

Jagermech Jm6-Dd Makes No Sense
#101
Posted 23 March 2013 - 04:28 PM
6 Ballistic slots will be a bit more useful when Clan UAC2's show up, or machine guns get a decent buff.
#102
Posted 23 March 2013 - 04:58 PM
#103
Posted 23 March 2013 - 05:02 PM
CoyDK, on 22 March 2013 - 01:30 PM, said:
You will come to see what I am bitching about. I have sold this pice of junk and gone back to my good old Cata & Stalker, two mechs that makes sense and most importnat ARE FUN!
The Jager is probably one of the more fun mechs theyve added imo, I feel like you're just bad with it
Jaxass, on 23 March 2013 - 05:01 AM, said:
Yeah 12 damage every half a second out to 700m. It may overhet in 5-10 shots but I doubt you'll have much to say after it has cut both of your arms off
#104
Posted 23 March 2013 - 05:05 PM
Targetloc, on 23 March 2013 - 04:28 PM, said:
Likely because of this from page 2:
Ranzear, on 22 March 2013 - 01:46 PM, said:
JM6-DD
Can also adapt this build:
JM6-S
If your brain can't handle four weapon groups and their overlapping ranges, don't play Mechwarrior.
Ranzear, on 22 March 2013 - 02:10 PM, said:
I don't actually have the -DD, I just put that build together in 45 seconds. The -S could mount the same third AC but I like the Large Laser for burning up my heat capacity a little faster when someone's closing inside of 600m. I can lean on the AC2 trigger a little more too, though it'd be nicer if chain fire was fixed for them.
AC2s with Gauss is easily the most consistent build. You will do 400+ damage so long as some d!ck in a raven doesn't start streakwhoring you. AC40 builds only do that on a good match, and never on Desert or Alpine.
Edited by Ranzear, 23 March 2013 - 05:09 PM.
#105
Posted 23 March 2013 - 05:19 PM
So pretty simple really...
-A missile + whatever
-S 4xEnergy + whatever
-DD AC/40
It all works out in actual builds, so I'm not freaking over extra uneeded hardpoints.
Mr 144
#106
Posted 23 March 2013 - 05:39 PM
http://mwo.smurfy-ne...10a0448df075370
Because I simply *must* do 6 AC/2. Is it going to be the most effective mech out there? Probably not. But see, I play this game for FUN, and nothing says fun like 6 AC/2. I'm figuring that I'll just do two weapon groups - left arm and right arm, and chain fire them both. Pull both triggers, and it should lay fire like no ones business.
#107
Posted 23 March 2013 - 05:53 PM
Ranzear, on 22 March 2013 - 01:16 PM, said:
Stop thinking gimmick builds are the best.
AC2s make loads of heat with sustained fire actually. 2 heat per second is on par with most lasers.
I think the point of his question is, "why do they give you hardpoints that are impossible to use in any practical way?"
The fact that your practical builds have no choice but to ignore some of those hard points is what he's getting at.
#108
Posted 23 March 2013 - 06:38 PM
Golfin Man, on 23 March 2013 - 05:02 PM, said:
Yeah 12 damage every half a second out to 700m. It may overhet in 5-10 shots but I doubt you'll have much to say after it has cut both of your arms off
Right, since everyone just rushes out in the open like sheep. Within 120m you're pretty much useless.
Firing that much dakka at once IS fun though.
#109
Posted 23 March 2013 - 07:17 PM
6MGs, 2 Flamers. Full armor, DHS, Fastest standard engine.

Info gather, range.
Might get more picky later switch the ferro for endo.
Getting 190-240 damage with MGs and flamers thats pretty alright.
Compared to the 12z and 8s ive been getting in my cicada 3c.
The drawback is the mech is so fun your prone to run off all by youself dakka dakka dakka.

Its like don't go over the ridge........don't do it.........control yourself.......HEEEEYYAAARRGHHH!!!
But if you take it seriously....... be a support/wingman......it can do good. You can shut folks weapons down.
#110
Posted 23 March 2013 - 09:23 PM
Utilyan, on 23 March 2013 - 07:17 PM, said:
6MGs, 2 Flamers. Full armor, DHS, Fastest standard engine.

Info gather, range.
Might get more picky later switch the ferro for endo.
Getting 190-240 damage with MGs and flamers thats pretty alright.
Compared to the 12z and 8s ive been getting in my cicada 3c.
The drawback is the mech is so fun your prone to run off all by youself dakka dakka dakka.

Its like don't go over the ridge........don't do it.........control yourself.......HEEEEYYAAARRGHHH!!!
But if you take it seriously....... be a support/wingman......it can do good. You can shut folks weapons down.
I am actually seriously playing the JM6-DD with 2 LPL instead of the flamers.
That's with DHS, FF Armor and Endo-Steel Structure all enabled and 2 tons MG ammo.
The LPL combined with the speed of the largest standard engine make it a decent brawler. With only 5 tones left after all that, I decided 3 tons +2 tons ammo of MGs was the only choice for the ballistics slots.
Heat is no issue, so I didn't need more heat sinks. At least the MGs can damage internals after I strip away armor rather than waiting for the LPL to cycle. All 6 combined are technically almost as much DPS as another LPL within 90m, so it's really not that bad.
Edit: Actualy I have one step down from the largest engine. It's a S310.
Edited by Tenzek, 23 March 2013 - 09:25 PM.
#111
Posted 23 March 2013 - 09:32 PM
CoyDK, on 22 March 2013 - 01:18 PM, said:
I run a 6x AC/2 Jager with 450 rounds of ammunition and full armor everywhere but its legs.
it has 4 double heatsinks, an XL 195 engine and endosteel frame.
Moves a bit slow at 48.6, but can put out a terrifying amount of fire before it overheats, about 50-60 rounds on constant, triple control scheme chainfire.
Its like a walking anti-aircraft gun, and he badassness of it outweighs its flaws.
#112
Posted 23 March 2013 - 09:40 PM
Ranzear, on 23 March 2013 - 05:05 PM, said:
I hate to point this out but the AC40 build is not about doing 400+ points of damage. It's about doing, say, 103 points of damage for 2 kills, on Desert. That's the one screenshot I have of a match I had. I tend to do decently well on Desert and Alpine in the GunJaeger, it's more about positioning and patience with this particular build.
If you're doing 400+ points of damage in an AC40 JagerMech, you're not aiming. If you're not aiming to put AC40s into the same place on a mech consistently, you're wasting time and not fully utilizing the build.
I do agree with your point about the AC2/ Gauss, I'd have to try it at some point. I did try a 6 AC2 build before (with a 200XL I have lying around), I personally can't survive in that build. Too slow, too vulnerable, not enough damage output to survive close-in encounters that a typical game devolves to.
#113
Posted 23 March 2013 - 09:45 PM
Tooninki, on 23 March 2013 - 04:46 AM, said:
FWIW, I have a similar setup, just 300XL and no lasers. Prefer the extra speed to bring those AC20s into play, and to scoot quickly into cover.
#114
Posted 23 March 2013 - 09:56 PM
CoyDK, on 22 March 2013 - 01:13 PM, said:
Why...my good man you can follow in the footsteps of the Spider 5K and Cicada 3C. Those fine mech variants can load themselves down with a mighty weapon renown far and wide for striking fear into the hearts of even the most seasoned mechwarriors, the machine gun!
Now go forward with this terrifying knowledge my disicple of destruction, and may none dare stand against you!
#115
Posted 23 March 2013 - 09:57 PM
So. . . yeah. . .
#116
Posted 23 March 2013 - 10:47 PM
Anyway, I do think some of the marginally effective or lawlsy builds you can scrape together with the DD's hardpoint scheme are pretty cool. Mainly the 3x ac2+gauss and either the 4 ac2 2xmg or 6 ac2 build. After I get some money together for them I'll be buying the remaining 2 variants for the JM. The DD will be for woefully underarmored and slow builds. The JM6-s for consistent fire support dakka.
Edited by Iscariott, 23 March 2013 - 10:47 PM.
#117
Posted 23 March 2013 - 11:12 PM
#118
Posted 23 March 2013 - 11:15 PM
#119
Posted 23 March 2013 - 11:56 PM
Dornhal, on 23 March 2013 - 09:32 PM, said:
I run a 6x AC/2 Jager with 450 rounds of ammunition and full armor everywhere but its legs.
it has 4 double heatsinks, an XL 195 engine and endosteel frame.
Moves a bit slow at 48.6, but can put out a terrifying amount of fire before it overheats, about 50-60 rounds on constant, triple control scheme chainfire.
Its like a walking anti-aircraft gun, and he badassness of it outweighs its flaws.
FRAPS or it didn't happen

#120
Posted 24 March 2013 - 12:01 AM
CoyDK, on 22 March 2013 - 01:13 PM, said:
Oh but ofc you can strip it down giving it 0 armor and a 255 xl then you can get this:
6x AC2's
6x Dubble Heat syncs
4x AC2 Ammo
and you now have a 63.5 km/h heavy mech that will be killed by anything and packing 12 firepower......
WHAT IS THE POINT IN 6 BALISTIC SLOTS THEN YOU CANT USE THEM ALL!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
The better question is what does it cost you? Nothing. Dont like the hard points? Dont buy the mech, theres 2 others to choose from. Maybe someone wants to put in 4 AC5s and 2 machine guns. More importantly.....its a mech with 6 balistic spots, which we currently didnt have until now.
Not sure where the issue is.
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