Jagermech Jm6-Dd Makes No Sense
#81
Posted 23 March 2013 - 03:59 AM
However they made it so the other 2 could also doing this so it loses it unique place as a Jager.
#83
Posted 23 March 2013 - 04:22 AM
6x Clan Ultra AC/2s
#84
#85
Posted 23 March 2013 - 04:43 AM
PoLaR, on 23 March 2013 - 04:24 AM, said:
Similar to by own Hexa AC/2 build. Very fun, especially in Alpine Peaks and Tourmaline Dessert.
It's not really my sort of mech if I'm honest - I prefer more punch at shorter ranges. The fact that it's possible and viable, and that you enjoy it, prove that the OP is wrong though.
I'm getting sick of whinging posts blaming PGI for their lack of imagination.
#86
Posted 23 March 2013 - 04:45 AM
Kerrisis, on 23 March 2013 - 04:10 AM, said:
You will run out of ammo half way into the round... before that you will overheat in 3 seconds of firing that junk. Gotta agree with the OP the only thing that mech is good for is 2 large energy weapons and 6 MGs... and we all know how 'good' that is
#87
Posted 23 March 2013 - 04:46 AM
CoyDK, on 22 March 2013 - 01:23 PM, said:
This mech is pointless
I have allmost full armor, 57/60 on legs, 6t(42) ammo, 2 med lasers, xl 255, endo and DHS.
Doing just fine with it.
#88
Posted 23 March 2013 - 04:49 AM
Jaxass, on 23 March 2013 - 04:45 AM, said:
You will run out of ammo half way into the round... before that you will overheat in 3 seconds of firing that junk. Gotta agree with the OP the only thing that mech is good for is 2 large energy weapons and 6 MGs... and we all know how 'good' that is
It's a sniper mech with a 2km range. You're meant to pick and choose your shots, not pretend you're sitting behind a gatling gun.
#89
Posted 23 March 2013 - 05:01 AM
#90
Posted 23 March 2013 - 05:19 AM
Jaxass, on 23 March 2013 - 05:01 AM, said:
12 damage every 0.5 seconds. Say, a burst of 3 Alphas every time your heat blob shows up. Depends on where that hits, but one of those would behead you. Two or three of those and you're cored or have lost at least one side of your torso. Flying a Catapult? Those bunny ears are remarkably large! Stomping in your Atlas or Stalker? God help you.
Yes, lights would be near-impossible to hit, but *snipers don't go for low value targets*! That's what friendly lights/meds do. If a Jager has taken out an Atlas and a Stalker before the battle has even begun, your team is two Assaults up!
Think role warfare. Seriously.
Edited by Kerrisis, 23 March 2013 - 05:21 AM.
#91
Posted 23 March 2013 - 05:24 AM
Mercules, on 22 March 2013 - 01:32 PM, said:
It's why Alex Iglesias and myself did. It's not a power cheese build like splatcats, but its fun, and people cry when you kill them with machineguns.
#92
Posted 23 March 2013 - 05:28 AM
#93
Posted 23 March 2013 - 05:54 AM
Diablobo, on 23 March 2013 - 05:28 AM, said:
Make sure there are some reasonable options to utilize the hard points you put on a mech.
There are some things i can live with. Like the 9M having more hard points than critical slots in the CEnter Torso. There are still combinations you can use and are useful, eve if you never use them all. Because there at least some situations where you can use the different types of slots in there. Either you put in energy weapons or missiles.
But 3 ballistic hard points in each arm suggest to me that there better is a reason to have all 3. IT's the same thing with the Cicanda or Spider and their 2 ballistic hard points in the location. There is no good weapon to fill these slots, and they are even all in the same location, so you don't even get the benefit of a choice between putting a gun in the arm or the torso. IT's just superflous.
Just buffing the MG would not be perfect. Ideally there would be some other ballistic weapon with different properties than the MG there as well. But it would be a giant step forward. Maybe you don't have a use for a mech with say, 2 longer range ballistics and 4 short range ballistics (the MG). But that's okay - as you mentioned, you don't have to fill every slot. But there should be at least some reasonable combinations available, preferably some that aren't exotic or with giant weaknesses (like an underammoed and overheating AC/2 build.)
#94
Posted 23 March 2013 - 06:09 AM
It's all about choice. Stop thinking "How can I fill all the hardpoints" and start thinking "What do I want this chassis to do, and what's the best loadout for it".
#95
Posted 23 March 2013 - 07:17 AM
Kerrisis, on 23 March 2013 - 06:09 AM, said:
It's all about choice. Stop thinking "How can I fill all the hardpoints" and start thinking "What do I want this chassis to do, and what's the best loadout for it".
Quad AC/5 can be done on the JM6-S as well, and that variant gets two more energy hardpoints as well.
The reason people think "how can I fill all the hardpoints" is because that's the primary variable that makes each of the variants different from each other in the first place. For instance, it would be extremely moronic to run a JM6-A without using a single missile weapon, for obvious reasons. Likewise, running a JM6-S without at least 3 energy weapons would be dumb as well. This carries over to every single variant of every chassis in the game right now.
If you don't run at least 5 ballistics on the DD, then quite frankly you can do the same thing but better (or at least identical) on the 6-S.
Edited by FupDup, 23 March 2013 - 07:21 AM.
#96
Posted 23 March 2013 - 07:22 AM
#97
Posted 23 March 2013 - 07:51 AM
Anything the DD can do meaningfully (as in 6 MGs and 6 AC/2s are crap builds, good for a few lol's and that's it) the S can already do. While the S can do things the DD can't.
There is no reason for 6 ballistic hard points on a mech with the current weapons.
#98
Posted 23 March 2013 - 08:30 AM
CoyDK, on 22 March 2013 - 01:23 PM, said:
This mech is pointless
lol...
560 damage dealt in 40 damage increments to SINGLE LOCATIONS on a mech is a lot more useful than 7-900 damage dealt all over the place. Learn to aim and learn to target your enemy so you can find the weak spots.
OP is rather inexperienced. The frustration is good, though...maybe his brain will allow him to learn something after he calms down. Not to mention you can easily get more ammo without even sacrificing armor or significant amounts of speed.
Edited by Nonsense, 23 March 2013 - 08:31 AM.
#99
Posted 23 March 2013 - 04:06 PM
Nonsense, on 23 March 2013 - 08:30 AM, said:
lol...
560 damage dealt in 40 damage increments to SINGLE LOCATIONS on a mech is a lot more useful than 7-900 damage dealt all over the place. Learn to aim and learn to target your enemy so you can find the weak spots.
OP is rather inexperienced. The frustration is good, though...maybe his brain will allow him to learn something after he calms down. Not to mention you can easily get more ammo without even sacrificing armor or significant amounts of speed.
#100
Posted 23 March 2013 - 04:11 PM
Best thing is to ignore those extra ballistics and think what you could do if there was only 1 on each arm.
Also, what people are saying, use S or A if you wont be buying all 3, it's just one of those mechs that just fills the 3rd mech gap so that f2p players can get elite mech efficiencies.
If you really must use the DD, slap on a pair of AC20s and med lasers. Basically, that's a double AC20 K2 with medium lasers and bigger engine, a win situation.
Edited by DeadlyNerd, 23 March 2013 - 04:16 PM.
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