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Jagermech & Returning Player


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#1 Doc Steiner

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Posted 06 July 2014 - 01:19 PM

Okay, I did my trial matches back when it netted me almost 15 million cbills, then 'real life' kicked in and I haven't played since then.

The build I really wanted to buy was this: http://mwo.smurfy-ne...08e64048a9cd072

Since the arrival of the Clans, especially that fast moving, jumping Timber Wolf, and not being able to afford my own package, is it suicide to run such a build as this?

Will it be an exercise in futility as a lone player in Pugsville?

Thanks for any and all constructive input.

Doc



* edited for typos

Edited by Doc Steiner, 06 July 2014 - 01:20 PM.


#2 Zelator

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Posted 06 July 2014 - 02:07 PM

I don't know if you were around a few weeks before the clan invasion, but all autocannons got a large range nerf. (And in my opinion unnecessary) Ac2 is a shadow of it's former self, and it was never that good to begin the other autocannons also seem a bit lacking to me, but I still manage to do well with them, just takes a bit more effort and better positioning.

As for the clan mechs, I do not own any but being on the receiving end of them hasn't really changed the way I play at all. They seem to have much more firepower in general and are slower from my perspective, so I guess you don't want to be standing in front of one or having a blow for blow boxing match with a clan mech in the same weight division.

I recommend you take the machine guns out of the build and add some more ammo, especially AMS , I find I use about 3 tons of the stuff these days due to the amount of Lrm's I come across and i'ts always nice to stand behind a slow assault and prevent some of the inevitable LRM damage that will be targetted at him.

#3 Doc Steiner

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Posted 06 July 2014 - 02:24 PM

So perhaps something more like this then?

http://mwo.smurfy-ne...7d307d15fa076eb

#4 Barkem Squirrel

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Posted 06 July 2014 - 03:10 PM

I use almost the same build now. Just I had to change out one ton of MG ammo for AMS ammo. Why, clan mechs can just add some LRMs into the mix for not much weight. Then one of the better counters or ability to get more steel on target is to have LRM boats backing up the other mechs. Then it also lets the other mechs get into closer position. If you can get clan mechs into a brawl, they are more likely to over heat by using too many weapons.

Inner sphere LRM boats are better than Clan LRM boats for some reason now, but clan lights are doing more medium mech work, the Medium mechs are more skirmishers for the clans, the assaults are just dangerous to get in front of. The Madcat and summoner are good and very good compared to IS mechs.


I would say run it, and see for your self. How you run a mech will be different from me, but other than carring more weapons, there are negatives to clan mechs. Heat and recharge time, then speed is fixed.

#5 Sandslice

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Posted 07 July 2014 - 05:41 PM

That would be because Clan LRMs behave like one-tube weapons that fire a stream, rather than cloud-of-bees flight patterns like IS LRMs. In some ways (eg, the multiple camera-screws and the fact that Boopin' Betty gets confused by a long stream... to say nothing of weighing half what IS racks do) the Clan LRMs are better; however, the stream is easier for AMS to handle.

#6 Nothing Whatsoever

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Posted 07 July 2014 - 06:05 PM

A build that I liked running was this: http://mwo.smurfy-ne...aa6698e6a99cc8d
It can also work on the JM6-S, it's better if Speed Tweak is unlocked first, and having that Standard engine can buy you sometime and allows a limited amount of twist if you are using cover.

Here's one that I used with two LB-X 10s and MGs. I had an XL280 available: http://mwo.smurfy-ne...6ad51d9b0739899

#7 Lead Sponge

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Posted 09 July 2014 - 06:49 AM

The best Jagermech build I have piloted is based off the Rifleman from the original game. It requires picking up the Firebrand, but the thing will destroy people.

You do an non-XL engine, with two AC/5s and two ER Large Lasers. Then you have a pair of mediums lasers for close range duty. I think I have three tons of ammo for the ACs, but it might be two. This thing is very brutal. Basically, you put the AC5s and large lasers on chain fire. Finally, you have an dual LL and dual ML on group fire.

To play it, you basically focus on solely displacing people. You just harass with it. Because you have a non-XL engine, you can take a beating, and sustain fire longer than other mechs might. When I see a target, I zero in on my target with chain fired Large Lasers, and then once I'm sure I've got the target, I open up with chain fired AC/5s. Basically, I focus on whoever the secondary mech is firing on a friendly to drive them off and reduce the damage the main combatant is taking. Once they've been pushed behind cover, I bring my guns around on the primary target. You basically spend most of your time changing targets and scaring the hell out of people.

It's a really good focused build, and the AC/5 rate of fire gives you an audio clue to how quickly you can disapate heat and fire the large lasers. Plus, the AC and ER Large Laser ranges synergize well.

The thing is good in a brawl too, but not its strength.

All in all, I really recommend this build. Since most peple go for more DPS, you have a better survivability when you go toe-to-toe with a more tricked out version of the Jagermech. Also, more than one guy has tried to take off a torso in hopes of getting my XL engine, only to have me finish them off with my remaining AC5, Large Laser and Medium laser. It's very flexible.

The only downside is you have to buy a Firebrand, but it's still the best purchase I've ever made in the game. I can easily get 550 damage in a match, but 600 is more common.

#8 xeromynd

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Posted 09 July 2014 - 07:02 AM

Much like the previous post, I'm going to suggest a Firebrand build. If you choose to buy the FB (wait until it's 50% off in a sale) it will (imo) be a fantastic purchase. I love it to death

I run a STD engine. FF, Endo, DHS, 1 Gauss, 6 ML. It's incredibly heat efficient, not terribly slow at all, and packs as much of a punch (more) than an AC40 Jager. Yes there's beam duration for the ML's, but I cant tell you how many times I've been chased down by a cocky CTF or another heavy who's gunning hard for my side torso like nobody's business, only to discover that I'm not dead after they rip my shoulder off. Then I casually Alpha them in THEIR XL engine, and watch them go down in shock that, yes, that was a Jager NOT running an XL.

Edited by xeromynd, 09 July 2014 - 07:03 AM.


#9 Ovion

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Posted 13 July 2014 - 06:29 AM

This is my Jagermech: FIREBRAND

You can build it on any Jagermech, and it's pretty damn solid.

The LBX10s run heat neutral, with only the Lasers generating heat over the Heatsinks.

#10 TheRealAbray

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Posted 17 July 2014 - 11:48 AM

I run a build similar to that with a LOT of success. A jm6-s with 3x UAC5 and 4x ml is absolutely deadly. As long as you are not primaried, and generally try to stay unnoticed, you can decimate enemy teams. The heat is poor, but using a strike, hide, strike, hide approach can make the heat manageable, increase survivability, and has given me more 600+ dmg multiple kill drops than I can remember.

Alpha with everything till you boil, cool down, rinse and repeat for profit.

#11 James02

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Posted 17 July 2014 - 11:57 AM

Hi my 2 fave builds for Jagers at the moment are double gauss with a standard engine 205 (slow, but takes punishment so you can stand and fire longer) or quad AC5 with an xl engine.( I run an xl255 and 6 tons ac5 ammo.) You have to have good fire control or you run out of ammo but it can chew the face off anything with 12 dps and Ive never had it overheat.

#12 Jack Smiles

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Posted 18 July 2014 - 07:33 AM

If you're not interested in buy the Firebrand, this is the build I use: http://mwo.smurfy-ne...5e3bd656e9f63ff

The Ultra AC/5's let you keep damage up at longer ranges, while the medium lasers let you crank the damage out if you get up close. I wasn't sure about the machine guns at first, but they add a bit of extra damage for almost no heat and I've killed a ton of mechs with ammo explosions because of them. Not to mention, they make it even easier to deal with light mechs.

The XL300 gives it good speed, which makes up for the extra vulnerability by actually letting you get away if you need to.

It runs reasonably cool. You can fire the cannons and machine guns until you run out of ammo without overheating, and it'll kill anything at close range before you overheat.

EDIT: Thanks for pointing that out Pilot, that should help clear it up.

Edited by Jack Smiles, 22 July 2014 - 01:06 PM.


#13 The Unknown Pilot

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Posted 19 July 2014 - 06:21 AM

View PostJack Smiles, on 18 July 2014 - 07:33 AM, said:

If you're not interested in buy the Firebrand, this is the build I use: http://mwo.smurfy-ne...547a4f5f781228a

The AC/5's let you keep damage up at longer ranges, while the medium laser and pulses let you crank the damage out if you get up close. I wasn't sure about the machine guns at first, but they add a bit of extra damage for almost no heat and I've killed a ton of mechs with ammo explosions because of them. Not to mention, they make it even easier to deal with light mechs.

The XL300 gives it good speed, which makes up for the extra vulnerability by actually letting you get away if you need to.

It runs reasonably cool. You can fire the cannons and machine guns until you run out of ammo without overheating, and it'll kill anything at close range before you overheat.



Your smurfy is of another build than you described, but I like it though! :D





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