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Jagermech - Effective Builds


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#241 Wintersdark

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Posted 26 August 2013 - 04:29 AM

Jm6-dd - ac20, 2xppc, 3xmg, xl 255

Hit like an ac40, without the range limitations and ammo reliance,with three MG's pushing up your brawling DPS without heat. Its a build I'd never considered before the heat scale but its vastly superior to the ac40.

Start at long range hammering with the ppc's. When things get close, open up with the ac20 as well, and very close/hot switch to pure ballistics. Its an absolute beast.

#242 Qrbaza

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Posted 26 August 2013 - 10:14 AM

Dont know about you people but i find those builds effective considering my playstyle.
JM6-A: (LRM harrasment on front lines so enemy take cover to give my team an edge)
STD 245
AMS (1t of ammo)
13xDHS
1xAC5 (2t of ammo)
1xMG (1t of ammo)
2xMPL
4xLRM5 3t of ammo)

JM6-DD: (Snipe armor off than face huging with em MG's. Runs little hot since heat patch but its okay)
STD 315
AMS (1t of ammo)
12xDHS
2xERPPC
6xMG (3t of ammo)

JM6-S: (All around tactics mostly flanking and brawling to death mostly ;) )
STD 295
AMS (1t of ammo)
18xDHS
2xML
2xLL
4xMG

I do good with all 3 of them so i dont have my favour but i do experiment alot so i tend to improve loadouts gradualy...

#243 L Y N X

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Posted 26 August 2013 - 10:22 AM

OP, XL engines in Jagermechs are NOT a must. imho, XL engines are a disadvantage in Jagers, here is why.

The side torso on a Jager is very easy to aim for and hit, it has close to half the armor of the CT, if the Jager has an XL then it dies when it loses a L/RT, where with a standard engine, it only loses half its firepower, yet remains in the match alive and still able to damage and kill other wounded mechs.

My most effective build is centered around dual UAC5's and at least 7/8 tons of ammo. I love killing jagers with lightly armored legs and those with XL engines, they die so dang quickly it makes me feel better than I actually am.

one last thought, if you are not surviving to the final moments of a match then you are gimping yourself somehow, figure it out, but if you die early, then you cannot do any further damage, kill mechs, or cap bases. even a zombie jager can still cap.

Edited by 7ynx, 26 August 2013 - 10:25 AM.


#244 D1al T0ne

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Posted 26 August 2013 - 08:20 PM

I run a very risky FIREBRAND build that I like to call "Peek a BOOM". It's almost stock except I pulled the medium pulse lasers off of the torso to regain four tons, then I added two more double heat sinks and two more tons of AC/2 ammo.

I like to go in with the assaults, which means I don't run out ahead of them and get killed, and when the assaults find a target, I do my best to peel off and flank the targets, or simply use cover and provide fire support for the assault.

FIREBRAND

#245 MechanicSamurai

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Posted 29 August 2013 - 01:12 AM

Currently there is nothing better than a 3x UAC5 Jager with a nice XL, full armor and a lot of ammo. Since the UAC 5 is tweaked, its the weapon of the week and you will win games with 700 dmg and 3-4 kills constantly, if you know how to play the Jager.

My variant:

http://mwo.smurfy-ne...c283ac3f14f33eb

#246 PPO Kuro

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Posted 29 August 2013 - 05:04 AM

I like using this. Maybe not the most effective build, but sure as heck fun to use when the armour is gone on a enemy mech ;)
JM6-DD

#247 Hauser

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Posted 29 August 2013 - 06:08 AM

Because I can't **** this build often enough:

JM-FB 340XL, 4x mlas, 2x PPC

The build has enough cooling to fire the PPCs nearly constantly and the speed to give you the opportunities to do so. So your base strategy should be to keep the DPS up without gaining heat. While doing this you have to memorize the weak spots on enemy mechs. You won't always be able to shoot the same target. Instead of waiting you switch to another target. When your original target shows up you hit him in the damaged parts.

Ideally you never let a fight come close but when it happens you can do 150 points of damage in 15 seconds before over heating. This should be enough for a kill. Once you've made the kill, retreat to cool down.

#248 Royalewithcheese

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Posted 29 August 2013 - 06:27 AM

Tried out the LBX Jager to see if the buffs helped any - IMO they didn't and I want my 1.6 mil back :)

Basically useless outside of a facehug, and you can kill internals faster w/ real guns like the UAC or the AC20.

#249 MechanicSamurai

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Posted 29 August 2013 - 08:31 AM

View PostHauser, on 29 August 2013 - 06:08 AM, said:

Because I can't **** this build often enough:

JM-FB 340XL, 4x mlas, 2x PPC


I like the idea that it runs over 90 kph, but on the other hand a Jager without ballistics feels strange. You can bring this setup easily to a QKD 5K.

#250 Hauser

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Posted 29 August 2013 - 03:47 PM

View PostMechanicSamurai, on 29 August 2013 - 08:31 AM, said:

I like the idea that it runs over 90 kph, but on the other hand a Jager without ballistics feels strange. You can bring this setup easily to a QKD 5K.


I used to play my Jagers with AC10s and I liked the play style. Being able to replace the AC10's with the PPCs made the Firebrand an easy buy. It sacrifices a bit of sustained dps but the extra speed is worth it.

I'm working on QKD now but they don't cut it as a long range build. They're 5 tons lighter and don't have the high mounted arms.

#251 Raso

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Posted 30 August 2013 - 06:37 PM

Guys I'm not sure what's going on here but I've been having some of my best games of all time in my JM6-S with dual LBX10s and squad medium lasers. I mean I'm getting upwards of 6 kills a match with assists on no less than 10 enemy units and averaging 500 damage per round.

Nothing makes sense anymore! What's next, machine guns that deal damage?

#252 Royalewithcheese

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Posted 03 September 2013 - 06:12 PM

If you put enough bad weapons on the same robot, do they become good weapons? I don't know, but let's find out!

http://mwo.smurfy-ne...dd5d28e914d8410

Shotty Atlas has convinced me that 2xLBX is worth carrying. SRM2s now sync up with LBX. Is this enough to elevate a questionable loadout?

UDPATE: Don't like. SRM2s go everywhere and don't seem to converge well. My favorite shottie Jager thus far backed the shotties up with 4 Medium Lasers.

Edited by Royalewithcheese, 04 September 2013 - 04:36 AM.


#253 Raso

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Posted 03 September 2013 - 06:24 PM

View PostRoyalewithcheese, on 03 September 2013 - 06:12 PM, said:

If you put enough bad weapons on the same robot, do they become good weapons? I don't know, but let's find out!

http://mwo.smurfy-ne...dd5d28e914d8410

Shotty Atlas has convinced me that 2xLBX is worth carrying. SRM2s now sync up with LBX. Is this enough to elevate a questionable loadout?


I am genuinely envious of your shotgunnage.

#254 Xoxim SC

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Posted 03 September 2013 - 07:01 PM

Shoot all Jagers in the legs, check!

#255 Punk Oblivion

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Posted 03 September 2013 - 11:29 PM

I have been having good luck with LBX10 on one side and AC10/PPC on the other side.

Also LBX10 on one side and UAC5/PPC on the other side.

One LBX is a decent weapon to bring now. It is devastating to exposed parts, even at 300-400 meters. But still lacks the fast armor-removing power of a lot of other weapons.

#256 PPO Kuro

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Posted 04 September 2013 - 12:32 AM

This build is a hoot: JM6-DD I can't believe the amount of carnage I can deal with this baby, I'm giggling like mad when piloting this Mech. They actually made the LB10X usable! *Shock*

And it's handy when using against my pain in my backside, Aka light pilots ^^

Edited by PPO Kuro, 04 September 2013 - 12:32 AM.


#257 Kurkotain

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Posted 04 September 2013 - 02:04 AM

View PostRoyalewithcheese, on 03 September 2013 - 06:12 PM, said:

If you put enough bad weapons on the same robot, do they become good weapons? I don't know, but let's find out!

http://mwo.smurfy-ne...dd5d28e914d8410

Shotty Atlas has convinced me that 2xLBX is worth carrying. SRM2s now sync up with LBX. Is this enough to elevate a questionable loadout?


Been running a similar JM6-A, for like 3 months. since the start of ppcwarrior:online and before the lb10x buff, just to show everyone a real manly weapon for brawlers, but instead of quad srm2s i boat quad srm4s
srm2s make it far too hot :(

fire rate is so high you go into the brawl cackling like a maniac, blowing up everyones faces, until the 4th alpha overheats you and its sad face for you. then you blow up.

Its an all or nothing build, either finish it quick, or die trying.

srm4s make me really choose my shots. i end up dealing more focused damage, because of the fire rate stagger.

also, removed 2 dhs for 2 mediums, theres nothing worse than running out of ammo, with those ammo intensive weapons (because of the insane tonnage requirements of dual lb10x (6 tons from dual ac20) and have no backup weapons.

In that respect quad srm2s might fix the problem, but youll probably need to invest the tonnage on DHS and ammo to keep those srm2s firing.

The weight buff made the lb10x more sustainable (2 more tons of ammo) and the spread cone buff just made it really sweet. can really fire it out to 400 m without excessive spread now.

Edited by Kurkotain, 04 September 2013 - 02:05 AM.


#258 Royalewithcheese

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Posted 04 September 2013 - 04:38 AM

View PostPunk Oblivion, on 03 September 2013 - 11:29 PM, said:

One LBX is a decent weapon to bring now. It is devastating to exposed parts, even at 300-400 meters. But still lacks the fast armor-removing power of a lot of other weapons.


Yeah, two feels really heavy for a 65 ton robot. I've had a lot of luck with them on the Atlas, though, to the extent that I feel comfortable saying that shottie Atlas is actually good now. I think this has a lot to do with the fact that you can back them up with SRM6+A and defensively torso twist pretty effectively between shots.

Edited by Royalewithcheese, 04 September 2013 - 04:39 AM.


#259 NineTails

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Posted 04 September 2013 - 02:02 PM

View PostRoyalewithcheese, on 04 September 2013 - 04:38 AM, said:


Yeah, two feels really heavy for a 65 ton robot. I've had a lot of luck with them on the Atlas, though, to the extent that I feel comfortable saying that shottie Atlas is actually good now. I think this has a lot to do with the fact that you can back them up with SRM6+A and defensively torso twist pretty effectively between shots.


I think that has more to do with the SRM6+A is really really good right now rather than LB-X finally being good. The UAC is both lighter than better than the LB-X. Any time I see someone boosting an LB-X build, I always think 'well, yeah, but it'd be even better with UACs and more other guns'.

#260 Raso

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Posted 04 September 2013 - 05:39 PM

View PostRoyalewithcheese, on 04 September 2013 - 04:38 AM, said:


Yeah, two feels really heavy for a 65 ton robot. I've had a lot of luck with them on the Atlas, though, to the extent that I feel comfortable saying that shottie Atlas is actually good now. I think this has a lot to do with the fact that you can back them up with SRM6+A and defensively torso twist pretty effectively between shots.


I normally use dual AC10s on my Jager. Back at the Apex of Snipe Warrior Online I was doing quite well with 2 AC10s and 2 medium lasers.

The tonnages saved with the LBX frees up room fore 2 more medium lasers or for more heat sinks.

Edited by Raso, 04 September 2013 - 05:40 PM.






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