (with AC 10) to destroy an enemy rather than try to keep 30 odd shots on target (with AC2).

If I need an increase in fire rate I can always chain fire.


Try swapping the medium lasers in your AC10 build out for a set of 4 small lasers. They pack a punch up close and deal more damage spread our less to any, zippy close range, harassers. You also get a bit of redundancy. I don't know about you but my side torso is always the first thing to go up close. I've had many a fights where I'd lose a single small laser but could keep on going because I had 3 more plus my dual AC10s.

#189 Silentium

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Posted 03 August 2013 - 09:45 PM

View PostRaso, on 03 August 2013 - 05:27 PM, said:


Try swapping the medium lasers in your AC10 build out for a set of 4 small lasers. They pack a punch up close and deal more damage spread our less to any, zippy close range, harassers. You also get a bit of redundancy. I don't know about you but my side torso is always the first thing to go up close. I've had many a fights where I'd lose a single small laser but could keep on going because I had 3 more plus my dual AC10s.


I'll have to try that, it seems like I always lose one of my mediums early.

#190 Raso

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Posted 04 August 2013 - 06:35 AM

View PostSilentium, on 03 August 2013 - 09:45 PM, said:


I'll have to try that, it seems like I always lose one of my mediums early.


Yeah your side lasers are very vulnerable so double up if you can! If you're comfortable with less ammo, smaller ballistics or an XL engine you could even mount quad medium lasers but I find that those sacrifices are too great for my tastes.

The thing is that the small lasers are for up close only. Period. Your AC10s do all the long range talking while your small lasers are for anyone to dares to get too close. The refire rate and short beam duration allow you to score some serious hits while waiting to line up that perfect shot on those pesky lights and mediums with your AC10s.

#191 Punk Oblivion

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Posted 05 August 2013 - 11:57 PM

I just had to post this build, I have been decimating with it tonight, I've had like 6 matches in a row with 3-5 kills and 800+ damage.

FIREBRAND

Basically because of the different fire rates, there is almost always at least one weapon available to fire that causes cockpit shaking and smoke/sparks to enemy mechs. And in a pinch you can mash the alpha button for a small boost of quick damage from the UAC5

Edit: This build will work on all Jagers, Just with the firebrand you get the bonus of all weapons being in the arms

Edited by Punk Oblivion, 05 August 2013 - 11:58 PM.


#192 Arend

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Posted 06 August 2013 - 12:41 AM

This is my 3x UAC5 and 2x ML Setup i am using for DD and S

http://mwo.smurfy-ne...7631e38ea037be5

for the A i use this AC20, 2x ASRM 6 and 2x ML

http://mwo.smurfy-ne...bea4ce147516076

For the Firebrand i usualy use this 2x UAC5 and 2x LL

http://mwo.smurfy-ne...1934d86780fdaf1

or this 2x ERPPC and 2 AC5

http://mwo.smurfy-ne...e02ce7c2f1fb824

otherwise for all Chassis is the 2xl AC20 and 2 ML Setup still pretty good, even after the Heatnerf

http://mwo.smurfy-ne...f615f99f658b497

#193 TheKildar

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Posted 06 August 2013 - 05:31 AM

Jagermechs are probably my favorite/best mechs, while my main now is a Firebrand, which i run with two PPC's and a gauss rifle and absolutely destroy everything and everyone, I had alot of fun with the DD, which as a couple of other people have mentioned i had the most success with using two or three A/C2's and a gauss rifle or A/C10. number of a/c2's and gauss or a/c10 really comes down to personal preference and how much ammo/backup weapons you want to carry, but both can be very effective.

#194 Royalewithcheese

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Posted 07 August 2013 - 03:50 PM

Any opinions on the ammo situation in our brave new 12v12 world?

Personally, I feel like it's definitely an issue. I'm rationing my shots and taking out everything that isn't armor, engine, AC/20, robot, or AC/20 ammo so that I can fit in more AC/20 ammo.

#195 Punk Oblivion

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Posted 07 August 2013 - 10:03 PM

^^^ I would say either don't run the dual AC20 build anymore. One AC20 with a heavier laser array will help. The large pulse laser got a small buff, it's a good weapon but does run hot because of the fast fire rate.
AC20+2PPC is still a good combo as well.

Other than that, AC10/LBX10/UAC5 are all good choices to mix and match, and have better ammo/ton.

But to address the core problem, ballistics weapons just got an unintentional nerf with 12V12... hope this gets addressed soon

#196 Royalewithcheese

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Posted 08 August 2013 - 04:29 AM

The weird thing is that I'm actually pretty okay with how AC/40 performs right now - it tends to convert that ammo into momentum for your team quick, and by the time you're running out of ammo you've done your job.

However, I am definitely considering the AC20/PPC/ERPPC or Gauss/PPC/ERPPC set-ups too - I haven't got a PPC yet, but they really do seem the way to go these days. And the AC/20 vs. AC/10 gap does seem a lot closer when I'm firing my AC/20 one shot at a time mostly anyway :)

Edited by Royalewithcheese, 08 August 2013 - 04:31 AM.


#197 Wrathful-Khan

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Posted 09 August 2013 - 11:53 AM

Anyone loading an AC/20 with laser backup: Congratulations you just turned your Jager into a hunchback.

#198 Punk Oblivion

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Posted 09 August 2013 - 09:32 PM

Actually I could do that really well on my Firebrand :-P

Tis not our faults though, 12V12 nerfed all ballistics by way of ammo shortage

#199 AntonToo

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Posted 10 August 2013 - 11:05 AM

So ERLL was buffed and PCCs nerfed, time to put that to use:

FIREBRAND:
3xERLL (group1 chainfire), 3xML, 2xMG (group2 burst) 340xl

http://mechromancer....1,0,1,0,0,0,0,0

This thing is monster, tears everything apart at any range and is super quick in the fights. Heat management is great too and you can 3ML and 2MG non-stop in close-up fights without over heating and as soon as you have some extra heat to spare you throw in a ERLL hit.

Edited by AntonToo, 10 August 2013 - 11:13 AM.


#200 1Sascha

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Posted 13 August 2013 - 10:35 AM

Haven't checked all the builds in this thread, so I may be posting one that's already been brought up by someone else:

My JM6-DD "Dauerfeuer"

260 Std. Engine
Std. Armor
Endosteel
Double HS

Armement:
1x AC5 with 90 shots
5x Machine Gun with 6000 rounds altogether (plenty)
2x ER Large Lasers

It's a tad light on armor at 384/422 since I like to run AMS and BAP whenever possible. It's still ok-ish on survivability (for a Jäger ;)). I may ditch a ton of MG ammo and put it back into armor, since I have yet to play a mission where I run out of bullets for the little buggers.

This build really is a blast. MGs are such deathmachines at close range if you can find an enemy with weakened armor - or weakened his armor yourself with the ER lasers and the AC. This many MGs seem to freak a lot of guys out when they're caught in the sights of my lead-hose. Others seem to (foolishly) ignore them.. B)


S.





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