Bj 1Dc
#1
Posted 12 January 2014 - 06:06 AM
#2
Posted 12 January 2014 - 08:04 AM
#3
Posted 12 January 2014 - 12:18 PM
#4
Posted 12 January 2014 - 02:56 PM
Currently going with a 3LL build with 235XL and 17DHS.
The UAC5 + 6ML is a good build as well.
#5
Posted 12 January 2014 - 03:59 PM
( B ) AC-10 + 4x mlas + ams + endo + 12 DHS + 180 STD
Edited by Spheroid, 12 January 2014 - 03:59 PM.
#6
Posted 12 January 2014 - 04:27 PM
One thing to note though is since the thread was started the Gauss Rifle was changed to add a charge-up, lowering its DPS significantly, so those builds might not be for you if you're unfamiliar with the Gauss Rifle change.
I recently broke out my old Gauss build and racked up a 4 kill, 6 assist, 681 damage match so it's still competent, just not as versatile as it once was.
#8
Posted 21 February 2014 - 07:20 AM
You can run it IMO in one of 4 ways:
2x AC2 with plenty of ammo and 2-4 medium lasers
The AC5 build looks okay as suggested above
Blackjack-Wang AC20 + 3 ML
2x PPC 2x MG + lasers.
And since you're not getting jumpjets in it you may as well cram the AMS in there as well, doesn't hurt.
But again, the BJ-1 can do all of these, but do them better.
Edited by zwanglos, 21 February 2014 - 07:21 AM.
#9
Posted 21 February 2014 - 07:54 AM
don't get me wrong, I love my BJs but I would NEVER trade JJs for 2 energy hardpoints, much less the fact its torso twist is 90 vs 110 in the BJ-1.
Every BJ variant offers something good. EXCEPT the 1DC.
BJ-1: Ballistics and JJs
BJ-1X: XL295!!
BJ-3: Energy boat and JJs
#10
Posted 21 February 2014 - 08:24 AM
#11
Posted 21 February 2014 - 10:20 PM
It also was one of the first mechs I bought. Doh!
#12
Posted 22 February 2014 - 05:39 AM
http://mwo.smurfy-ne...cb1d165ee7e60ee
The sheer audacity of this thing and long run time before overheat mean that you can take it into matches, chestbump with an Atlas or Highlander (or circle it at extreme close range), and murder it with constant fire from all weapons. Lack of an XL engine typical of Blackjacks cuts expense of outfitting it and does a massive boon to the durability (as the Blackjack has gimundous rear side torsos and fairly big front side torsos). Topnotch speed for a BJ makes up to some degree for lack of jump jets as well.
Frankly it's hard to take any Blackjack without jumpjets seriously, as you pretty much never gain anything by the lack of that option- the addition of two energy hard points does nothing by comparison, particularly as they're low side-torso mounts. At least by making Mr. Gigglepoof you can have some crazy fun and make people think twice about the lowly BJ before deciding what to do about it.
My first match in this thing (without even Basic skills) I managed to hug to death an Atlas -and- a Highlander on Tourmaline Desert.
....not to say I didn't sell the chassis once I finished out the skills on my Blackjacks, because I did.
Edited by Elli Gujar, 22 February 2014 - 05:39 AM.
#13
Posted 22 February 2014 - 08:09 AM
Elli Gujar, on 22 February 2014 - 05:39 AM, said:
http://mwo.smurfy-ne...cb1d165ee7e60ee
Fiddled with that a little ... 2 CASE with no ammo in the torsos seems like wasted tonnage to me, save it and fit an AMS. Also put all the small lasers in the same place, since i assume they're in one fire group together you'll get better convergeance, plus the mediums in the arms will be better for shooting up/down slopes.
BJ-1DC
For the poor/cheap mechwarrior, levelling the 3 small engined blackjacks makes sense, since they can share the XL 235 engine, without having the worry of putting 4.8 million cbills into a 295 for the -1X. I found that a PPC sniper build worked rather well in the BJ-3 (will also work on the -1). The standard boom jack with the AC20 is solid, but really needs the jump jet for agility's sake, so the -1DC doesn't pull the build of nearly as well.
In the end i think i went with a loadout of 6ML and 1 UAC5, although the jamming got pretty annoying, but my stats for the build were more than favourable.
BJ-1DC
Can't remember if that was the exact loadout i ran, or if it had one less DHS for more ammo, but you get the gist.
#14
Posted 23 February 2014 - 03:11 PM
#15
Posted 23 February 2014 - 11:48 PM
Elli Gujar, on 23 February 2014 - 03:11 PM, said:
wrong. CASE *contains* ammo explosions that happen *in the segment it's installed in*, period. please don't spread misinformation.
#16
Posted 24 February 2014 - 01:43 AM
Elli Gujar, on 23 February 2014 - 03:11 PM, said:
Inflatable Fish, on 23 February 2014 - 11:48 PM, said:
wrong. CASE *contains* ammo explosions that happen *in the segment it's installed in*, period. please don't spread misinformation.
I too think, that CASE protects the CT from additional damage from ammo explosions in arms or legs. My understanding was, that CASE "surrounds" a side torso.
#17
Posted 24 February 2014 - 09:02 AM
Similarly, my CN9-A which has ammunition in the right arm has lost its right torso to an ammo explosion before, without dying from it. The only other location in the 'mech with ammo is the left torso, which cannot transfer damage to the right torso without a bug.
In both 'mechs, the CASE prevented the ammo explosion from reaching the center torso, despite that it did not occur in the side torso.
Edited by Elli Gujar, 24 February 2014 - 09:05 AM.
#18
Posted 24 February 2014 - 11:18 PM
in short, not dying from an arm ammo explosion had nothing at all to do with CASE.
GoldenFleece, on 24 February 2014 - 01:43 AM, said:
after sarna.net:
Quote
(...)
CASE mounted on an Inner Sphere 'Mech can only be placed in a torso section, and only protects that torso section.
as you can't put CASE in the legs, you'd better have a damn good reason for storing ammo there, as if it explodes, there's nothing stopping the explosion from reaching the engine.
Edited by Inflatable Fish, 24 February 2014 - 11:26 PM.
#19
Posted 24 February 2014 - 11:32 PM
6 small , 10 doubles , 2 ac 5 , 89 kph
for full leg armor you would need a XL 210
here is the laser focused build with more armor and heatsinks
BJ-1DC - 2 large - 2 mids - 2 small pulse - 2 machine guns - ams
Edited by kesuga7, 24 February 2014 - 11:39 PM.
#20
Posted 25 February 2014 - 12:09 AM
Inflatable Fish, on 24 February 2014 - 11:18 PM, said:
in short, not dying from an arm ammo explosion had nothing at all to do with CASE.
as you can't put CASE in the legs, you'd better have a damn good reason for storing ammo there, as if it explodes, there's nothing stopping the explosion from reaching the engine.
I don't mean the way CASE is explained on sarna or the original table top rules. I wonder about the rules in MWO. And with the way that remaining explosion damage will be halved and then applied to the next adjacent component and with (possible) multiple damage jumps, I have to guess from my observations, how they made CASE work.
Could be either way. If someone could link to a previous thread, great.
EDIT:
Bits and pieces, I found
"(A suggested change to the current) CASE wouldn't help with an explosion in the arm..."
"...Center Torso is absolutely safe to ammo explosions that happen OUTSIDE of it."
Reading about some older things that were in MWO, I am sad, that so many changes the developers did, made the game less complex and more boring:
-Repair costs
-Ammo costs
-CASE + XL not being useless
-CASE + STD engine + explosion will leave the adjacent arm intact
-You will only die, if 3+ critical engine slots are destroyed => so it could be changed to a way, that, for instance, with CASE + XL engine, the side torso engine slots only counts as 2 critical slots
...........................
Edited by GoldenFleece, 25 February 2014 - 12:43 AM.
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