IMO you should choose based on personally preferences and please note i will sound weird saying stuff not many others say but i stand behind it
Just think
What do you value most? if you love the effects of ecm and the scalability of missile weapons and dont mind 2 salvos if you are going to have some lrm firepower use the ddc (ps i dont recommend try to make an atlas into an lrm boat), if you want to have a varied set-up that can do a little bit of (or a lot of) everything use the D as it has the most hard points but they are often considered hard to utilize all for one task so have many weapons for different ranges, it also has the ability to zombie and can fire lrm 10s or srm 6s in one group unlike the rs variant and the k variant. If you want to brawl and want to be as maneuverable as possible get the rs, with all of the energy weapons on the arms it can out gun any other atlas in many situations simply because it will have more weapons to use,
okay about the k, dual ams.... your immune to up 10 lrm salvos, an youd be surprised how common those are when facing inexperienced lrm boats.... (ecm has many counters and cant exactly stop dumb fired salvos) and you are also resistant to streaks and srms, but it gives up a ballistic hard point and missile hard point over the d which is its closest relative, imo its best used when your running with friends that also have plenty of firepower but could use more ams cover, you are still an atlas and you are still 100 tons and all of that tonnage has to go somewhere, you just have less weapons, it takes lots of deep thinking to decide if you want this variant (and be prepared to waste lots of money doing it)
IMO
Rs: Energy based brawler, although new heat for large pulses hurt this, i used to prefer an lpl and a medium laser on each arm but now lpls are hotter then ppcs, but it is also the worst with lrms as itcan only fire 5 at a time while others can fire 10
D: Mixed, effective with missiles, ballistics and energy weapons, both short at long range weapons due to abundance of hardpoints
K: More of a 4 man group mech,only 5 tubes for lrms/4 for srms, i recommend using weapons that have a wide effective range such as guass rifles maybe er ppcs/er large laserz, due note it can zombie better then rs and ddc
DDC: has ecm, arguable usefulness, as well as 3 missle hard points and abilty to fire any size srm launcher in one group and an size lrm launcher in up to 2 groups, worst variant for energy weapons and is there for most ammo depend variant but also usually coolest running for amount of damage due to weapons used, possibly best long range variant due to ability to mount lots of lrm launchers as well as 2 ballistics but that's not quite what its for.
Let me sort them, the further they are t the right the better they are in that category
Lrm/Srm use
DDC>D>K=RS
Ballistic use
D>/=DDC>k=rs
please note d is possibly above ddc due to less crit and tonnage taken up by ammo dependent weapons
Energy Weapons
Rs>D=K>DDC
ZOmbie Ability
D=K>RS=DDC
Anit Missile Ability
K>/<DDC>D=RS
DDC is hit or miss while K needs more tons to take advantage of its anti missiles solutions effectiveness and flexibility
Weapon Maneuverability (mainly applies to brawling)
RS>K=D>DDC
Heat
DDC>D>K arguable >RS
energy weapons trade heat to damage ratio for tonnage to damage
Threat level/Priority
DDC>D=RS>K
Price to buy and equip
RS>D>DDC>K
Edited by Just wanna play, 27 June 2013 - 07:59 PM.