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The Comprehensive Bj-1 Guide


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#1 TheFlyingScotsman

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Posted 16 July 2013 - 02:54 PM

Hello all. You might remember my guides for the TBT-7M or the SDR-5D, but now I will be talking in depth about another of my favorites, the BJ-1. Please feel free to contribute any information or tactics you feel are effective, and I will include the unique ones (with credit) into the original post.

First, builds.

I feel there are ver few builds for the BJ-1 that actually hold up in combat, but naturally this is based on personal preference. I feel that nothing below the AC20/Gauss rifle is able to meet my own standards of heat dispersion, ammo quantity and effective damage to be useful. As ACs become smaller, they produce more heat over time, making them more prone to overheating. For this reason, I do not reccomend use of the AC2/AC5 in dual, though I have had great success with UAC5/AC10 when paired with a PPC. (ERPPCs fall in the "too hot for a 45-ton mech with JJs category")

All of my builds utilize between 2-4 JJs, and I feel the best level of jumping power to weight/slot use is Three JJs. Anything less and you will be bumping your feet on the heads of your enemies, receiving unfortunate leg damage. Like all JJ'd mechs, full leg armor is mandatory, as you will take plenty of damage to them, but from collisions and enemy fire while hovering.

I find anything less than 3 tons for Gauss and 4 tons for AC20 to be insufficient, as I run out of ammo with anything less. (Hell, I still run out of ammo, but the amount of time between that happening and the game ending is much, much shorter.)

Gaussjack

http://mwo.smurfy-ne...f1334af39714923

Pros: Good ammo effeciency, good at all ranges, good damage post-ammo, fully utilized tonnage and slots, very good heat dispersion, no ammo explosion.
Cons: Low JJ count, shorter range lasers, Gauss Rifles explode.

Hunchjack

http://mwo.smurfy-ne...aa2cf50d087a6c6

Pros: Fabulous penetration (giggity), good JJ count, can easily flank and core very quickly, shield arm (LA). Point weapons down and present left torso to use shield arm.
Cons: Relatively short range, heat issues in longer fights, Ammo Explosions.

Triple-Threat

Pros: High suppression factor, great range, low ammo restrictions, shield arm (LA), Point weapons down and present left torso to use shield arm, very well balanced build.
Cons: Three weapon groups, somewhat difficult at short range, runs hot, lots of weapon variation, Ammo Explosions.

Tactics

The BJ-1 can be formidable, but it is also among the slower and less well-armored of the Medium chassis. In order to be successful with it, you must have good situational awareness, avoid dangerous conflicts and use your JJs proliferately. There is a reason I pilot JJ'd mechs excusively, and that reason is survivability.

Frontal attacks are never recommended, unless your target has an open section that will likely result in death. (CT, CTR, CTL) The smaller your opponent is, the more likely they are to be using an XL engine, and the more likely you are to survive a frontal attack. NEVER attack an assault frontally. Even if you can kill them, assaults that are not disarmed in some way will almost always weaken or remove your armor before you can kill them, making further conflicts very dangerous.

Always use backup where you can. Like all mediums during this current meta, BJs are support mechs, and should not focus on larger enemies without aid, or they risk destruction. Find a heavy/assault buddy and back them up.

BJs are too slow to outpace larger enemies' turn rates. Even if you can run circles around them, they can twist their torso fast enough to take effective shots against you. Use their weapon locations against them, IE atlai cannot fire torso ballistics or SRMs above a certain height, and you should fly over them to avoid taking fire.

Only take shots you know you can make and that are in range. Your ammo is very limited, so using lasers against fast lights and distant targets is better than potentially wasting an AC20 round. If you must strike lights, stop completely, forcing them to circle you. This gives a much more stable platform with which to leg or core them as they run predictably around you. If you think trying to move will prevent them from making solid hits against you, think again. All moving does is make it harder for you to hit them via transverse velocity.

I hope this helps players wanting to use the BJ. Remember, the non JJ variants have more weapons slots, but they are also limited by the same weight restrictions and to a 2D plane of movement. Quality over Quantity.

#2 Xeno Phalcon

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Posted 18 July 2013 - 10:45 AM

As a avid blackjack pilot I also believe that the none-JJ capable variants are just 'meh' compared to the ones that can fly. I worked on mine using a BJ-1X, BJ-1DC and the BJ-1, while I had plenty of fun with the 1X and 1DC ultimately I found them to be painful to grind with in comparison to the BJ-1 with the exception that the 225 engine from the 1X proved to be a nice sweet spot for me and I kept it for the BJ-1.

Spoiler


#3 Rando Slim

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Posted 18 July 2013 - 08:10 PM

Thanks both of you, I am caught between the BJ and the Treb for my next purchase, but I mean really who doesn't want a BJ?

#4 Xeno Phalcon

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Posted 19 July 2013 - 03:05 AM

BJ is nice for its high set guns and nimble footwork, the treb is kinda bulky and silly big for a 50 tonner but on the upside can take advantage of the buffed SRMs so its actually got a pretty good punch now.

#5 4D85

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Posted 23 March 2014 - 02:09 PM

Downgrade the engine a little, take out a jj and the pulses , replace with a ER L and its pretty much the same except with a alternative after running out of Gauss ammo.
http://mwo.smurfy-ne...e78fb6b1473529c

#6 Inflatable Fish

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Posted 23 March 2014 - 09:55 PM

I don't fully understand why you shy away from dual AC builds. sure they can get hot with continuous fire, but you're rarely in position to just pew away at your target in the first place.

I've had the most success with a double AC/2 build, with record game being 938 damage:

BJ-1 "Deer Hunter"

the fourth ton of ammo from the RT can be replaced with an additional heat sink, same goes for two out of four jump jets. I've found 3 tons of ammo to be slightly too little in "good" matches, while being too much in "bad" ones, so 4 tons is probably the sweet spot.

Edited by Inflatable Fish, 23 March 2014 - 09:56 PM.






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