As7-K - At Last I Have Leveled This Horrible Atlas
#1
Posted 30 November 2014 - 10:00 PM
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
Posted 30 November 2014 - 10:07 PM
#3
Posted 30 November 2014 - 10:08 PM
#4
Posted 30 November 2014 - 10:09 PM
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
Posted 30 November 2014 - 10:10 PM
armyunit, on 30 November 2014 - 10:07 PM, said:
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?
strikebrch, on 30 November 2014 - 10:09 PM, said:
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
Posted 30 November 2014 - 10:28 PM
Otherwise strip and sell it.
#7
Posted 30 November 2014 - 10:32 PM
Edited by El Bandito, 30 November 2014 - 10:32 PM.
#8
Posted 30 November 2014 - 10:37 PM
Nothing has spent more time stripped bare in its mechbay than my AS-7K.
#9
Posted 01 December 2014 - 12:00 AM
EGG, on 30 November 2014 - 10:37 PM, said:
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.
#11
Posted 01 December 2014 - 02:36 AM
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.
#13
Posted 01 December 2014 - 03:32 AM
El Bandito, on 30 November 2014 - 10:32 PM, said:
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
Posted 01 December 2014 - 03:43 AM
#15
Posted 01 December 2014 - 04:44 AM
#16
Posted 01 December 2014 - 04:49 AM
Sagamore, on 30 November 2014 - 10:00 PM, said:
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
Posted 01 December 2014 - 04:54 AM
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
Posted 01 December 2014 - 04:59 AM
#19
Posted 01 December 2014 - 05:03 AM
No idea why PGI thought they would make a sniper out of these......
#20
Posted 01 December 2014 - 05:09 AM
Sagamore, on 30 November 2014 - 10:00 PM, said:
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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