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Atlas. What To Buy/build (Mastery)
#1
Posted 20 February 2015 - 07:40 AM
I had in mind DDC and RS (LPL ftw) with the classic DDC build and something zappy for the RS (LL plus gauss or some such.) Anyways, any advice is appreciated.
#2
Posted 20 February 2015 - 09:34 AM
As for the 3rd, I recommend the Boars Head if you don't mind spending MC. Having all those energy hard points in the arms makes it kind of unique (not to mention a light killer). Otherwise, get the rs or d.
#3
Posted 22 February 2015 - 11:35 PM
#4
Posted 23 February 2015 - 12:00 AM
As for variant suggestions, my personal go to is the S variant but the D-DC is also very nice because it can bring ECM so should definately be in your arsenal aswell.
The third variant is the question mark, some like the RS or even splurge for Boar's Head. Personally I enjoy the D variant as the last one.
Now build them for brawling (AC20 and SRMs with Artemis) and go win games!
#5
Posted 23 February 2015 - 03:43 AM
#6
Posted 23 February 2015 - 07:37 AM
4 MPlas
1 AC20
1 LRM10
1 SRM6
UNleash all except LRM up close and cripples mediums and below. Makes heavy run and Assaults tend to get in cover.
DDC have a little more trouble with cant seem to find a real niche for it damage seems to be a touch low
2 LPLas
1 AC20
1 LRM10
2 SRM4
Duked it out with another DDC last night 1 on 1 came out winner think problem is SRM damage so spread out think might revamp to include artemis to tighten the missiles a touch think that will help.
I also have Boars Head as my third
#7
Posted 23 February 2015 - 07:51 AM
My experiences have been mostly positive, once I learned to front-load armour and to torso-twist. I even won entry into CGBI (it was just CGB back then) piloting a trial Atlas (RS), against another experienced assault pilot.
My mechbay currently has 3 DDC's, and one of every other atlas. My main builds are as follows, with descriptions and my playstyle:
DDC # 1 - AC20, 2LL, (3)ASRM6, AMS (1 ton). Standard brawling build, long-range poking, pretty decent (1.2) efficiency. Limited ammo (3t for AC20, 2t for ASRM), meaning AC/20 gets fired at targets within 250m, SRM's within 200m, and LL's beyond 180m (heat gets really high otherwise).
DDC # 2 - (2)LBX-10, 2 LPL, (3)SSRM-2, AMS (1 ton). What I call my anti-light 'Mech, LPL's give it some longer-range but still shorter duration firepower, 1.25 heat efficiency, LBX's for cored or for spiders/firestarters (broken hitboxes at speed), SSRM's are either group-fired for lights, or chain-fired for heavy/assaults/(slow)mediums - for the screen shake. 5 tons ammo for LBX's can be drained somewhat quickly if firing at targets far away (beyond about 400m, otherwise I've found the spread to be too much), 2 tons for Streaks give 33 salvos (of all 3).
DDC # 3 - What I call the 'Can Opener' (270m max brawler) - 2 ML, 2 LBX-10, (3)ASRM-6, AMS (1 ton). This has a max effective range of 270m, To make up for this, I have a 325 engine installed. 4 tons for LBX's, 2 tons for SRM's. SRM's fired at 200m or less, LBX's group-fired at ranges of 250m or less, ML's for everything else. Technically has a 68.7 firepower. Very fun, but very ineffective on Alpine peaks etc.
K - The K is an interesting build that I didn't run as much as I could've. I didn't use the missile hardpoint because there's only 1, and a launcher would take up too much tonnage and space for so little damage. I tried running the 2xAMS (3 tons) but found that it would go through 3 tons within 2-5 minutes, so I've opted for 4 tons. The build is 2ERLL, AC20, 2ML (CT). AC20 for everything under 250m, ERLL for everything over 250, ML's (if you can) for everything under. Otherwise it gets somewhat warm.
RS - This one took some work. I wanted an atlas with LRM's, but one that wasn't a waste of tonnage, so I came up with this. The work part comes in getting your 20-pack to fit in the 10-tube slot, and the 10-pack to fit in the 6-tube slot. ALRM-20, ALRM-10, AC20, 4ML, AMS (1 ton). With 6 tons of LRM ammo, 4 for the AC/20, this is fun to play on all maps. While very slow (275), it's a good all-range 'Mech. AC/20 gets fired at targets 250m away, LRM's at everything over 200m (250 if it's a medium), ML's get chain-fired at everything close.
D - 2 UAC5, 2LPL, 2SPL, (2)SRM-6, AMS (1 ton). 8 tons total (4 per gun) of UAC ammo, 2 tons of SRM ammo (16 salvos). LPL's for longer-range, UAC's for longer-range and close-range (can be fired macro-chain, normal chain, or grouped - either for screen-shake, or more pin-point damage per personal preference) SPL's good for Zombie-ing, or for 'panic' brawling
S - This is also a fun build. 2ML (arms) 2SPL (CT), AC/20, (3)ASRM-6, NARC, AMS (1 ton). ML's get targets of 350m or less, SRM's (grouped with NARC) at targets of 200m, AC20 at 250m, SPL's at either brawling targets 150m away, Zombie-ing, or 'panic' brawling. Narc can also be fired independently of the SRM's to take advantage of it's 450m range.
BH - I made this one post-quirk, and seems to have been effective. Close-range, but fast (for an Atlas). 4MPL, 2ML, AC20, LRM-10, AMS (1/2 ton). LRM has 2 tons ammo, AC20 has 4 tons. ML's are used for longer-range slower targets, MPL's can be chain-fired for fast movers and group-fired for slower ones. I also used to run 4ERLL builds, or 6-flamer 'troll' builds, etc. Very fun in the pug queue.
#8
Posted 24 February 2015 - 03:57 AM
#9
Posted 24 February 2015 - 04:25 AM
- 2x ER Large Lasers
- 1x Large Pulse Laser
- 1x AC/20
But then i changed for:
- 2x ER Large Lasers
- 2x Medium Pulse Lasers
- 2x SRM4
- 1x AC/20
The first build i usualy did Alpha Strikes more frequently
#10
Posted 24 February 2015 - 10:03 AM
Great heat efficiency, good speed, and even if they shoot off the AC20, 2xLPL keeps it in the fight.
#11
Posted 05 March 2015 - 05:12 AM
My 2 personal favorites are absolutely Boars Head and DDC. The worst drawback
for 100t mech is lack of speed and vulnerability to LRM rain. BF fix that problem with
400XL engine. There are a lot of people who does not recommend that one. I have
been using it in my BH since I bought it and never wanted it to be slower. Its just
awesome to have 100T Atlas running fast. You just to play differently with that
engine. DDC on the other hand has its own protection. Makes others to follow your
ECM shield.
Atlas rocks
#12
Posted 07 March 2015 - 08:49 AM
The S with 4 MLs, 4 SRM4s, and a Gauss. Std 325 engine as we'll.
#14
Posted 30 March 2015 - 07:20 PM
Just charge in head first to the center of the enemy let rip and chain narc everyone, blind them with the flamers and pray your team rushed with you xD
http://mwo.smurfy-ne...73a0627feedcbb3
or do what one of the other guys said to do...
#15
Posted 30 March 2015 - 07:54 PM
Cookiemonter669, on 22 February 2015 - 11:35 PM, said:
Those. ECM and Dual ballistics (+CT Energie). RS is pretty bad since it only makes sense with 4 L(P)L/PPC, which is rarely a good idea. Otherwise the CT laser of a D is always better.
Edited by Averen, 30 March 2015 - 08:03 PM.
#16
Posted 31 March 2015 - 03:08 AM
Beltsander (Boar's Head)
Surprise (DDC)
Rainmaker (AS7-RS(C))
#17
Posted 01 April 2015 - 11:26 AM
Let that be your guide. You can't fail unless you try to turn it into a LRMer.
#18
Posted 01 April 2015 - 11:31 AM
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#19
Posted 01 April 2015 - 12:14 PM
I'd give you my builds, but Smurfy's seems to be down right now... =( Suffice to say that they all use large-caliber autocannons and as many SRMs as I can fit, with a minimum of a 325 engine. You need to get in people's faces and stay there, so any build that overheats too quickly (as in less than 20 seconds) at max firepower distribution is probably a bad fit for the Atlas. Pay attention to their quirks, and don't be afraid to use Medium Lasers on your D-DC. If you die before the Enemy has had to destroy both of your side torsos (including their rear armor,) you should count that a moral failure on your part. =) Don't just rawrgvikingbullrush charge every time, but when the moment comes, go out and get some love. Your goal isn't necessarily to survive - it's to make an Atlas-shaped hole in the enemy team.
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#20
Posted 01 April 2015 - 12:22 PM
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