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[Build] The Ultimate Jagermech 6A


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#21 Hex Pallett

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Posted 05 April 2013 - 08:17 PM

View PostKevin Harxen, on 05 April 2013 - 08:15 PM, said:

Just wanted to add this in here to see if my build is any good.

I am quite new but I am trying to learn.


You will explode by your own heat. 16DHS is the least amount I can imagine for this sort of weaponry, which in no way can you fit them in.

Edited by Helmstif, 05 April 2013 - 08:18 PM.


#22 Kevin Harxen

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Posted 05 April 2013 - 08:21 PM

View PostHelmstif, on 05 April 2013 - 08:17 PM, said:


You will explode by your own heat. 16DHS is the least amount I can imagine for this sort of weaponry, which in no way can you fit them in.


Well, they way I play with it is to stay back and pick people off. Then as the battle grows I get in closer with my armor and SRMs. Overheating is only an issue for me when I am surrounded or I need to get a quick finishing shot off.

However, I guess it could be better. I just like having the ER PPCs for long range support while having SRMs to make quick work of damaged enemies up close.

Edited by Kevin Harxen, 05 April 2013 - 08:23 PM.


#23 Hex Pallett

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Posted 05 April 2013 - 08:31 PM

View PostKevin Harxen, on 05 April 2013 - 08:21 PM, said:


Well, they way I play with it is to stay back and pick people off. Then as the battle grows I get in closer with my armor and SRMs. Overheating is only an issue for me when I am surrounded or I need to get a quick finishing shot off.

However, I guess it could be better. I just like having the ER PPCs for long range support while having SRMs to make quick work of damaged enemies up close.


You're slow, you run hot, and your SRM launchers are terribly short of ammo.

A single Light could chew through your back in no time.

Or you can learn it the hard way.

#24 Kevin Harxen

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Posted 05 April 2013 - 08:36 PM

View PostHelmstif, on 05 April 2013 - 08:31 PM, said:


You're slow, you run hot, and your SRM launchers are terribly short of ammo.

A single Light could chew through your back in no time.

Or you can learn it the hard way.


I see your point. I suppose I have not been unfortunate enough yet. I play with a friend and we just move with the team and cover each others back. That and maybe we haven't fought many competent teams yet.

I will have a look around. Might replace the ER PPCs to AC/5s or something of the like.

Edited by Kevin Harxen, 05 April 2013 - 08:37 PM.


#25 Kiiyor

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Posted 05 April 2013 - 08:59 PM

View PostNRP, on 20 March 2013 - 03:55 PM, said:

How do you activate TAG? I would like to find a way to keep it always on, but I'm not sure if that's possible.


Bind tag to the number 6 fire group. Then get yourself some coins. We here in Australia are blessed with a perfectly proportioned $2 coin. One of those and a few 20c pieces should give you enough weight to hold the key down, or leave it raised if you so desire.

Highly scientific. I also once had a hammer that rested perfectly on the 6 key, but retired it from service in days of yore when streak cats strode the battlefield like unkillable gods and drove me to flashes of white hot, destroy-things-with-a-hammer irrational rage.

#26 arghmace

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Posted 06 April 2013 - 02:05 AM

Interesting build in the first post. I also went the 4xLRM5 way but quite differently. Mine has a lot bigger engine and then some shorter range weapons instead of AC5, check it out:

http://mwo.smurfy-ne...64c4ab7df7bd3ad

Missiles sure feel weak now but I have 19 victories out of 22 on that build so cannot be all bad.

Edited by arghmace, 06 April 2013 - 02:08 AM.


#27 Hex Pallett

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Posted 06 April 2013 - 02:33 AM

Oh my you just inspired me for an XL300 build...

#28 zudukai

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Posted 06 April 2013 - 10:21 AM

View PostKevin Harxen, on 05 April 2013 - 08:36 PM, said:


I see your point. I suppose I have not been unfortunate enough yet. I play with a friend and we just move with the team and cover each others back. That and maybe we haven't fought many competent teams yet.

I will have a look around. Might replace the ER PPCs to AC/5s or something of the like.

http://mwo.smurfy-ne...d520c63452dca9c

better, but still really hot (shoot for at least 35-40% efficency) and somewhat low on ammo, imo, the range profiles don't match and you can't get the most use of your weapons because when they close into the SRM range, you are already really hot from the PPC fire, swap those for LRM's or SSRM's;

LRMs making you more deadly when the enemy is where you want them to be (long-extended ranges) or SSRM for cool firing point defense that also allows you to fire your PPC's.

#29 Bagheera

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Posted 06 April 2013 - 10:45 AM

View PostFerretGR, on 21 March 2013 - 01:37 PM, said:


Listen to what you're saying. The Jagermech has the easiest head to hit in the game. And despite, like a later poster, my never seeing AMS ammo explode, if it did, you wouldn't want to put it in the head where an ammo explosion is an instant game over, no?

I saw a mech launched about 100m after his head exploded from an ammo explosion... just saying.


Kinda this.

Head is a good place for ammo, under the condition that you are using small-count/ton ammo so that you use it up first. Head is the first spot where ammo is pulled from, basically.

I'd never put AMS ammo there because it generally lasts an entire match, so you're walking around with a grenade in your mouth the entire time. AC20 ammo begs to go there, you're safe in 7 shots. Everything in between is a matter personal taste. B) AMS and MG ammo, definitely never in the head.

#30 Kevin Harxen

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Posted 06 April 2013 - 02:32 PM

View Postzudukai, on 06 April 2013 - 10:21 AM, said:

http://mwo.smurfy-ne...d520c63452dca9c

better, but still really hot (shoot for at least 35-40% efficency) and somewhat low on ammo, imo, the range profiles don't match and you can't get the most use of your weapons because when they close into the SRM range, you are already really hot from the PPC fire, swap those for LRM's or SSRM's;

LRMs making you more deadly when the enemy is where you want them to be (long-extended ranges) or SSRM for cool firing point defense that also allows you to fire your PPC's.



This is what I am using right now and it is very effective so far.

Edited by Kevin Harxen, 06 April 2013 - 02:34 PM.


#31 armyof1

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Posted 06 April 2013 - 02:50 PM

View PostKevin Harxen, on 06 April 2013 - 02:32 PM, said:



This is what I am using right now and it is very effective so far.


*Clicked, saw not one but two LB-10X, facepalmed, left thread*

#32 Kevin Harxen

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Posted 06 April 2013 - 02:51 PM

View Postarmyof1, on 06 April 2013 - 02:50 PM, said:


*Clicked, saw not one but two LB-10X, facepalmed, left thread*


What's wrong with LB's they are fun to use.

#33 armyof1

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Posted 06 April 2013 - 02:57 PM

View PostKevin Harxen, on 06 April 2013 - 02:51 PM, said:


What's wrong with LB's they are fun to use.


The problem with LBX is they're almost useless beyond 150m because they spread all over the place, and so do you missiles. The only weapons you have that are good beyond 150m is 2 medium lasers, that's just not a great recipe whenever you're in bigger maps. Try it out on testing grounds, it'll take you forever to kill most mechs. And with a 250 engine you're pretty slow too, easy for a lot of people to snipe on you.

Edited by armyof1, 06 April 2013 - 03:00 PM.


#34 Kevin Harxen

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Posted 06 April 2013 - 03:02 PM

View Postarmyof1, on 06 April 2013 - 02:57 PM, said:


The problem with LBX is they're almost useless beyond 150m because they spread all over the place, and so do you missiles. The only weapons you have that are good beyond 150m is 2 medium lasers, that's just not a great recipe whenever you're in bigger maps.


I tend to flank with the bigger heavies and get close. I have armor up front for the battle and to close the distance. I am not sure of how effective I could be with another set up. I do around 250-400 dmg every match which I think is alright but I could be better, I suppose.

So far, this build has given me the most success in random battles.

Edited by Kevin Harxen, 06 April 2013 - 03:03 PM.


#35 armyof1

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Posted 06 April 2013 - 03:07 PM

View PostKevin Harxen, on 06 April 2013 - 03:02 PM, said:


I tend to flank with the bigger heavies and get close. I have armor up front for the battle and to close the distance. I am not sure of how effective I could be with another set up. I do around 250-400 dmg every match which I think is alright but I could be better, I suppose.

So far, this build has given me the most success in random battles.


It does take some time learning to lead targets when you fire longer range with AC5/10/20, Gauss and PPC but really once you learn it, you won't go back to LBX. It'll make you effective at several times the range you have to use now. Of course I hope you don't have really high ping as that would make things quite a bit harder, at least until they get the state rewind for ballistics running on the 16th which should help.

Edited by armyof1, 06 April 2013 - 03:09 PM.


#36 Kevin Harxen

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Posted 06 April 2013 - 03:24 PM

View Postarmyof1, on 06 April 2013 - 03:07 PM, said:


It does take some time learning to lead targets when you fire longer range with AC5/10/20, Gauss and PPC but really once you learn it, you won't go back to LBX. It'll make you effective at several times the range you have to use now. Of course I hope you don't have really high ping as that would make things quite a bit harder, at least until they get the state rewind for ballistics running on the 16th which should help.


My ping is less than 100 most of the time.

I just picked the LB's because I like to either stay at range or get up close and this game seems to drive me towards being up close. The LB's work fine for me because, I just move cover to cover until I am close to the enemy then I wait for the team to support/distract and then I attack. I don't like LRMs anymore, so since I had missile slots I just decided to go SRMs and fire them and the LB at the same time with medium lasers to shoot in between reloads.

Any suggestions on improving for close to med range fights?

Edited by Kevin Harxen, 06 April 2013 - 03:25 PM.


#37 NRP

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Posted 06 April 2013 - 03:45 PM

Christ, I'm convinced the A is the absolute worst Jager variant. The missile nerf absolutely killed it. About all I can do is mount a pair of gauss or ACs and hope for the best.

#38 armyof1

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Posted 06 April 2013 - 04:02 PM

If you want to keep most of your current equipment I'd suggest something like this: http://mwo.smurfy-ne...049652947395ad5

I run this build on a JM6-S but with 4 medium lasers instead of 2 and it does more damage, but runs a bit hotter and has less ammo than this build. I'm not so fond of missiles these days as they are a little weak and still suffer limited range and quite a bit of spread. With this build you need to stay back more, often shooting at enemies at 300-700m or so zoomed in and use cover to pop out, take a few shots and get to cover to avoid most return fire. AC10 is a good way to practice mid-range firing and does a decent amount of damage, and also I really like the sound of those guns ^_^

Edited by armyof1, 06 April 2013 - 04:10 PM.


#39 armyof1

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Posted 06 April 2013 - 04:06 PM

View PostNRP, on 06 April 2013 - 03:45 PM, said:

Christ, I'm convinced the A is the absolute worst Jager variant. The missile nerf absolutely killed it. About all I can do is mount a pair of gauss or ACs and hope for the best.


Yeah I agree, to be honest the best build with the A that I've found is still AC40 and an XL. I tried streaks/2xAC10 for a while but the R3L and Streakmandos quickly made that build pointless.

Edited by armyof1, 06 April 2013 - 04:07 PM.


#40 That Dawg

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Posted 07 April 2013 - 04:22 AM

The g-6 has been a pain. the other two after tweaks did well..I tried dozens of combos and rarely got 200 damage.
this JM6-A is seemingly fitting my style. keep moving, strike keep moving more like a light with a heavier payload.
when i get the cbills i'll try endo, the lbx ammo is woefully short, always run out





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