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Jagermech - Effective Builds


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#201 Punk Oblivion

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Posted 13 August 2013 - 10:33 PM

View Post1Sascha, on 13 August 2013 - 10:35 AM, said:

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 :P). 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.. :)

S.


^^^ Just as some slight optimization opinions, You can easily take out a ton each of machine gun and AC5 ammo, this will allow you to take out the CASE. You can also take out the BAP, not sure why you have it in there.

That frees up 4 tons to upgrade some weapons. (Maybe a UAC5 with a third ton of UAC5 ammo added in) Or maybe add in some more heatsinks.

Edited by Punk Oblivion, 13 August 2013 - 10:34 PM.


#202 1Sascha

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Posted 14 August 2013 - 12:01 AM

Quote

You can also take out the BAP, not sure why you have it in there.


Good question. I'm not entirely sold on the BAP so far, but it's one of those things I pack in most of my Mechs "just in case". I mean, increased sensor range and faster target ID sound pretty useful to me ... or is it just a waste of 1.5 tons and two slots?

S.

#203 bantapoo

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Posted 14 August 2013 - 02:10 AM

JM6 - DD "Maschinengewehrschütze" / "MachineGunner"

Profile

This jagermech variant fills the role of close range support and finisher on the battlefield.
Capable tearing apart internal components at an alarming rate with its huge array of machine guns, this mech is also able to go toes to toes with any heavy mech and survive the engagement thanks to its 2 Large Pulse Lasers and durable standard engine.
the "MachineGunner" employs awe and shock tactics to chew through damaged targets at fast speed.
Light scouts are strongly advised to not engage this mech as death often ensues.
Trivia: Some Terra's World War 2 historians compare the "Machine gunner" mech to the German PzKfW Mk. IV Panzer, a fast firing close range tank capable of terrorizing and devastating infantry and tanks alike.
A foolish rumor pretends that this mech is equipped with an ECM bomb capable of freezing shortly all the mechs in the battlefield.

Technical Specs

Fitted with a standard Engine 300 for speed and durability, this mech attains a respectable 82.2 kph maximum speed.
Endo steel and Ferro Fibrous is used to maximize space and tonnage.
2 Large Pulse Lasers on chain fire are equipped on each torso and cooled efficiently with 14 Double HeatSinks.
3 Machine Guns are fitted in each arm on group fire, fed by 4 tons of ammo.
An anti missile system fed by 1 ton of ammo completes the setup.

Summary

JMG DD "Maschinengewehrschütze"
STD 300, 14 DHS
ENDO, FF, max armor except legs 46/60
2 LPL on both torsos, chain fired
3 machine guns on each arm, group fired with 4 t ammo
1 AMS+ 1 ton of ammo

Edited by bantapoo, 14 August 2013 - 02:24 AM.


#204 Punk Oblivion

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Posted 14 August 2013 - 08:11 AM

View Post1Sascha, on 14 August 2013 - 12:01 AM, said:


Good question. I'm not entirely sold on the BAP so far, but it's one of those things I pack in most of my Mechs "just in case". I mean, increased sensor range and faster target ID sound pretty useful to me ... or is it just a waste of 1.5 tons and two slots?

S.

BAP is great when using LRMs, Streaks, or when spotting for people using LRMs. If you have the extra space/weight then throw it on. I just find with any dakka-jager, the weight is just too tight of a squeeze to fit on things like BAP (Or back-up lasers :-P) *fingers crossed for a ballistic Orion variant*

#205 Shadey99

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Posted 14 August 2013 - 07:07 PM

View Postbantapoo, on 14 August 2013 - 02:10 AM, said:

JMG DD "Maschinengewehrschütze"
STD 300, 14 DHS
ENDO, FF, max armor except legs 46/60
2 LPL on both torsos, chain fired
3 machine guns on each arm, group fired with 4 t ammo
1 AMS+ 1 ton of ammo


I had never seen your build before, but somehow I came up with a nearly identical Typhoon JM6-DD after seeing someone run something similar earlier (though with 2xMPL rather than 2xLPL)... Though I'm not sure how you fit the AMS in...

#206 POOTYTANGASAUR

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Posted 14 August 2013 - 07:25 PM

This is an amazing build. Odd to use when you start but a gangster that has the ability to take down anything if you are good with it. Took me 5-10 games to get fully comfortable with it. Now i have a 2.00 kd with it and average 300 damage a game (low for my K/D but that is an average and i often play while intoxicated). http://mwo.smurfy-ne...e21aaf6a1fdfdf3
You can remove a dhs for more ammo or armor but i like being very heat efficient with this build.

#207 Punk Oblivion

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Posted 14 August 2013 - 11:19 PM

^^^ Have you considered taking 4Xmachine guns instead of the two MLs/two DHS? I know its a bit of a "flavor of the month" build, but the machine guns will quadruple your DPS against unarmored sections AND make you run even more heat efficient. Though you lose a little range too.

Edited by Punk Oblivion, 14 August 2013 - 11:19 PM.


#208 Malkiv Mayhem

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Posted 15 August 2013 - 07:26 PM

JM6-FB "Legger"

The name says it all; Aim for the legs. You can easily swap ERPPC for PPC, but you're losing range for very minor heat reduction. Put your AC/2 in the first firing group, and set them to chain fire. Put the ERPPC in group 2, and set them to fire normally. Do not Alpha Strike this build. Simply aim, then hold down fire for Group 1 and Group 2 at the same time. You'll be amazed at how much damage you can put down range without overheating. The first PPC shots all but shred off the leg armor while the AC/2's finish it up. It's also fun watching people's ammo explode in their legs.

//Edit for clarity.

Edited by Malkiv Mayhem, 15 August 2013 - 07:28 PM.


#209 Koniving

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Posted 15 August 2013 - 07:38 PM

Some Jagers, if asked I can provide the builds.

2 MGs, AC/10, 3 AC/2s. No longer practical with the AC/2 ninja penalty unless you alpha strike.


2 AC/2 + 2 AC/5. Note: Ninja penalty has made firing like this impractical. But that's okay you can do even more damage if you alpha strike it.


The classic, totally unusable without alpha strikes now.


#210 bantapoo

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Posted 16 August 2013 - 12:01 AM

^ I use a similar build: 4x AC2 with 10t ammo and 2 MG.
The only way to play this is indeed through alpha of the 4 ac2s, and sticking to target long enough that he understands he should be hiding.
This build and way of playing it gives 700+ damage with peak at 1000+ damage, and 4 to 6 kills, with scores from 80 to 120.

I'm currently evaluating 2xuac5 + 1 ac2 chain fire build, which is not bad too.

#211 kesuga7

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Posted 16 August 2013 - 01:08 AM

JMG- A

4 - SRM 6 artemis - two large lasers - 15 double heatsinks - Standard engine at 63.1 kph - 36% cooling efficiency



http://mwo.smurfy-ne...b2bf5a57576b9b8


The Faster build with less heatsinks

Same weapons - 11 double heatsinks - Standard engine at 76.8 KPH - 29% cooling efficiency

http://mwo.smurfy-ne...abf7eabedb03a86

You could always drop a ton of heatsinks or engine size for more ammo but by the time i usually do run out of ammo either they are dead or i am


XL engine version - best cooling efficiency out of them all - 38% - 16 heatsinks - 82.2 KPH

http://mwo.smurfy-ne...15369109f39115c


Thoughts?

#212 Punk Oblivion

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Posted 16 August 2013 - 12:11 PM

^^^ I have always felt running 4 X SRM6's put me at a disadvantage. Either you stick with ML's and lose range, or go with LL's and run hot.

I typically run 2 X SRM6+art and then AC10/LBX10. Then either slower STD or faster XL depending on my mood

But if it's working for you, then it's all good.

#213 Silentium

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Posted 18 August 2013 - 07:21 AM

I have been running a JM6-A Build lately with this:

std260
2x AC/5
2x ML
2x SRM6
ES
FF
DHS

4 tons of AC/5 ammo
2 tons of SRM6

394 armor points

I was surprised by how effective this is. The AC/5's fire quickly enough to push baddies into cover while you get up on them with the SRMs and lasers. I generally run a dual AC/10 build, but I am really starting to like this one.

#214 Helsbane

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Posted 18 August 2013 - 07:39 AM

I run mine with a dual gauss build, backed by a pair of med lasers. Runs at 1.77 HE, using an XL 260. The trick is to never be the most dangerous thing they see. Hang back half a grid from a friendly assault and put hurt on their target. You'll be surprised at how effective it is.

I do the same basic thing with my dual AC20 model, only hanging right behind the 'shield wall'. As they push, I let them cover me, then slip out to the side and punch holes in things they've already softened. Return to position behind shield wall, pop out the other side. Lather, Rinse, Repeat.... That additional punch often takes out their primary target, allowing them to continue forward. Plus I've lost count of how many light mechs attempting to slip through and back shot them have been nearly vaporized by those huge guns....

It's just important to note that even if you run a standard engine, the Jager is a delicate snowflake, and you should avoid getting caught alone if at all possible.

#215 Chaosdrive

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Posted 18 August 2013 - 09:49 AM

I've been trying this over the past couple days JM6-DD

You have the AC/10's for a variety of ranges, the medium lasers for finishing off/when you are within brawling range and finally you have four machine guns to finish off that guy trying to smash you, all while they don't realize just how much damage you are pumping out the second they decide to try and close in.

All armour on the front is just there to demonstrate max armour.

Oh, don't forget to abuse the hell out of your high up arms as much as you can.

#216 Voidrazor

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Posted 19 August 2013 - 01:23 AM

Here's my missile boat build, Wrath. Its painfully slow but retains a fairly solid close range punch. I tried a much more zippy XL build with essentially the same armaments, but didn't like blowing up all the time. Comments welcome.

Edited by Voidrazor, 19 August 2013 - 01:23 AM.


#217 Punk Oblivion

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Posted 19 August 2013 - 11:06 AM

I was playing with this all weekend, I call it the "Limb Remover" FIREBRAND

Basically I would stick with some teammates and once in range, anything heavy and under I went right for legs/shoulders/arms. (Assaults I would go center mass/arms/or any exposed parts)

It works really well, especially against XL jagers/hunchies/ballistic mechs (I know they typically have ammo in legs and lowered leg armor).

I also took the AC20 arm off of a dozen or so Yen-Lo-Wangs this weekend with this build.

Edited by Punk Oblivion, 19 August 2013 - 11:09 AM.


#218 process

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Posted 19 August 2013 - 11:49 AM

I've been having a lot of success with this build: JM6-S

AC/20 with 4 tons of ammo
2 Large Lasers
AMS with 1 ton of ammo
STD260, Endo, Ferro, 11 DHS, 412/422 Armor

I wasn't having much luck with the symmetrical UAC/5 or AC/10 builds. My play style seems more suited towards slow-shooting heavy hitters that don't have to maintain line-of-sight for DPS. This configuration has worked well for me as a heavy-support/reluctant brawler. Like a Centurion, whichever arm doesn't house the AC/20 acts as a tiny shield. Poke with the lasers from range until you're close enough to lob a slug down field, and as always, situational awareness is key.

One of the biggest strengths I found is that this build works on every variant of Jager. Before I made the switch, my JM6-A was painful to grind with SRMs. It's also nearly as potent as my Firebrand with Gauss/PPC build; my KDR is about the same without making me feel like a cheeseball.

Edited by process, 19 August 2013 - 11:52 AM.


#219 Punk Oblivion

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Posted 19 August 2013 - 10:09 PM

View PostPunk Oblivion, on 19 August 2013 - 11:06 AM, said:

I was playing with this all weekend, I call it the "Limb Remover" FIREBRAND

Basically I would stick with some teammates and once in range, anything heavy and under I went right for legs/shoulders/arms. (Assaults I would go center mass/arms/or any exposed parts)

It works really well, especially against XL jagers/hunchies/ballistic mechs (I know they typically have ammo in legs and lowered leg armor).

I also took the AC20 arm off of a dozen or so Yen-Lo-Wangs this weekend with this build.


Oh yeah, I forgot proof of this builds awesome-ness. Got this match sunday night:


Posted Image

#220 Brkojle

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Posted 19 August 2013 - 10:25 PM

dual AC20's >>>>> everything else





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