

Jager Dd, My First Mech?
Started by Doc Steiner, Jan 08 2014 06:37 PM
32 replies to this topic
#21
Posted 10 January 2014 - 07:36 PM
Honestly I think you should go for 3xAC-2s. Each one adds 3.8 dps (more than an AC-5).
Weight of fire is what really sets the jager apart from other mechs, and therefore you should always build with the philosophy that more is more.
Speed is less of a factor for a jager since you are essentially a hard hitting turret and an ambush predator (Think assault guns/tank destoyers from WW2 - slow moving, turns like a pig, annihilates from range). With speed tweak and a 260 you will still be able to go 71kph which is more than sufficient.
It's not pretty, it's not elegant but it sure is fun. Your job in the team is designated armour stripper. Often you wont the kills because your enemies will flee before you when they lose most of their armour, but they will now be easy pickings for the fast movers. However just as often you will get the kills.
Many shooting. Awesome damages. Wow!
Weight of fire is what really sets the jager apart from other mechs, and therefore you should always build with the philosophy that more is more.
Speed is less of a factor for a jager since you are essentially a hard hitting turret and an ambush predator (Think assault guns/tank destoyers from WW2 - slow moving, turns like a pig, annihilates from range). With speed tweak and a 260 you will still be able to go 71kph which is more than sufficient.
It's not pretty, it's not elegant but it sure is fun. Your job in the team is designated armour stripper. Often you wont the kills because your enemies will flee before you when they lose most of their armour, but they will now be easy pickings for the fast movers. However just as often you will get the kills.
Many shooting. Awesome damages. Wow!
#22
Posted 10 January 2014 - 09:09 PM
I've looked into the 2xAC'2's with 2xUAC/5's and couldn't get it to work for me......again, the fricken jam rate strips the life out of it. 3xAC/2's with 1xUAC/5 definitely worked better for me. I could keep the dakka up during the jam, and it hit harder when not jammed. That build definitely backs your opponents off quickly.
And though I can agree upon the speed to a point, faster is definitely better. The speed of your mech also affects the speed at which your torso twist operates. The only way to find your preference is to load them up and give 'em a run.
On another point, I've yet to see a build offered here that a S variant can't do better, as the S has 4 energy hardpoints that can be worked into the mix - the DD only has 2.
And though I can agree upon the speed to a point, faster is definitely better. The speed of your mech also affects the speed at which your torso twist operates. The only way to find your preference is to load them up and give 'em a run.
On another point, I've yet to see a build offered here that a S variant can't do better, as the S has 4 energy hardpoints that can be worked into the mix - the DD only has 2.
Edited by Vlad Dragu, 10 January 2014 - 09:13 PM.
#24
Posted 11 January 2014 - 01:28 AM
As long as we are discussing ultras, I believe 2x AC-5 + 2x AC-2 outperforms 3x UAC-5 by a good margin assuming your average DPS per gun is under 4.
Ultras are just not very good. The only advantage is heat efficiency.
Ultras are just not very good. The only advantage is heat efficiency.
#25
Posted 11 January 2014 - 01:52 AM
try 3 AC5s. one button alpha, one button dakka(chainfire). I've tried triple Ultras but the jam is too frequent
#26
Posted 11 January 2014 - 02:16 AM
Vlad Dragu, on 10 January 2014 - 09:09 PM, said:
On another point, I've yet to see a build offered here that a S variant can't do better, as the S has 4 energy hardpoints that can be worked into the mix - the DD only has 2.
Agree that the S is a more rounded Jager. What the DD offers is the ability to put 3 ac2s together in the same arm so there's less spread (In fact, close to no spread so its like an AC6 with the rate of fire of AC2). The DD can also run 6xMG 2xErLL (Or 2xPPC) which some pilots swear by.
+1 for advanced zoom (a must for any long range engagement)
Also +1 for 2xAC-10 and 2ML - This is a real beginner friendly build with lots of punch at any range bar 700+ and no heat issues.
Edited by Indiandream, 11 January 2014 - 02:38 AM.
#27
Posted 11 January 2014 - 02:51 PM
@Indiandream......I completely agree with you that the DD can do some things the S can't. However, the OP was talking about his first mech and I would think the DD to be much more limiting than the S in the possible loadouts available to try. Also, I'm sure if the OP loves the JM6 chassis, he'll be picking up another or more soon. Until then, as he learns the playstyle of the JM6 and the loadouts that work for him, I would think the S to be a more universal variant that would benefit him at this point. If he's a long to midrange player, having 6xMG's vs 4xMG's isn't going to matter to him and still have the dual ErLLAS's or PPC's.....if not 3 or more.
#28
Posted 11 January 2014 - 07:38 PM
My first Jagger Mick was a JM-6S

#29
Posted 11 January 2014 - 08:07 PM
Tried another game with the 3xUAC5 build. It's not bad as long as you find a defensible firing position. Remember, even if it doesn't jam, you are limited in how long you can fire by the need to hide from return fire, to conserve ammo, and to avoid overheating if you are using AC/2s. The UAC5 just lets you front-load the damage you do. Only the double firing UAC5s have enough dakka to totally suppress any return fire. 3x AC5s don't have quite the same punch. If two of your guns jam, time to get back under cover.
Edited by JigglyMoobs, 11 January 2014 - 08:08 PM.
#30
Posted 12 January 2014 - 05:54 PM
3xUAC5 vs 3xAC5:
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