

[Build] The Ultimate Jagermech 6A
#1
Posted 20 March 2013 - 02:14 PM
This IS the perfect balance. It really can't get any better. LRM5s in itself has really great grouping so there's no practical need for Artemis. With these ammo you load, you get 27 shots of 4xLRM5 and 60 shots of twin-AC5. AC5 has 1.7 seconds of cooldown and LRM5 is 3.25, thus you fire a wave of LRM5s every two shots of the AC5s. The rhythm is so easy to learn, the heat is marginally non-concern...it's just PERFECT
And a single ML in there. Just cause.
There is no better way to build a ballistic+LRM fire supporter.
#2
Posted 20 March 2013 - 02:31 PM
Not liking the LRMs though.
#3
Posted 20 March 2013 - 02:57 PM
NRP, on 20 March 2013 - 02:31 PM, said:
Not liking the LRMs though.
For 65-toners we already have 'Pult A1 and C4 for all kinds of SRM brawling. Also this is my solution for a fun long-range build that requires more than point'n click.
#4
Posted 20 March 2013 - 03:55 PM
#5
Posted 20 March 2013 - 04:40 PM
Edited by Spheroid, 20 March 2013 - 04:49 PM.
#6
Posted 20 March 2013 - 04:44 PM
Spheroid, on 20 March 2013 - 04:40 PM, said:
1. I've never experienced an AMS ammo explosion; 2. I really don't think 0.024 expl. damage should be concerned in the slightest.
#7
Posted 20 March 2013 - 04:59 PM
Helmstif, on 20 March 2013 - 04:44 PM, said:
1. I've never experienced an AMS ammo explosion; 2. I really don't think 0.024 expl. damage should be concerned in the slightest.
You need to multiply by the number of rounds. Check smurfy you will see I am right. Total damage is enough to destroy the torso and mech via engine destruction.
Edited by Spheroid, 20 March 2013 - 08:17 PM.
#8
Posted 20 March 2013 - 05:07 PM
good work, i can get behind this, however subjectively I have my own favorites.
Edited by Battlecruiser, 20 March 2013 - 05:07 PM.
#9
Posted 20 March 2013 - 08:04 PM
#10
Posted 20 March 2013 - 08:09 PM
#11
Posted 20 March 2013 - 09:23 PM
XL210 (from a Raven L)
Endo
Double heat sinks
2x AC-10s with 3 tons
4x LRM 5 (taken together it is a LRM-20 but weighs 2 tons less) with 2 tons
2x medium lasers for backups.
http://mwo.smurfy-ne...3d34b9cb2135e6b
The main reason for this is that AC 5's are a bit anemic on damage and the easy to acquire engine.
Edited by Kaylos Thex, 20 March 2013 - 09:51 PM.
#12
Posted 21 March 2013 - 09:26 AM
Helmstif, on 20 March 2013 - 02:14 PM, said:
Can we please not do this absolutist crap?
This is the best you have found so far.
Thats without even getting into the fact that some people might have different preferences.
Edit: Just to clarify, I think it looks fantastic. And I will definitely try it. I just think that its asinine to come in and declare "no one else can do better than this, and "that no variation will perform comparably to this loadout".
Edited by Gandalfrockman, 21 March 2013 - 09:28 AM.
#13
Posted 21 March 2013 - 11:35 AM
May not be viable after today's missile nerf patch though.
#14
Posted 21 March 2013 - 01:37 PM
Spheroid, on 20 March 2013 - 04:40 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.
#15
Posted 21 March 2013 - 01:54 PM
NRP, on 20 March 2013 - 03:55 PM, said:
Hey NRP, I've got just the thing.
#16
Posted 21 March 2013 - 02:56 PM
NRP, on 21 March 2013 - 11:35 AM, said:
May not be viable after today's missile nerf patch though.
Drop the LRM 5's for SRM4's and ammo and replace the tag with the ML. That is the build I came up with after I abused the LRM bug and got bored... the thing is an utter brusier in close combat and hurts enough at range with the ac5's... and the reason AC5 and not UAC5 is I can't see the projectile of the UAC5, they bugged it so I can't see if I'm hitting efficiently or not.
#17
Posted 21 March 2013 - 05:08 PM
FerretGR, 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.
I have thought out my position with great care. The head has always had the least internal structure of any body segment in Battletech. If they straight up doubled internal structure values it would still only be six points. Any damage sufficient to destroy the ammo most likely would take the head off as well. This is not true of other body segments. I welcome alternative views of ammo danger but there should be ways to observe or model the threat level based on where you store said ammo. I haven't played since the missile hotfix but that was a large reason for the unusal Jager head damage and one you should not expect going forward. There is a case to be made for objectively optimized designs.
#18
Posted 21 March 2013 - 06:39 PM
NRP, on 21 March 2013 - 11:35 AM, said:
May not be viable after today's missile nerf patch though.
Tested today. Still works like a dream, given your foes have no LRM of course. Soloed a LLboat Stalker and a ballistic Trebuchet in Tourmaline, couldn't tell what ballistic it was carrying since I was bugged and had no HUD.
...Yeah.
LRM5 is no joke.
Edited by Helmstif, 21 March 2013 - 06:47 PM.
#19
Posted 21 March 2013 - 07:46 PM
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