Jump to content

'mech Analysis: Atlas! Yeah!


29 replies to this topic

#1 Oogalook

    Member

  • PipPipPipPipPip
  • Little Helper
  • Little Helper
  • 112 posts
  • LocationTexas

Posted 17 July 2014 - 10:16 AM

PLEASE NOTE that this guide was written pre-Clans, so it's somewhat outdated. My buddies tell me it's still valid.


What totes more weight in armor than many ‘mechs do in weapons? The Atlas - very aptly named - carries the team in more ways than one. This big guy is a respectable offensive piece, but it’s unique in its abilities in team defense. A good Atlas pilot will make the difference between a glorious stomp and a broken charge, and look hella good while doing it.

Nothing going up here should be a huge surprise for experienced Atlas pilots. Having mastered the chassis, I’m putting all my findings together in one place for the discovery and aid of new pilots.
This thread is also intended as a place for more experienced players to compare notes. I am creating similar reports (slowly) for the other chassis I have mastered, utilizing the same format.

I'd appreciate your feedback, and hope to start a discussion in the comments. "Like"s are appreciated, as always.

This is the smallest picture into which I could possibly fit an Atlas.

Posted Image




It's not a quirk; it's a feature.

Here follows an analysis of the Atlas's perks and downfalls in MWO.

General Overview:
A great strength and drawback of the Atlas is its savage, unrelenting, skull-headed scariness. You lead the charge, trampling the living *scrap* out of everything in your path, and you aren’t doing your job if you aren’t getting shot more than anybody else. Because of this, for better or worse, the Atlas kinda works like a discarding sabot for the team. Scariness is not a defense.
But 19 tons of armor is. You know what makes short work of an Atlas, short of a full enemy lance? Nothing ever ever ever.
In terms of weapons, the Atlas has relatively few hardpoints in comparison to other assault ‘mechs. The arms carry energy weapons, the left torso missiles, and the right torso ballistics. A couple variants have extra energy slots in the center torso, reducing the degree to which they can be neutered. Almost every good loadout squeezes the maximum of firepower out of these few hardpoints by mounting big guns, with the AC/20 being a favorite for close-in carnage.

There are five variants with the following hardpoints:

Posted Image

D: 4e, 2b, 2m
D-DC: 2e, 2b, 3m, ECM
K: 4e, 1b, 1m, 2AMS
RS: 4e, 1b, 2m
Boar’s Head: 6e, 1b, 1m

-where "e" denotes energy hardpoints, "m" missiles, "b" ballistic, and "AMS" cotton balls. Unless otherwise specified, all chassis have 1 AMS hardpoint in the left arm. Note that the Boar’s Head is a hero 'mech.

NOW FOLLOW THE RATINGS.
I've assessed the Atlas on five axes, each on a scale from 0 (sucks, crippling overall performance) to 5 (buy the 'mech for this alone). All these ratings are meant to reflect the degree to which that aspect of the 'mech helps or hurts its performance. If some aspect either is sub-par in relation to other 'mechs, or is damaging to the ‘mech’s performance, it will receive low marks. No composite score is given, due to the simple fact that it is futile to weigh any 'mech chassis against any other on an immutable rating scale.

Speed:
This scale measures the 'mech in terms of its stock speed and its average speed on level ground.
|▓|░|░|░|░| 1/5
The ‘mech has low speed, giving it its loving nickname “Fatlas”. Impatience makes it hard for many new and even old pilots to get the hang of the ‘mech. The better you and your team are, the less this slow speed bothers you. However, going slow means that it’s harder to initiate a brawl if you have to leave cover to do it.
With its stock STD 300 engine, the Atlas strolls along at a leisurely 48 KPH, about as slow as any stock ‘mech and much slower than anybody smaller would ever want to be. This isn’t a huge issue for a good pilot in a smart team: You can’t hide behind an Atlas that you’ve passed up. Since you dictate the team’s total speed, it’s often good to equip a larger engine - 340 is nice - to get you up to a modest 60 KPH with Tweak. The biggest problem with the Atlas’s speed is its vulnerability while crossing from cover to cover, which is compounded by pilot impatience. If you get antsy and cut corners on an open map, the enemy’s ranged units will tear you open while you meander desperately toward the next piece of cover.

Going fast is hard. The K and BH variants come with XL engines; if you’ve got half a brain, you’ll know that an XL will lose you the greatest part of your durability. Popping a big standard engine forces you to decrease your weapon load-out considerably. Pick your poison, but remember that in an Atlas, being slow don’t mean you’re stupid.

Maneuverability:
This scale considers the 'mech's ability to move across and target in terrain.
|▓|░|░|░|░| 1/5

The Atlas has is hard to get up hills, compounding its slowness. The arms are flexible and have a very wide arc of fire, but most builds don’t put much of their weaponry there. Worst thing about the Atlas is that all its weapons are low-slung, so cresting hills is painful.

If you get hung up on terrain and have to double back, you’re gonna waste ten or twelve seconds turning around or re-pathing. You cannot afford to waste that time when leading a push, so you have to pick your path VERY carefully. That’s the biggest challenge for the Atlas pilot, and once you’ve played for a long time you basically find there are only a handful of good paths between two points on each map.
On the other hand, the Atlas’s torso can twist 100 degrees to either side with efficiencies, giving it a great ability to control the side of its torso that the enemy can see. This allows it to strafe well and to spread damage very confidently.

Firepower:
This scale weighs the 'mech in terms of its damage potential during an average drop.
|▓|▓|▓|▓|░| 4/5

The 'mech has few hardpoints, but lots of tonnage to fill them with.
Free Weight (found by stripping all weapons, ammo, and extra heat sinks off the stock design):
XL 300: 55.5(+5) tons (but don’t do this)
STD 300: 46(+5) tons
STD 340: 37(+5) tons
STD 360(max): 31(+5) tons
-where the (+5) tons can be accessed by purchasing endo-steel structure.
Most pilots strip a ton of armor from each leg and another one or two from the arms, depending on the arms’ importance to the build. Endo-steel becomes a problem on this chassis more than on most others- with so much free tonnage available, crit slots are at a premium.
This is a lot of free weight, though. Favorite brawling builds combine AC/20 with SRMs for short range alpha carnage. The D and D-DC are well-suited to carrying dual LB 10-X ACs, giving a huge amount of firepower. Two or four or six medium lasers are a great secondary in a brawl.
Some people load up with LRMs and try to boat from range. This is not good for the team. Your Atlas is a lot of armor and tonnage to leave wandering around the backfield. You are needed at the front, soldier. Get up there.
The biggest thing to consider with the Atlas’s loadout is mixing long and short range. On a bad map, you may never get within AC/20 range due to your slowness. Bringing some LLAS is a good idea for all-range combat. A few LRMs are acceptable if you intend to use them mainly as a backup weapon.


Design:
This scale centers on the 'mech's shape and hardpoint layout.
|▓|▓|▓|░|░| 3/5

The Atlas has a wide torso and low-set guns, making it cumbersome. The CT is slim, though, so you can easily spread damage.
From the side, it’s nearly impossible to hit the CT, and the arm covers over half the side torso- a great shield.
The Atlas suffers badly from the old low-set weapons issue. If you’re peaking over a hill, the enemy can always shoot first. Try not to attack uphill when possible.

Survivability:
This scale measures the 'mech's relative ability to hold together under fire.
|▓|▓|▓|▓|▓| 5/5

19 tons of armor. That’s the whole weight of a Light ‘mech. A fifth of the Atlas’s great weight is dedicated to keeping it alive, and it works. Torso-twisting makes this brute a total damage tank.
A good pilot will often lose both his torsos before he goes down. With about 70 points of armor on each front side torso and over a hundred in the center, that’s as much as 240 damage required to bring this monster down. The short, burly arms are shields for the torsos, adding 68 more points of armor on each side to which to spread incoming damage. The legs have some sixty points of armor on an average build, and can have as much as 84. With a remarkably rapid and flexible torso twist, the Atlas is built to spread and absorb more damage than it puts out, and that’s exactly what is needed on the front line of a team charge.

This image comes from [GUIDE] HIT BOX LOCALISATION by Rainbow Unikorn.
---> http://mwomercs.com/...x-localisation/

Posted Image


Over all, the Atlas is exactly what it says on the tin. A lumbering god of unstoppable face-sc****. It can carry a whole team of pugs. Once you really get in tune with your Atlas, you can have more of an effect than any other member of the team on whether you will win the match, and it’s as simple as that. Fight back your impatience.
A big thing about the Atlas is that it doesn’t have the capacity to bring really high DPS to the table, and it often dies before it can break the 500 damage mark. This is a huge reason for its relative rareness. There’s not as much glory for the Atlas as for the Jagermech or Cataphract standing behind it, dishing out tons of damage and snapping up kills. Remember, just because you go down and fail to deal much damage never means that you’ve failed to do your job. You are a protector and a leader. You are a discarding sabot for your team’s push; by the time they bring you down, your whole team is upon theirs like a pack of wolves, tearing throats and guzzling blood. If you find and hit an enemy’s flank, your team can cripple or kill three or four enemies before you fall, turning the tide of battle and securing a victory. Leave it to them to roll up the enemy’s line and smash them before they know what’s happening. You didn’t deal 600 damage nor get even one kill, but you’ve won in a way that only your sacrifice could have enabled.
Tried and true, the Atlas charge is an art. There’s a zen to predicting where the enemy’s flank lies and slowly making your way there, even as other targets present themselves. Even when no team charge seems to be possible, there’s much benefit to putting yourself forever on the front line. Where an Atlas goes, others may safely follow. Lead your pugs to victory. I personally have a 2-to-1 win-loss in my DDC, even though I’m not that experienced a player overall.


Other notes on the chassis:

XL Engine Viability: No. Just no. You lose so much survivability when you can’t sacrifice your side torsos that you’re nothing but a Battlemaster with fewer guns.

Role/ Battle Location: Front line brawler. Do it right and you will see your win-loss ratio shoot through the roof. With an average Atlas brawler build, you can out-fight literally anything at close range. And then you can go outfight his friend as well. When you get in somebody’s face, you both know the other guy’s about to bite it.

Skill level: Pretty high. Making little mistakes will screw you over, and making a big mistake will scrap your team as well. Don’t trip over rocks, don’t snipe, don’t lag behind, don’t run off alone. Don’t charge at a firing line from any great distance, don’t walk away from the pugs, and don’t overheat ever. Your role is possibly the most crucial in the battle. The Atlas is the foundation of the team; it is the team’s heart and head. Lead and die well, and you’ll see your team to victory. Some other Assaults can have an almost comparable effect on the course of battle, but not as dependably.

Guides to specific variants:
AS7-D
Four MLAS and a bunch of guns make for a totally brutal brawler. The D probably boasts the best firepower options of all the Atlas variants. Overheating is a problem for this guy if you’re not careful, but you should be able to dish out major pain all the same.
My AS7-D is a good example of mixed ranges: 2x LB10X, 4x MLAS, 2x LRM10+Artemis, STD 300. It’s got lurms for supporting the team at range, but the LB10s and MLAS make it an absolute terror in a brawl.

AS7-D-DC
The DDC is the biggest ‘mech in the game which can mount ECM, and the fact that the team almost always stays close can multiply its advantages. This is hands-down the best variant for most applications. Your defensive capabilities are unmatched. You have two ballistic and three missile hardpoints; use the Law of Diminishing Returns * to your advantage since ranges are going to be short for you.
In competitive matches with a full premade team, the faster you can move to follow orders, the sharper and more decisive your victory can be. Let your pop-snipers and DPSers and missile boats deal the damage. You have more armor than literally anybody else, and being in the right place at the right time is your primary role. You are a specialist as much as everybody else in your hand-picked twelve-man, so trading guns for speed is definitely good.
My DDC goes for the middle of the road on the firepower-speed continuum, with 2x LB10X, 2x LLAS, STD 340. Much firepower here at any range under 540m. Moving at 60 KPH, it’s as fast as or faster than most other Assault ‘mechs, increasing the team’s total maneuvering speed. The sacrifice of firepower is minimized and totally worth it here.

AS7-K
The red-headed stepchild Atlas. It’s got the hardpoints of the Atlas D, but trades both a missile and a ballistic hardpoint for an additional AMS. Certain players may find this acceptable, but it’s generally just a bad idea. A build with a big engine, double AMS, an AC/20, and a bunch of Medium and/or Large lasers seems like a good idea, but you could still be taking a D.

AS7-RS
The RS boasts twin lasers on each arm. This makes it a pretty good laser boat; I load mine with a max-size engine and four Large or Large Pulse lasers. You might even add some SRMs. The arms of the Atlas are tiny, so losing them is rare unless your opponents are especially clever. This variant lets you take most advantage of the arms’ flexibility.

The Boar’s Head
This variant totes two more lasers than the RS with the same benefits. There are many possibilities, but this is the most expensive Hero in the game. Take your whole family out to dinner for the same price.
Six LLAS seems nice but suicidal. Six mediums and an AC/20 might be best. I don’t know.


Main tip: Sell your life dearly. Keep your team safe, and trust them to watch your back and follow your lead until the time is right.
---> _http://mwomercs.com/...fracking-atlas/


*Law of Diminishing Returns: The DPS-per-ton ratio of a weapon system decreases as the tonnage increases.
Corollary: Opting for a larger number of smaller weapons will increase DPS without necessarily increasing tonnage.
Example: One SRM6 deals 12 damage every 4 seconds and weighs 3 tons. Three SRM2s deal 12 damage every 2 seconds and have a combined weight of 3 tons. You can vastly increase your DPS by splitting the SRM6 into smaller systems, provided you have unused hardpoints. Other factors apply which I will not investigate here.
I’ll do an article on this eventually.

#2 The Dreaded Baron B Killer

    Member

  • PipPipPipPipPipPip
  • 353 posts

Posted 17 July 2014 - 11:23 AM

its 50/50.

the atlas can survive a lot, but luck is a factor. if you can avoid CT damage and spread then yeah you can soak up a ton of pain.. but if you find 2-3 mechs (or 1-2 assault clan) up close, they will core you out pretty quick unless luck is on your side (cover, speed, torso twisting, etc).

I enjoy playing the atlas but I need to be on game.. when I'm having a bad day.. its abysmal to play with that chassis.

#3 SgtMagor

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 3,542 posts

Posted 17 July 2014 - 12:03 PM

even though I only have a 300std in my D-DC, its still my favorite variant.



ECM
AMS
Command Console
2-er large laser
AC20
Srm6+artemis
Lrm15+artemis
608 armor
DHS
Endo Steel

#4 Lyoto Machida

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 5,082 posts

Posted 17 July 2014 - 12:17 PM

View PostOogalook, on 17 July 2014 - 10:16 AM, said:

seems like a good idea, but you could still be taking a D


Overall, a good read. The 15 year old in me chucked at the part I quoted.

#5 Angel of Annihilation

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Infernal
  • The Infernal
  • 8,881 posts

Posted 17 July 2014 - 12:29 PM

View PostSgtMagor, on 17 July 2014 - 12:03 PM, said:

even though I only have a 300std in my D-DC, its still my favorite variant.



ECM
AMS
Command Console
2-er large laser
AC20
Srm6+artemis
Lrm15+artemis
608 armor
DHS
Endo Steel



Yeah I was recently thinking about selling my D-DC because I decided to never to get two other chassis to allow me to master it. However, I decided to take it for a spin a few more times. First match, got 4 kills and almost 700 damage and this with only the basic efficiencies unlocked. Played it about 4-5 more time and decided it was good enough to keep despite no plans on mastering it anytime soon.

All the people complaining about the Atlas need to just go away.

#6 Vassago Rain

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 14,396 posts
  • LocationExodus fleet, HMS Kong Circumflex accent

Posted 17 July 2014 - 12:32 PM

Posted Image

#7 Mavairo

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 2,251 posts

Posted 17 July 2014 - 01:23 PM

Atlas K that I field.
2 PPCs
2ML
1 AC20
2 AMS.

I rarely fire the ML, however they're handy secondary weapons for the would be face huggers. Sure it's not phenominal alpha.. but it's 40 pin point in brawling ranges. People have to decide REAL quick, do they want to try and remove my big 20 and one PPC, and leave me with 2 ML and 1 PPC, or try to just straight up CT me.

That's the only acceptable K I've had experience with.
My preferred is usually my DDC armed with a UAC5, AC10, 2 ML, 3 SRM 6s.

Followed by my RS
2 LPL, 2 ML
1 AC20

Edited by Mavairo, 17 July 2014 - 01:26 PM.


#8 The Dreaded Baron B Killer

    Member

  • PipPipPipPipPipPip
  • 353 posts

Posted 17 July 2014 - 07:06 PM

the DDC is a deadly brawler.. in the right hands. I've had several matches where I've been on my game and just moped the floor with 3-5 mechs... If you choose your opponents wise and aim your shots well, you will crush. If you just go for splat and alpha, you'll do high damage but find yourself getting torn to pieces.

I run a 2xLPL 1xAC20 3xSRM6... 79 firepower rating (useless figure really) which will pretty much rip into anything close range.

#9 Creovex

    Member

  • PipPipPipPipPipPipPipPip
  • The Blood Bound
  • The Blood Bound
  • 1,466 posts
  • LocationLegendary Founder, Masakari Collector, Man-O-War Collector, Wrath Collector, Gladiator Collector, Mauler Collector

Posted 17 July 2014 - 07:16 PM

I have all the variants of the Atlas... all mastered and even though it was invented many moons ago it will always be my favorite mech in ever mechwarrior franchise game..... in this game, it's a brick **** house and though it has low mounted weapons I still enjoy every run, especially since they fixed SRMs.

Edited by Creovex, 17 July 2014 - 07:16 PM.


#10 Fleeb the Mad

    Member

  • PipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 441 posts

Posted 17 July 2014 - 10:38 PM

With the latest patch it's noted that the MM is attempting greater tonnage matching. Not sure how effective it is yet, but it works against mechs like the Atlas that aren't as efficient for their weight.

Standard engines over 300 rating have some huge diminishing returns in terms of tonnage. If you have a 340 or a 360 in your Atlas, a Stalker or Battlemaster can have as much or more payload while matching speed with a more tonnage-efficient engine in the 275-300 range. As tonnage matching starts to come into the picture, that big engine is going to be a liability unless it allows you to do something a lighter chassis can't.

I took advantage of the sale to try and master out the Atlas, but I'm finding it a struggle. Getting into brawl range without taking a lot of damage seems to be the most difficult part, particularly with the extra range on Clan mechs causing a lot more peek-a-boo type snipe fighting.

So a pertinent question must be, how do you bring your skull-faced terror into the ranges it's most effective in without getting too shot up to do your job?

#11 xXBagheeraXx

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,707 posts

Posted 17 July 2014 - 11:11 PM

My K was 2 erppcs 1 gauss, 1 medium and 1 medium pulse laser with 2 ams systems. The idea was people dont expect long range configs on atlases, so sit and stare at me at 600 meters or so and get 35 poitnt alphas in the ct. Worked extremely well till the clans dropped.

I also use standard 325's with endo in all my atlas builds except for the boars head. That runs a 350 with endo.

#12 ArmandTulsen

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 1,184 posts

Posted 17 July 2014 - 11:27 PM

Posted Image

Dat OP.

#13 ArmandTulsen

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 1,184 posts

Posted 19 July 2014 - 11:38 PM

Bump.

The Atlas needs more love, and good Atlas pilots need more respect.

Edited by ArmandTulsen, 19 July 2014 - 11:38 PM.


#14 beerandasmoke

    Member

  • PipPipPipPipPipPip
  • 498 posts

Posted 20 July 2014 - 05:13 AM

Leading the charge by sitting in the back spamming LRMS at 900meters out of your super uber 2xLRM15 or 3xLRM5 D-DC boat. Once your team has died while you sat in the back uselessly you switch to the role of Ned Beatty in a fresh set of tighty whities as the enemy team descends upon you for "dat redneck love." Bonus points if you complain in chat about your team not holding locks long enough for LRMs. Thats the way about 90% of the D-DCs i see ingame are played.

beers D-DC

2xLL
AC20
3xSRM4
ECM
because im the guy that goes around the corner.

Edited by beerandasmoke, 20 July 2014 - 05:20 AM.


#15 Em3r4ld

    Member

  • PipPip
  • Legendary Founder
  • Legendary Founder
  • 45 posts
  • Facebook: Link
  • LocationGloucestershire, UK

Posted 20 July 2014 - 05:51 AM

2 LL, 2 AC5, 2 SRM6, STD340.

Kickin' the effective range up a gear now the clans have landed.

#16 MadPanda

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,054 posts
  • LocationSearching for a game...

Posted 20 July 2014 - 05:59 AM

In the current game the Atlas is a tin bucket of death. It's too big and slow. Only viable build is a brawler and then the only viable places it performs well is the close range. Combine that with the big and slow factor and you get a mech you shouldn't really be playing right now. There's too many ppc/gauss flying through the air and you are a huge slow target. If we could choose maps and you could pick like river city every time, it might be a different deal.

#17 Wolfways

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Mercenary
  • 6,499 posts
  • LocationIn a shutdown overheated mech near you.

Posted 20 July 2014 - 06:03 AM

I found the Atlas to be... weak tbh. It has a lot of armour but considering how slow the torso twist is it is fairly easy to keep most of the damage hitting the ct.
I think more agile assaults are more survivable than the Atlas. I keep trying to use it (even though i kill them easily) but just can't make it work for me :mellow:

To me it's one of the worst assaults, although i do think that other assaults should be less agile than they currently are.

#18 Mudhutwarrior

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 4,183 posts
  • LocationThe perimieter, out here there are no stars.

Posted 20 July 2014 - 06:18 AM

The Atlas is more of a joke than anything else these days. Sure I do well with mine but thats rare now because more often than not I drop far away from the rest of the team and find myself on an island with no speed to get into safety and rarely does teammates understand what ecm can do for them. I dd get a dire and an timber wolf last night but I walked up behind both of them. :mellow:

#19 Oogalook

    Member

  • PipPipPipPipPip
  • Little Helper
  • Little Helper
  • 112 posts
  • LocationTexas

Posted 20 July 2014 - 08:27 AM

View PostWolfways, on 20 July 2014 - 06:03 AM, said:

I found the Atlas to be... weak tbh. It has a lot of armour but considering how slow the torso twist is it is fairly easy to keep most of the damage hitting the ct.
I think more agile assaults are more survivable than the Atlas. I keep trying to use it (even though i kill them easily) but just can't make it work for me :mellow:

To me it's one of the worst assaults, although i do think that other assaults should be less agile than they currently are.


Judging by your faction tag, you might be somewhat spoiled by the unconscionable Assaults of the Clans. Those are no decent yardstick. But, you know, the Atlas isn't the 'mech for everybody. It's an inveterate team player, and gives up the glory to its higher-DPS teammates.

View PostFleeb the Mad, on 17 July 2014 - 10:38 PM, said:

With the latest patch it's noted that the MM is attempting greater tonnage matching. Not sure how effective it is yet, but it works against mechs like the Atlas that aren't as efficient for their weight.

Standard engines over 300 rating have some huge diminishing returns in terms of tonnage. If you have a 340 or a 360 in your Atlas, a Stalker or Battlemaster can have as much or more payload while matching speed with a more tonnage-efficient engine in the 275-300 range. As tonnage matching starts to come into the picture, that big engine is going to be a liability unless it allows you to do something a lighter chassis can't.

I took advantage of the sale to try and master out the Atlas, but I'm finding it a struggle. Getting into brawl range without taking a lot of damage seems to be the most difficult part, particularly with the extra range on Clan mechs causing a lot more peek-a-boo type snipe fighting.

So a pertinent question must be, how do you bring your skull-faced terror into the ranges it's most effective in without getting too shot up to do your job?


That is, indeed, the big question, and I tried to touch on it a little in the Analysis. Though the big engine decreases your weapon payload, it gives you a crucial edge when closing to brawl range. It's a sacrifice that it often pays off in damage and win-loss rate.

The main way to solve this problem is taking charge of the team by acting confident, and then leading them along one of the very few Brawl-friendly paths in each map. It's tough, no doubt, but if you're dropping with a few smart players or in a group, you can normally get a pretty good portion of your team to follow along dutifully.

Edited by Oogalook, 20 July 2014 - 08:30 AM.


#20 Mavairo

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 2,251 posts

Posted 20 July 2014 - 11:02 AM

View PostFleeb the Mad, on 17 July 2014 - 10:38 PM, said:

With the latest patch it's noted that the MM is attempting greater tonnage matching. Not sure how effective it is yet, but it works against mechs like the Atlas that aren't as efficient for their weight.

Standard engines over 300 rating have some huge diminishing returns in terms of tonnage. If you have a 340 or a 360 in your Atlas, a Stalker or Battlemaster can have as much or more payload while matching speed with a more tonnage-efficient engine in the 275-300 range. As tonnage matching starts to come into the picture, that big engine is going to be a liability unless it allows you to do something a lighter chassis can't.

I took advantage of the sale to try and master out the Atlas, but I'm finding it a struggle. Getting into brawl range without taking a lot of damage seems to be the most difficult part, particularly with the extra range on Clan mechs causing a lot more peek-a-boo type snipe fighting.

So a pertinent question must be, how do you bring your skull-faced terror into the ranges it's most effective in without getting too shot up to do your job?


Most of the time I roll with a 325 or 330. The absolute biggest I run is 340, in my Atlas K (since it's the PPC big 20 armed one)
http://mwo.smurfy-ne...8fab6cc4ea5eed6

Unless your team stops, I've found it helps to never quit moving in the atlas. (same goes for most mechs really) emerge from buildings, large rock formations, canyons. Approach out of line of sight, or when you have seismic on, wait for enemys around corners...when they come around suddenly they have 100 tons of skull and death staring them in the face.

http://mwo.smurfy-ne...d574fd77769a603 getting right around 60kph (57 to 60) is the target speed I shoot for, since that seems to give the best balance of firepower, heat sinks, armor and mobility.

I also try to keep my freshest armor facing the lionshare of enemy fire or where I suspect it'll come from. Fire, and twist, fire and twist, all the while keep moving.

Edited by Mavairo, 20 July 2014 - 11:07 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users