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Best Srm Setup For Atlas Ddc


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#21 Reported for Inappropriate Name

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Posted 19 June 2013 - 01:58 PM

here's mine, 3 srm4+a ac/20 2ll. Had to drop a heatsink because of the ecm changes but oh well. As far as running out of srm ammo goes, I'm usually out just as the round ends. However I feel the ac/20 is the life blood of this build, and i'm usually through three tons of ammo before the round is over, I basically use the ac/20 as duct tape for every problem, where as srm's are usually reserved for heavies, assaults, and close range emergency targets. If i could get away with using lrm's i would, but i'm not sacrificing a arm slot for a tag.
http://mwo.smurfy-ne...4084cc1bc7c35a3


the jackhammer on the other hand, this was nasty, it still is nasty. Doesn't look like much but the secret is in the tubes and how you stagger fire the launchers. Each lrm 20 fires 4 salvos of 5, string them out you have a nonstop barrage or slightly stagger them and you have a literal torrent of missiles. AMS cannot cope, you empty them in seconds as they fail to stem the tide, ECM cannot deter you because you have tag. This setup is a psychological and physical deterrent second only to dual gauss or ppc boat, however the indirect fire makes them perfect for team play. Nothing is more terrifying to an assault than the rhythmic pounding of the jackhammer, except maybe a swarm of ravens. My philosophy is attack the pilots, not the weapons, and this not only fits the bill against the pilots, but its effective against the weapons as well. In fact its only real weakness is close range, but with 3 medium lasers, it's more than enough to kill a light before they can get through your armor.

http://mwo.smurfy-ne...b8f08b772e7991d

Edited by Battlecruiser, 19 June 2013 - 02:29 PM.


#22 Mazzyplz

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Posted 19 June 2013 - 04:18 PM

View PostJackpoint, on 24 May 2013 - 08:28 AM, said:

For me its 3x ssrms+artemis 2LL's AC20 Std 350 engine. Its been my main go to build for Atlas D-DC.


so you're exploting that bug that makes streaks shoot faster with artemis? shame on you.

artemis SHOULD have no impact on streaks whatsoever.

#23 JigglyMoobs

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Posted 19 June 2013 - 05:29 PM

View PostBattlecruiser, on 19 June 2013 - 01:58 PM, said:



ROFL. OK, I will have to try the JackHammer for myself definitely. Heaven help you, though, if someone alphas that left torso. Do the ammo explosions stack? Or do you have fixed damage no matter how many go off?

#24 Reported for Inappropriate Name

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Posted 19 June 2013 - 05:47 PM

View PostJigglyMoobs, on 19 June 2013 - 05:29 PM, said:


ROFL. OK, I will have to try the JackHammer for myself definitely. Heaven help you, though, if someone alphas that left torso. Do the ammo explosions stack? Or do you have fixed damage no matter how many go off?


well you can shift the ammo and armor around how you like. this is really funny to use if you have a scout friend with ecm and tag, you can fire nonstop the whole game. Back when AMS was stupid powerful and all the rave this is the missile boat i used to defeat 4-5 roided out ams in 8-mans . the missiles come in such a consistent barrage, and you have so many of them, that a group of ams with 2-3 tons of ammo are typically defeated in under a minute while your target is still getting hit by breakthroughs, although that might be off slightly as i've never done serious testing. All i know is one minute their ams are whizzing around wildly like they're on crack, trying with great futility to protect their masters, and the next minute they're dead silent. This is also why I typically run 2 ams mechs 4 tons of ammo per ams if i dont have ecm, as i'm still traumatized from the lrm days of mwo. those of you who weren't here for that, you're lucky. I got ptsd from that kind of stuff.

this also works with the 4sp but you more or less have to strip the armor, it's something i was experimenting with, a project to fit powerful boats into low tonnage team games if limits are introduced

Edited by Battlecruiser, 19 June 2013 - 06:06 PM.


#25 Bobby Bolivia

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Posted 20 June 2013 - 04:49 PM

Just speaking off the top of my head, but this is my DDC SRM build:

3x SRM6
AC20
2xLL
DHS
Artemis
Endo
325 Standard Engine
ECM

I'm at work so I can't check for sure, but I'm pretty sure thats the engine size. I don't think I use any DHS outside of what fits in the engine. Heat can be a bit of a task to manage if you're up close and group firing the SRM's, but I typically lay off the LL's up close and just cycle AC20 and SRMs

Edited by Dixie Cup, 20 June 2013 - 04:54 PM.


#26 JigglyMoobs

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Posted 20 June 2013 - 08:38 PM

View PostBattlecruiser, on 19 June 2013 - 05:47 PM, said:


well you can shift the ammo and armor around how you like. this is really funny to use if you have a scout friend with ecm and tag, you can fire nonstop the whole game. Back when AMS was stupid powerful and all the rave this is the missile boat i used to defeat 4-5 roided out ams in 8-mans . the missiles come in such a consistent barrage, and you have so many of them, that a group of ams with 2-3 tons of ammo are typically defeated in under a minute while your target is still getting hit by breakthroughs, although that might be off slightly as i've never done serious testing. All i know is one minute their ams are whizzing around wildly like they're on crack, trying with great futility to protect their masters, and the next minute they're dead silent. This is also why I typically run 2 ams mechs 4 tons of ammo per ams if i dont have ecm, as i'm still traumatized from the lrm days of mwo. those of you who weren't here for that, you're lucky. I got ptsd from that kind of stuff.

this also works with the 4sp but you more or less have to strip the armor, it's something i was experimenting with, a project to fit powerful boats into low tonnage team games if limits are introduced


You know, I just tried this build today. Standing back, sitting there, hiding behind rocks while raining salvo after salvo of missiles, watching the mechs on the other team get pounded apart both in mind and body.... I have to say, I died a little inside.

Actually, scratch that, I died a lot inside. By the end of 3 games I wanted to kick my own ***.

This LRM boating thing may not be for me... well, maybe I'll try again tomorrow. :D

#27 Reported for Inappropriate Name

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Posted 20 June 2013 - 09:05 PM

View PostJigglyMoobs, on 20 June 2013 - 08:38 PM, said:


You know, I just tried this build today. Standing back, sitting there, hiding behind rocks while raining salvo after salvo of missiles, watching the mechs on the other team get pounded apart both in mind and body.... I have to say, I died a little inside.

Actually, scratch that, I died a lot inside. By the end of 3 games I wanted to kick my own ***.

This LRM boating thing may not be for me... well, maybe I'll try again tomorrow. :D



i told you its devastating, very boring, very intimidating, but devastating. Dual gauss has the same effect, you feel dead inside because its so easy

Edited by Battlecruiser, 20 June 2013 - 09:06 PM.


#28 RLBell

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Posted 02 July 2013 - 08:00 PM

View PostJackpoint, on 26 May 2013 - 12:47 PM, said:

Yes they changed the placement of the ECM mod to the left torso,i used to put that in a leg slot for longevity, why on earth they locked it into the torso I have no idea its the weakest point of an Atlas.

You answered your own question. The ECM on a D-DC was hard to counter and harder to destroy, so they forced it to be vulnerable.

#29 JigglyMoobs

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Posted 08 July 2013 - 10:27 PM

So guys, is Artemis still worth while to have on the SRMs after the latest patches?

#30 mack sabbath

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Posted 08 July 2013 - 10:54 PM

View PostJigglyMoobs, on 08 July 2013 - 10:27 PM, said:

So guys, is Artemis still worth while to have on the SRMs after the latest patches?



SRM 6 yes, not sure it affects SRM 4's nearly as much though.

#31 SJ SCP Wolf

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Posted 08 July 2013 - 10:55 PM

Gauss is bad in a DDC. People go for the ballistic slot first and the Gauss is far too fragile. You lose it too quick.

#32 Lefty Lucy

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Posted 09 July 2013 - 11:58 AM

In the current meta, SRMs should not be used. Either use LRMs or more direct-fire weaponry.

I suggest 2xERPPC+3xALRM10, or 2xERPPC+2xUAC5.

#33 Modo44

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Posted 09 July 2013 - 12:18 PM

I take SSRM4+LRM15 at the moment. My fun fast build (350 engine) carries SSRM6. With Large Lasers and an AC20, of course.

#34 kilgor

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Posted 09 July 2013 - 03:06 PM

A good alternative to a Gauss Rifle or an AC/20 on an Atlas is dual AC/5s. With a 1.5 sec cool down, they can do 20 damage every 3 seconds. And they don't jam or chew through ammo like UAC/5s.

#35 Wrenchfarm

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Posted 09 July 2013 - 05:44 PM

View PostHelmstif, on 24 May 2013 - 09:00 AM, said:

First, now you can only place ECM in LT.

Three SRM4 definitely works better than a a pair of SRM6 in terms of EVERYTHING, and better than triple SRM6 in terms of accuracy (given that Artemis is upgraded) and heat efficiency.

Also it's a bad idea to run a DDC with Gauss.

This is how i run my DDC.

I haven't been playing much for the past three months, but I'm glad you're still around helping people build deadly mechs.


As for the rest of the thread, I generally like the 350STD, 2xMLAS, 3xSRM6, AC20 build for my D-DC. But with the long range meta these days, you're probably better off going with a slower engine and 2xLLAS (or a heretical LRM 45, 2xLLAS, no AC build. I know, I'm a terrible person.)

#36 JigglyMoobs

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Posted 12 July 2013 - 09:07 PM

I've settled on this build for now:

http://mwo.smurfy-ne...797c1550b2e28b4

2xSRM4 and 1xSRM6
2xLL
AC/20
35 AC/20 ammo
200 SRM ammo

I tried out the different SRM setups in practice mode and honestly couldn't find that much difference in grouping tightness between SRM4 and SRM6. Artemis certainly isn't worth it for the SRMs.

So, going without Artemis, with 2xSRM4 and 1xSRM6 lets me maximize fire volume while using enough heat sinks to keep the heat manageable. So far it's been working pretty well.

#37 JigglyMoobs

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Posted 16 July 2013 - 01:35 PM

After the latest patch:

AS7-D-DC: SRM6s for the win!!!

It's not even affected by the heat restrictions. ;)

My poor 4xLL Atlas RS though. :)

#38 POOTYTANGASAUR

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Posted 16 July 2013 - 02:20 PM

This is the best d-dc brawler to date: 2 med lasers, 3 srm6 (3 tons ammo in LT with case), ac20 (4 tons ammo legs), ecm, STD 360, 14 dhs (all in engine), fill with armor accordingly (sorry no smurfy link this is from my phone).
The weapons all have the same range, RoF, and you can take on any other mech and come out on top. It is not a sniper. It is purely for sprinting at them, facehugging, and buttfucking em' to death.

Edited by POOTYTANGASAUR, 16 July 2013 - 02:20 PM.


#39 Ander Skye

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Posted 16 July 2013 - 02:47 PM

Currently I go with 3 ASRM4 2t, AC20 4t, 2 PPC, 325 standard
This is for pugging or 4 groups without any specific focus
If I play a lance focusing on brawling, I may switch LL with a faster engine
If I play a lance focusing on long range fire, I'll pick the STK3F anyway :)

#40 Sh4dow78

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Posted 17 July 2013 - 08:33 AM

Just go this: AS7-D-DC IMO best DDC setup this really cant fail u just go in and make them suffer they stand on ur way. U need play smart once u go in there is no back for atlass, so u need ur team to follow U and once u soak dmg they help u kill. Remember torso twist left to right every time u fire ur weapons so u dont take all those DMG on ur CT/ST better loose a hand than AC20/SRM. Trust me i did this build and it works like a charm, and now after SRM buff there is no option it fail ;)





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