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As7-K - At Last I Have Leveled This Horrible Atlas


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#1 Sagamore

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Posted 30 November 2014 - 10:00 PM

The Atlas been my favourite chassis since discovering Battletech/Mechwarrior so naturally I have all 6 variants in my garage, including the AS7-K which has sat there without even the basics completed. This variant has the reputation of being bad and you rarely see them in games. When I first started playing MWO I was attracted to it initially because of the high price point and decent stock armament. Anything costing 12 million must be good, no? Using common sense and general forum advice I ended up with the AS7-D(F), D-DC, RS. I also bought the BH the day it was released (buyer's remorse), bought the K at 50% off c-bill value and now have the S. They are all fully mastered except the AS7-K.

I figured the 2.5x XP weekend would be a good time to finally take the AS7-K out for a stroll.

I get the dual AMS thing (and I have run 4000 rounds of AMS ammo dry several times) but otherwise, I'm not having great success with it relative to my other Atlases. What is this mech supposed to do?

Well the quirks (informed by competitive players I am told) suggest that I optimize for a "long range" or "sniper" build centered around PPC and Gauss Rifle with a 15% projectile speed-up on the PPC and a 15% (7.5% + 7.5%) cool-down reduction on the Gauss. I threw on a Gauss cooldown module and a PPC cooldown module as well (though I experimented with the AMS modules too... not sure if it was worth it).

I've been running 2xPPC, 1xGauss (3t ammo), 2xMedium Pulse, 2xAMS(2t ammo) with a STD 325.

Unfortunately, the Atlas has never made a great long range mech due to its huge recognizable profile and its low slung weapons which means that without careful planning you'll stick out like a sore thumb attracting all sorts of enemy fire while your shots are hitting a building or hill at waist height. This isn't so much a problem while brawling with my other variants but really had a hard time with the K.

I've just finished Eliting the darn thing (doubled basics) and I'm not sure if I will bother unlocking the module slot. I just don't get why anyone would choose the K over any other variant. I would like to see something done, perhaps in quirks 2.0, to help out this Atlas.

Interesting side-note: The AS7-K was listed as a Tier 4 mech but it got the same number and % value on the quirks as the other Atlases, which were all placed in higher Tiers (not including the D-DC).

#2 Glaive-

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Posted 30 November 2014 - 10:07 PM

Why not just build it as a brawler? Sure you'll only get a small bonus from the quirks, but if the build is good then you shouldn't need the quirks as much.

#3 MandyB

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Posted 30 November 2014 - 10:08 PM

Yea im sad with the quirks the K got, but for me that was the first mech i ever purchased so ive always loved it, I did get some 1K plus damage with 3+ kills. However after the quirks it just doesnt perform as well as the S or the DDC. :(

#4 Mad Strike

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Posted 30 November 2014 - 10:09 PM

Thats weird , I've been running my S variant with 2xERLL , 2xML , 3xSSRM2 , BAP , gauss rifle and XL engine about a week ago.....maybe it's just not a variant made for your playstyle.

It's like my Boars Head , most people had to retrofit it into an Standard engine build because some pros/tryhards told them was horrible or it just didn't worked for them.

#5 Sagamore

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Posted 30 November 2014 - 10:10 PM

View Postarmyunit, on 30 November 2014 - 10:07 PM, said:

Why not just build it as a brawler? Sure you'll only get a small bonus from the quirks, but if the build is good then you shouldn't need the quirks as much.


I could but then I may as well use the D-DC or the S which are much better brawlers.

I guess you only pick the K for the dual AMS?

View Poststrikebrch, on 30 November 2014 - 10:09 PM, said:

Thats weird , I've been running my S variant with 2xERLL , 2xML , 3xSSRM2 , BAP , gauss rifle and XL engine about a week ago.....maybe it's just not a variant made for your playstyle.


Yeah could be. I'm much more comfortable brawling with an Atlas. Most of mine have close range weaponry with the odd LRM thrown in.

#6 Spheroid

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Posted 30 November 2014 - 10:28 PM

Well it still has that generic -10% energy generation perk. Since the RS emphasizes large lasers why not go Large Pulse with AC-20 and dual AMS? Probably endo and a 340-350 STD. Add two CT mlas and you have a 52 alpha.

Otherwise strip and sell it.

#7 El Bandito

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Posted 30 November 2014 - 10:32 PM

AS7-K is one of those mechs I never wish to face off in the battlefield. Those dual AMS eats significant amount of my damage. Good thing people hate the K and prefer to pilot the S without AMS instead--which allows me to lurm it to death easily.

Edited by El Bandito, 30 November 2014 - 10:32 PM.


#8 EGG

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Posted 30 November 2014 - 10:37 PM

I've had a K for a long, long time. Its a bad mech.

Nothing has spent more time stripped bare in its mechbay than my AS-7K.

#9 Roadbuster

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Posted 01 December 2014 - 12:00 AM

View PostEGG, on 30 November 2014 - 10:37 PM, said:

I've had a K for a long, long time. Its a bad mech.

Nothing has spent more time stripped bare in its mechbay than my AS-7K.

Same for me.

With the single ballistic and missile hardpoint and the two energy hardpoints in the CT, you don't have too many choices.
Gauss on the Atlas with its easy to destroy side torsos just doesn't look like a good idea to me.
The single missile slot is kinda useless for 1 SRM launcher and it only got 10 tubes, so, not that great for LRMs either.

My latest attempt was a 3LPL, AC10, LRM10 build. It works...somehow..., but it's still pathetic for one of the heaviest and slowest mechs in the game.

#10 The Boz

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Posted 01 December 2014 - 02:28 AM

Try a this. No, it's not really good, but it'll get the job done.

#11 Yosharian

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Posted 01 December 2014 - 02:36 AM

Atlas is an awful platform for ranged weaponry. You can't put anything long range in the arms because they are too low. Even the torso mounts are not that good.

Basically the only place you can put a ranged weapon is in the torso, and even then it's to give ranged flexibility rather than make it a ranged-only mech. Use other mechs like the Stalker for this role, instead of the Atlas.

Edited by Yosharian, 01 December 2014 - 02:37 AM.


#12 Vassago Rain

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Posted 01 December 2014 - 03:05 AM

View PostEGG, on 30 November 2014 - 10:37 PM, said:

I've had a K for a long, long time. Its a bad mech.

Nothing has spent more time stripped bare in its mechbay than my AS-7K.


I got one in closed beta, but never rebought it after the final reset.

#13 Satan n stuff

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Posted 01 December 2014 - 03:32 AM

View PostEl Bandito, on 30 November 2014 - 10:32 PM, said:

AS7-K is one of those mechs I never wish to face off in the battlefield. Those dual AMS eats significant amount of my damage. Good thing people hate the K and prefer to pilot the S without AMS instead--which allows me to lurm it to death easily.

Funny, I have an S without AMS and I almost never die to LRMs with it.
If I were you I'd be more worried about the Kitfox and Stalker 5S, you actually see those in a match occasionally.

#14 PeekaBoo I C Ju

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Posted 01 December 2014 - 03:43 AM

the K is my favorite, to each their own i guess

#15 zagibu

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Posted 01 December 2014 - 04:44 AM

3 LPL + AC/20 works well.

#16 Sarlic

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Posted 01 December 2014 - 04:49 AM

View PostSagamore, on 30 November 2014 - 10:00 PM, said:

The Atlas been my favourite chassis since discovering Battletech/Mechwarrior so naturally I have all 6 variants in my garage, including the AS7-K which has sat there without even the basics completed. This variant has the reputation of being bad and you rarely see them in games. When I first started playing MWO I was attracted to it initially because of the high price point and decent stock armament. Anything costing 12 million must be good, no? Using common sense and general forum advice I ended up with the AS7-D(F), D-DC, RS. I also bought the BH the day it was released (buyer's remorse), bought the K at 50% off c-bill value and now have the S. They are all fully mastered except the AS7-K.

I figured the 2.5x XP weekend would be a good time to finally take the AS7-K out for a stroll.

I get the dual AMS thing (and I have run 4000 rounds of AMS ammo dry several times) but otherwise, I'm not having great success with it relative to my other Atlases. What is this mech supposed to do?

Well the quirks (informed by competitive players I am told) suggest that I optimize for a "long range" or "sniper" build centered around PPC and Gauss Rifle with a 15% projectile speed-up on the PPC and a 15% (7.5% + 7.5%) cool-down reduction on the Gauss. I threw on a Gauss cooldown module and a PPC cooldown module as well (though I experimented with the AMS modules too... not sure if it was worth it).

I've been running 2xPPC, 1xGauss (3t ammo), 2xMedium Pulse, 2xAMS(2t ammo) with a STD 325.

Unfortunately, the Atlas has never made a great long range mech due to its huge recognizable profile and its low slung weapons which means that without careful planning you'll stick out like a sore thumb attracting all sorts of enemy fire while your shots are hitting a building or hill at waist height. This isn't so much a problem while brawling with my other variants but really had a hard time with the K.

I've just finished Eliting the darn thing (doubled basics) and I'm not sure if I will bother unlocking the module slot. I just don't get why anyone would choose the K over any other variant. I would like to see something done, perhaps in quirks 2.0, to help out this Atlas.

Interesting side-note: The AS7-K was listed as a Tier 4 mech but it got the same number and % value on the quirks as the other Atlases, which were all placed in higher Tiers (not including the D-DC).



The K has been always been my favorite.

Best thing i can advise you is to suit it either as a brawler or a long range. Brawler for taking out LRM boats, and the long range as a supportive.

If you take a long range build: Stick to your team and it will save many asses. Like i did.

Unfortunatly i dont give out builds. But piloting a K is one of the hardest things. I pilot it all times, and it's hard. I think alot of folks sees me in the K. I dont 'insane' damage, but i am more for the team. There is no additional bonuses on that.

I always get comments: "LOL that build".

Sometime its wise to drop a hardpoint.

Edited by Sarlic, 01 December 2014 - 05:07 AM.


#17 Kutfroat

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Posted 01 December 2014 - 04:54 AM

try this:

ultra ac5, 4 med pulse lasers, srm6+a, 2 ams and 2 tons (3 for uac5) ammo for ac, srm and ams each, bap, 360 standrad engine. 16 heatsinks. armor max. except on legs only 65.

heateff. of 1.43 moving at 65 kmh...at least it is fun! ;)

Edited by Kutfroat, 01 December 2014 - 04:55 AM.


#18 RustyBolts

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Posted 01 December 2014 - 04:59 AM

The K is so bad that I decided the mechbay was worth way more, so I sold it.

#19 bluepiglet

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Posted 01 December 2014 - 05:03 AM

Posted Image

No idea why PGI thought they would make a sniper out of these......

#20 ice trey

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Posted 01 December 2014 - 05:09 AM

View PostSagamore, on 30 November 2014 - 10:00 PM, said:

I just don't get why anyone would choose the K over any other variant. I would like to see something done, perhaps in quirks 2.0, to help out this Atlas.


I bought one because I wanted to fill out my MWO roster with the whole gambit of mechs that I know the Draconis Combine (AKA House Kurita) fields, The Atlas K is one of those.

Of course, I knew the Atlas K was going to be bad going in... I wanted to get it over with as soon as I could. I was already quite disenfranchised with the Atlas-D that came with my founders pack as it's molasses slow. The Atlas K tries to be a sniper, but with guns mounted so low it's difficult to avoid having your weapons fire pummel the dirt rather than the target.

The K was a nightmare, The D-DC wasn't so bad, but it wasn't great either. My problem is that I'm a fan of lights, but my ping is so bad since I moved (To Japan) that they've become unplayable in close ranged combat due to rubber-banding. Anything past 100 KPH tends to suffer for me. I've mostly become enamored with mediums and fast-heavies to compensate.

Still, I don't regret it. It's filled my goal of getting mechs available to the Draconis Combine, and the Atlas production line is something the DC won during the War of 3039, along side the Jagermech, Victor, and Marauder lines from Independence Weaponry. I'm only just starting to work on the Victors now. I'm glad I opted to start those rather than Jagers, or Orions, because that Heavy cue is looking really damned terrifying right now, sometimes at 65%. I finished off my Awesomes... and thank god I started them when I did. The new Quirks system REALLY helped. They're far from Tier 1, but faster, cooler running PPCs made them much nicer to run. Still, Awesomes were more fun to use than the Atlas K, and that's before the quirks.

Edited by ice trey, 01 December 2014 - 05:14 AM.






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