

[Help] Choosing An Atlas Build
#1
Posted 08 August 2013 - 01:25 PM
Build 1: Madpanda's original
http://mwo.smurfy-ne...34a8bef367d9c43
Build 2: Add large laser take out artemis smaller engine
http://mwo.smurfy-ne...59d6fff81cdd364
Build 3: Add large laser smaller engine
http://mwo.smurfy-ne...6a90f532d53a872
What I can't decide upon is knowing if build 2 and build 3 run to hot with a large laser and also if artemis is even needed really so comments from expereinced atlas players is very much appreciated!
#2
Posted 08 August 2013 - 04:28 PM
http://mwo.smurfy-ne...5cfaf2455f21692
...as a modification to the Large Laser build. That's one of the builds I'm thinking at the moment, actually. Atlases can usually afford to take a little armor off the arms, and you definitely don't want ammo in any of your torsos because that's where they'll be shooting you.
One thing with Atlases is that they don't need to be firing all of the guns at once - you'll often be doing something like AC/20 + Large Lasers at 400m,* and then switching to AC/20 + SRM18A as brawl starts. AC/20 + SRM18 will rip anything up inside of 270 meters, and is heat-efficient enough that you can keep it going as long as you need to. In close range, the lasers let you burst down an enemy or a component at the cost of heat, but firing everything all the time will overheat you.
I think the best "absolute" Atlas build is something along the lines of the MadPanda build, but I think there's a huge case to be made to carry the Large Lasers at this moment because:
- 12v12 seems to severely punish people who go out alone, (more so than usual, which is saying something) so you need to be able to effectively focus-fire from any range in case your team is engaging at something other than your optimal <270 range.
- It's very likely that you'll run out of ammo and/or lose one of your side torsos during the longer matches, in which case Large Lasers are great at picking up the slack.
*The AC/20 is more damaging than a gauss out to about 500 meters, so fire away!
Edited by Royalewithcheese, 08 August 2013 - 04:29 PM.
#3
Posted 08 August 2013 - 09:30 PM
I am still an atlas beginner (I am just about to finish basics on my third atlas), But from my limited play, this is my "best" build that I consistently do well with.
AS7-D-DC
I run the UAC5's on chainfire with one button
SRM's on fire all with the second button
SRM's on chain fire on a third button.
Pros:
Lots of ammo
Runs cool
UAC's have good range and dakka dakka annoyance
UAC's can be mashed ala alpha button to give a short amount of burst damage (till they jam)
ECM+AMS kills LRM boats gunning for you
Cons:
No weapons in the arms make a few awkward engagements on terra therma and alpine peaks (you can take out one of each ammo and put in a ML in each arm as backup weapons for these instances)
Small-ish engine for an atlas
#4
Posted 09 August 2013 - 07:29 AM
Here are some brawling builds:
(torso ratios are NOT adjsuted)
AC20 D-DC (closest to OPs)
x2 AC5 D-DC
x2 UAC5 D-DC
Edited by Black Alexidor, 09 August 2013 - 07:46 AM.
#5
Posted 09 August 2013 - 08:01 AM
http://mwo.smurfy-ne...1c9060f64b65a12
With the SRM4s, you don't really need the artemis because they don't spread at much. I put the LL on chain-fire on button one, and then everything else on chain-fire on button 2. Real simple, massively effective.
Obviously meant to move with the team, like all DDCs, and the Beagle helps the team, there.
#6
Posted 09 August 2013 - 08:18 AM
Dawnstealer, on 09 August 2013 - 08:01 AM, said:
A few notes on your build:
-you've sacrificed heat for speed (5kph isnt worth 3 DHS imo)
-ammo in CT, big NONO. move it to the arms
-No need for AMS, waste of tonnage on a DDC
-BAP has no real benefit here
Solid build, x2LL+ac20 is a beastly combo.
Edited by Black Alexidor, 09 August 2013 - 08:20 AM.
#7
Posted 22 August 2013 - 05:09 AM
#9
Posted 24 August 2013 - 02:24 PM
http://mwo.smurfy-ne...f759679b878d7bf
I Use the above build. It suits me pretty well. You lose the ZOMG 20dmg hit from the AC/20 but I feel that I gain more from the twin AC/2s whacking people from distance and close range. I think the constant banging has a psychological effect on people the AC/20 doesn't. Anybody else notice that?
*EDIT* The D-DC on the other team had lrm's and a LB10X, the screen is a game I played a couple hours ago.
Edited by V3nturis, 24 August 2013 - 02:28 PM.
#10
Posted 25 August 2013 - 09:35 PM
Also don't run Large Lasers on a brawler Atlas. Your lasers are backup weapons, not the star of the show. Your stars are your AC/20 (killshot maniac) and your 3 SRM6. Give them the spotlight.
Edited by Capt Jester, 25 August 2013 - 09:36 PM.
#11
Posted 25 August 2013 - 10:33 PM
All those builds you posted, and others have posted, are generally fine and work well, aside from peoples notes about ammo in the wrong places etc.
This is what i use and i will explain my reasoning:
http://mwo.smurfy-ne...07dd1bce9a3cf0f
I perfer to keep as much speed as i can in my atlas. I know it may only be 5 or 6 km/hr, but positioning is everything, both in the atlas and also in the game in general, and im my opinion, the speed is noticalbe and really helps.
A poster above mentioned the fact taht 12 v 12 seems to be brutal in regards to lone wolfs and wrong positioning. I find this to be true in my expereince also. I also found, that with the advent of 12v12, alot of people seem to be hesitant to engage at the start, and with the prevelance of dual or triple ppc + gauss, there seems to be alot more fighting at range. That said, the ability to engage at multiple ranges is important, at least to me. That said, i swapped out he ac/20 for a gauss rifle. You do lose a little close in punch for better damage at longer ranges.
I found more success running 1 large laser and a gauss rifle all in the same side for the start of matches, and the long range engagments. I put them on the same side, so i expose as little of my mech as possible when i must engage at range. I keep all my explsosive ammo in the legs and head (srm ammo), as they almost never get taken out, and people inform me that gauss ammo does not explode. So i spread it around different parts of my mech, so if an something gets taken out its not all in 1 spot.
The reason i run 1 large laser as opposed to 2, is that, as another poster said, heat is an issue and they are not the stars here. All of those builds will run hot, and you wont be able to fire all your weapons at once for long (if at all past 1 alpha). With 1 large laser, on hot maps, heat is much less of an issue, esp. with the gauss providing little heat. It isn't as much of a large alpha, but i can keep that same damage pumping for a very long time.
By only running 1 large laser, this also allows me to use my left arm as abaltive armour with torso twisting when the sh*t hits the fan, or when i am cresting over a hill etc. Having 60 points of ablative armour to chew through first if u get good at firing and twisting is a big advantage for you.
The other option, is simply to drop all armor on that arm to almost zero, giving you 2 tons, and then dropping 1 heatsink will allow you to pick up artemis on your srm's. You could also drop the 3 heatsinks in the engine to do the same thing. I keep switching back and forwards between artemis trying to figure what setup is best, and imo it comes down to playstyle. If your always point blank when you fire srms, artemis is a waste. If you are using them from 200 - 250m range tho, the grouping with artemis is almost too good to pass up.
Anyway, i hope my opinions and insights help you. It has certainly been a fun journey for me learning my atlas!
Edited by GHoppa, 25 August 2013 - 11:30 PM.
#12
Posted 25 August 2013 - 11:23 PM
First off, all three builds are totally viable. They can run hot but honestly, it's not unusual to see heat efficiencies at 30%. Check out the 76 DC builds on MecSpecs: http://www.mechspecs....php?board=67.0
I am a fan of having LLAS simply because you get some ranged weapons, many maps contain open areas and not having something that can reach half a click is not a good idea. If heat is what concerns you, don't use both LLAS all the time. Alternate.
I'd go with the STD325 engine, 2 LLAS and Artemis. The artemis is not strictly needed but it does cluster the missiles and gives you a tighter spread. At long ranges, you will get more hits and at close you can get more damage over a smaller area. Downside is less of a shotgun effect vs lights.
Also, having 4 tons of AC20 is a little much in my opinion. Personal preference. Drop one ton, put some more armor on those matchstick legs and stuff some ammo there. Having it spread all over is a deathwish.
Lastly, here's my Atlas Playbook: http://www.mechspecs...hp?topic=1586.0 It contains some useful tips. Need to update the builds tho, post heat scale stuff.
Good luck, Mechwarrior!
Edited by Lan, 25 August 2013 - 11:29 PM.
#13
Posted 26 August 2013 - 12:51 AM
Thanks for info, looks useful tho.
#14
Posted 26 August 2013 - 05:48 AM
#15
Posted 26 August 2013 - 06:31 PM

It's not, like, optimal (can't poptart, can't ridgehump, sloooow) but it rips things up if you position correctly.
Edited by Royalewithcheese, 26 August 2013 - 06:33 PM.
#16
Posted 26 August 2013 - 07:04 PM

Large Lasers are absolutely needed for ranged combat STD350 will provide you more than enough speed for an Atlas, SRM4 is has better spread than an Artemis SRM6 and produces less heat, and the 8 armor taken away from your arms would barely make any difference, since you have another 60.
You're welcome

#17
Posted 27 August 2013 - 01:29 PM
Jiggly's standard 2xLL Gauss SRM4 AS7-D-DC
Similar to a lot of other Atlases here but emphasis is on heat management, a balance of longer range point damage and short range missiles.
I would recommend against SRM6s because the 2 extra missiles will usually not hit CT, so they are effectively wasted when you are trying to kill an enemy mech. 3xSRM4s will do the exact same thing to the CT but with less heat output and lower ammo consumption. Artemis is a judgement call but I've not found them necessary for the SRM4s.
Gauss is problematic because of the explosion risk, but you can take mitigating measures like exercising torso twist and being selective about who you engage initially. On balance I think the reduced heat penalty is worth the lower damage and extra vulnerability.
The faster engine gives you better torso twist, making it possible to counter lights.
The key to this mech is that it can keep on being dangerous to the enemy for a very long time in a fire fight even on a very hot map, making people hesitant to rush you if you are able to use the terrain effectively.
For example, last night on Tormaline I managed to do 800 pts of damage, kill six enemy mechs and somehow survive with my Gauss and all appendages intact after a hellacious close range fight involving all 24 mechs on the map. Granted the other team could not have been very good, but there was no where to run, no where to hide, barely enough time to get to advantageous terrain and then just shoot and shoot and shoot and shoot! If I had a hotter running mech I would probably have overheated and died 2 min into a 5 min fight.
I was also lucky to be moving in the same group as a good stalker pilot and a good DDC pilot. Between the 3 of us we did 2000 pts of damage and killed 11 of the 12 enemy mechs. The Stalker survived. Sadly my compatriot DDC sacrificed himself on a glorious flank to the enemy rear.

#18
Posted 28 August 2013 - 07:14 AM
This is my brawler setup. I like it a lot with my limited play-time so far.
I changed it a few times and always end up going back to it (or to some slight variation thereof, movin things around internally etc..).
AS7-D [100ton - armor 608/614 - Dbl Sinks]
4x ML
1x AC20 (28 rounds)
2x SRM6 +Art (300 rounds -> 25 shots if fired together)
1x AMS (2000 rounds)
1x CASE (for the side torso with lots o ammo)
1x BAP
I have a mouse button set up to fire both SRMs a fraction of a second before the AC20 to heat things up at close range (independent firing set up to other buttons...)
I fire the 4 MLs as a group.
High heat efficiency of 0.38 (I think in-game it reads as 1.38).
It's not a DC variant so I can't load the ECM but, I think it does pretty well for a brawler. Most losses I blame on the pilot or bad (team)work... lol.
I would welcome any comments or even suggestions for improvement if someone thinks they can! :-)
- Sterling
#19
Posted 28 August 2013 - 08:32 AM
What does the BAP do for you though? None of your weapons need targeting.
Good thing you have case on that left torso. Must be spectacular when that explodes! I'd actually consider moving amo to the head component and the arms and moving the heatsinks into the center. This way you won't lose both SRMs immediately if the left torso is critted.
I'd do something like this:
AS7-D
Little faster, little less heat, no BAP, fewer AMS ammo (i've never used more than 1 ton in a round), no need for CASE.
#20
Posted 28 August 2013 - 09:39 AM
If you are pugging, just find your preferred mix of weapons, add a STD 300/325/350, make sure you are heat efficient enough across all maps (use cool shots if you run hot) and don't go below 500 armor.
I would post more Atlas builds, but I'm sure they change again with next weeks patch

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