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As7-D: What To Do With This Thing ?


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#1 SuperPignouf

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Posted 28 October 2014 - 01:57 PM

Hi there,

I just bought an AS7-D, for the sake of eliting the Atlas, and I was wondering if I should keep it or not, since I already have a S and a DDC.

My question is simple: does the D does anything better than the S and the DDC ? If yes: what ? Do you have interesting AS7-D builds to recommand ?

Thanks in advance !

Edited by SuperPignouf, 28 October 2014 - 02:04 PM.


#2 AdultPuppetShow

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Posted 28 October 2014 - 02:07 PM

The major thing is it has one more ballistic slot and two less missile slots in comparison to the AS7-S, but I believe those missile slots have more tubes, making it more conducive to LRM's. I'd say hold onto it for now and wait for the IS quirk pass to see what sort of flavor they give it.

I'm trying to get an AS7-D and AS7-D-DC myself to keep my AS7-S company so I can't tell you from experience, but from what I've read the D is a good solid mech. It just needs a little buffing.

Edited by AdultPuppetShow, 28 October 2014 - 02:11 PM.


#3 Dagon Zur

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Posted 29 October 2014 - 06:53 AM

AS7-D is one good Fatlas.
It beats the DDC in energy/zombie potential and it beats the S in ballistic power. So if you want to keep it you might want to capitalize on those advantages. If not, you might like better the RS variant for single AC20 or Gauss builds.
Dual ballistic combos have great DPS ,low heat , good range....the drawback is that you must stay on target. That said, suppressing enemies becomes crucial in order to minimize return fire.
You dont shoot and twist like with an AC20 Atlas brawler, instead you should keep your DAKKA on enemy (cockpit is prefered), untill he retreats, or drops down...


Recipe for a fun Fatlas:

Ingredients:

1.ENDO-STEEL UPGRADE (you need it for dual-ballistics)

2.BALLISTIC:2x(U)AC5, AC10+(U)AC5, GAUSS+AC2, LBX10+(U)AC5.....

3.MISSILE: 2xASRM6, 2xLRM10, 2xLRM15....

4.ENERGY: 4xML, 3x(ER)LL, 2xLPL+2xML, 2x(ER)LL+2xML, 3xLPL.......etc...........even TAG if LRM heavy..................

5.ENGINE: 300-350

...stirr, shake, bake, until it all fits in a 100ton cake..


Some of my "cookies":

AS7-D - "The Brutal Pusher of Doom"
http://mwo.smurfy-ne...5e5f86dd4fb284f
...a good team-build, best when in company of a friendly DDC brother. (Keep those medlas chained btw...)


AS7-D - "The Stompy Supressor"
http://mwo.smurfy-ne...a881a01272c531d
...i used this for PUG matches (leveling efficiencies), can fight at all ranges, even indirectly...

#4 UrsusMorologus

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Posted 29 October 2014 - 07:17 AM

2xUAC5 2xERLL 2xML The UAC5 are great for damage bursting and work great with the ERLLs in the arms for poking to 600m, while the MLs in the CT work well as a substitute for SRMs if something gets close or I get zombied (I even map them to the group that is reserved for missiles with its own key). Its my best Atlas in terms of score.

Edited by UrsusMorologus, 29 October 2014 - 07:20 AM.


#5 Bront

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Posted 29 October 2014 - 07:44 AM

The D vs the DDC: The D has 1 less missile slot, but 2 CT Energy slots. If the DDC didn't also have ECM, it'd be a fair trade. Since the DDC does have ECM, the DDC is generally superior, and nearly all D builds work on the DDC with minor weapon swapping.

The D vs the S: The D has an extra balistic at the cost of 2 missiles, but I believe has a slightly better torso twist. You can build any 1 ballistic D build on the S, and you can build any 2 missile S on the D.

If you're short on mech bays, the D is disposable given you have the S and the DDC, but otherwise the D is not a bad mech, runs cooler than the S due to no ghost heat on the missiles and able to carry 2 UAC5s/LB10Xs/AC5s, and can zombie unlike the DDC.

#6 Dawnstealer

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Posted 29 October 2014 - 07:51 AM

D's big advantage is that it can zombie up: ALWAYS use those middle energy slots or you're missing the point. And what everyone above said.

#7 Ursh

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Posted 29 October 2014 - 11:51 PM

AS7-D

Your appearance late in the match, with your armor still intact, may result in some unhappy enemy combatants.

This build has no range, but that also discourages you from trading fire with mechs who are much better at hillhumping than you are. Your only mission is to stay close to cover, and slowly inch your way forward until it is time to do your charge. God help them if you can work a flank on a banged up firing line. Few things as satisfying as leaving a trail of crushed, burning hulks in your wake.

Go easy on the medium lasers and you can unload those SRMs and 2xLB10 over and over again.

#8 Mad Ox

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Posted 30 October 2014 - 07:14 AM

Sticking with a Dire Whale as they ARE ALWAYS in the battle is a good idea also. People tend to focus on them over jsut about anything giving you more time to unleash.

D's ability to use 2 ballistics is rather amusing 2 LBX10's can be rather fun. A D-DC can do this too but it cant zombie with 2 energy in center torso.

In the end each Altas is a slight variation on same thing the only real big thing is ECM. I am looking forward to redo of quircks and such to see how they bring Atlas up a step.

Me Probably will keep my Atlas D, D-DC, S and Boars Head always been a huge fan of the model skull head just killer. But we shall see.

#9 UndeadEdd

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Posted 04 November 2014 - 01:17 AM

This is what you can do with the huge D (pun intended) : AS7-D (STD 325, 2xLPL, AC20, 2xML, 2xASRM6)
At first you strip some armor from medium range with those LPL's, then you get close for the kill with the AC+ASRM+ML. Note that the LPL's are great for legging annoying light mechs.

#10 Scrawny Cowboy

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Posted 09 February 2015 - 09:17 AM

http://mwo.smurfy-ne...82dd7638bc40720

I like setting my D up with a weapon for all engagements while still going faster over stock, the LRM10 by itself is lacking but with the PPC and LL it sustains damage for a cheap heat and adds a suppression factor when exchanging shots

#11 SethAbercromby

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Posted 09 February 2015 - 11:27 AM

View PostScrawny Cowboy, on 09 February 2015 - 09:17 AM, said:

http://mwo.smurfy-ne...82dd7638bc40720

I like setting my D up with a weapon for all engagements while still going faster over stock, the LRM10 by itself is lacking but with the PPC and LL it sustains damage for a cheap heat and adds a suppression factor when exchanging shots

I've tried running mine in a similar way once, but to me did the low-slung PPC have quite a few issues to hit targets in a way that make it worth the investmant in tonnage.

I've recently re-tuned my Atlas D to this: http://mwo.smurfy-ne...cd19a78be1f950a

Havn't done enough matches to really make a verdict on it yet (that and I'm a terrible Atlas pilot), but it seems to handle itself pretty well for now.

#12 Scrawny Cowboy

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Posted 09 February 2015 - 01:50 PM

View PostSethAbercromby, on 09 February 2015 - 11:27 AM, said:

I've tried running mine in a similar way once, but to me did the low-slung PPC have quite a few issues to hit targets in a way that make it worth the investmant in tonnage.

I've recently re-tuned my Atlas D to this: http://mwo.smurfy-ne...cd19a78be1f950a

Havn't done enough matches to really make a verdict on it yet (that and I'm a terrible Atlas pilot), but it seems to handle itself pretty well for now.

Low-slung weapons are part of being an Atlas pilot. Rather than using the crest of a hill for cover and exchanging shots, you'd ideally want side cover/exposure. That's why I lumped the PPC and AC20 together on one side so I would only have to expose that one side (despite their velocity difference, it is a direct and focused volley)
And since the LRMs require a lock time and the LL has a duration shot, they're better paired together (plus as you're locking on, you don't need to compensate aim with the LL as you would a projectile weapon)

Edit: I grammar good.

Edited by Scrawny Cowboy, 09 February 2015 - 03:02 PM.






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