

What Do U Think About Machinegun Mechs?
#21
Posted 26 April 2015 - 09:47 AM
ER PPC Cicadas were super popular at the beginning of this video. <--slaughtered by them.
As you can see from the X-5 video, there isn't a need for massive speed if you take good advantage of positioning and map design. I'll be recording some new ones soon as well.
#22
Posted 26 April 2015 - 09:53 AM
Want to grind C-bills and never having to wait for drops because the queue is loaded? This is your guy right here. You should nail 7-800+ damage per match, lots of component destruction and a couple kills along the way.
Edited by sycocys, 26 April 2015 - 09:53 AM.
#23
Posted 26 April 2015 - 10:40 AM
sycocys, on 26 April 2015 - 09:53 AM, said:
Want to grind C-bills and never having to wait for drops because the queue is loaded? This is your guy right here. You should nail 7-800+ damage per match, lots of component destruction and a couple kills along the way.
Of all the multi-MG mechs, the BJ-A also benefits of having great MG quirks: +40% range. Throw in a range module and your hex-MG's reach out to 360 m, which is extremely useful.
I agree that it is an effective c-bill grinder. Not only because of the hero bonus, but also because running 2xERLL on top of the machine guns I tend to get a disproportionate number of Kill Assists. 8-10 is pretty normal if my team wins. (Both ER-LLs and MGs tend to produce lots of assists because they make it so easy to quickly touch opponents, at long and short ranges, respectively.)
#24
Posted 26 April 2015 - 12:32 PM
jss78, on 26 April 2015 - 10:40 AM, said:
Of all the multi-MG mechs, the BJ-A also benefits of having great MG quirks: +40% range. Throw in a range module and your hex-MG's reach out to 360 m, which is extremely useful.
I agree that it is an effective c-bill grinder. Not only because of the hero bonus, but also because running 2xERLL on top of the machine guns I tend to get a disproportionate number of Kill Assists. 8-10 is pretty normal if my team wins. (Both ER-LLs and MGs tend to produce lots of assists because they make it so easy to quickly touch opponents, at long and short ranges, respectively.)
There is a lot of machine gun mech that are very useful,just some people think that are useless caused thnk that are not a danger,bit later start praying when get out of armor.
#25
Posted 26 April 2015 - 05:38 PM
A somewhat trollish build for the KGC is 6 MG, 2 LPL, 2 ASRM-6, AMS. You're not really effective, but it's kind of fun to rip internals apart.
A build that I've run and had a blast with is the JM6-DD - 6 MG, 2 LPL (or 2 ERPPC, or one of each). Load this thing up and just start firing.
#26
Posted 26 April 2015 - 05:54 PM
I'd prefer it the other way around. I wouldn't mind having very little ammo and having to actually conserve, but getting decent damage. Right now they can be really useful for critting exposed components, but in TT they were an actual weapon. Mind you, an "MG" on a mech is like tank-cannon sized shells. It's not puny bullets.
#27
Posted 26 April 2015 - 10:52 PM
RedEagle86, on 26 April 2015 - 05:38 PM, said:
A somewhat trollish build for the KGC is 6 MG, 2 LPL, 2 ASRM-6, AMS. You're not really effective, but it's kind of fun to rip internals apart.
A build that I've run and had a blast with is the JM6-DD - 6 MG, 2 LPL (or 2 ERPPC, or one of each). Load this thing up and just start firing.
This Jagermech i faced in one match,i dont remember if i tell it,but i remember that i start to shoot him when he retreat,but later his friends coming and this time im the one that retreat,he dont give me a chance and start to shoot with all he have. He killed me in seconds with the six machine guns and the lasers. So machine guns paired with other weapons was a deadly mix to take care.
#28
Posted 27 April 2015 - 06:29 PM
TeteSP, on 26 April 2015 - 10:52 PM, said:
I'd like to think that's me XD
But it's probably not.
I have two MG Jagers I run, they're excellent once you get the hang of them and eliting them really gets the fun flowing.
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NOTE: If you barely scrape an enemy with an MG or laser or anything, you'll get a kill assist+3500 C-Bills. This is actually how I got my first Philanthropist achievement (12 assists in a single game). I was using the trial spider and ran around touching every single enemy with my MGs and the laser.
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Now on to the mechs...
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JM6-DD
http://mwo.smurfy-ne...0127f58b4610c88
If you have three buttons, put each AC10 on one button and the four MGs on the third. This way you can fire from the side of things without firing INTO them. It's extremely heat efficient despite having no extra heat sinks, the only concerns are a [very] extended firefight in which constantly firing the autocannons may make your heat uncomfortable.
To play this mech, I stay behind a bit and potshot some enemies with my autocannons until I have about 40 shots left. By that time, the game should be sufficiently advanced that you can run in with your team and hold down the MG button. Not too complicated. Just play smart because Jagers don't have that good of armor; you're best in a team. This setup is the one in which I scraped that Atlas down in my previous story.
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JM6-S
http://mwo.smurfy-ne...2127988bc7b14a9
I'm 90% sure this is how I made it. It's a bit hot because of the lasers, but it's a STD engine making it slightly more durable and has a crapton of MG ammo. With this mech, you should be constantly firing the MGs at any enemy in range. The two ERLL are for the longer maps like Alpine so that you're not entirely useless. Feel free to swap them for LLas if you feel uncomfortable with the extra heat the ERLL gives. The 2 MPLas are my main weapon, Solid damage, small amount of face-time, and able to cut through medium-ish armor for the MGs to make their way.
To play this, I use my ERLL to touch enemies in the beginning for that kill assist bonus as well as trying to make them scuttle for cover. Once the action gets started, it's mainly the MPLas fired together or chained (depending on my heat) and the MGs spraying everything else. Keep moving. It doesn't really matter if you can't hit the enemy solidly with your MGs, it doesn't really matter in midgame because everyone still has their armor. Just survive and tap them with your lasers and plink them if you get the chance. As with the JM6-DD, play it safer and hang around a solid teammate for a while. Once your teammates engage, see if you can get a bit off to the side and let loose with the bullets. It's not as fast as the DD but it's a bit more survivable so make sure you twist. If I ever get to the situation where I'm trying to twist to survive, I always try and sacrifice my ERLL side first because I won't need their extra range, I'll lose less heat sinks, and the extra heat generated will just be a bother in a brawl.
Put your torso weapons on separate buttons and the MGs on a third. Same reason as with the DD.
Edited by Tylerchu, 27 April 2015 - 06:30 PM.
#29
Posted 27 April 2015 - 08:08 PM
Night Thastus, on 26 April 2015 - 05:54 PM, said:
serious
2000 ammo per tonne it's 0.5 kg for 1 bullet (!)
what kind of round is it
12-14 mm rounds weight around 100+-200+ grammes
https://answers.yaho...19103800AAwubnU
http://en.wikipedia....wiki/14.5×114mm
and you propose 5 kg bullets... it's not a mg then, it's an ultra autocannon, lol
Edited by bad arcade kitty, 27 April 2015 - 08:21 PM.
#30
Posted 28 April 2015 - 11:19 AM
Edited by Richter Kerensky, 28 April 2015 - 11:21 AM.
#32
Posted 28 April 2015 - 03:24 PM
#33
Posted 28 April 2015 - 06:07 PM
bar10jim, on 28 April 2015 - 03:24 PM, said:
If your main weapons are the LBX, you're gonna have to get awful close to do any sort of focused damage. I once ran my DD changing the AC/10s for LBX and it really wasn't all that great at disabling or killing. It was a very mid-end game mech, almost useless in dealing meaningful damage in the beginning. This build is good at getting damage though, but it's pretty on par with my DD.
In terms of ammo dependence, it really shouldn't be a problem if you drop the MLas for two more tons of LBX (if you insist on them). My personal take on the LBX is that it's a very secondary weapon, even more so than the machine guns because it's heavy, does unfocused damage at anything a reasonable distance away, and has not very much ammo per ton. That being said, it's a very good crit seeker because of its longer range and spread. Whenever I use LBX, I try to have at least a 15 pinpoint alpha (lasers or other autocannons) so I'm better at removing armor. My Ilya Muromets has 2 LBX in its arms and one ERLL in each side torso. Long range sniper, and medium range crit seeker.
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All that being said, I do recognize that LBX can work in all ranges and most playstyles. Your build might be a good one, I've simply never wanted anything mildly hot (referring to your lasers supplementing the LBX) on a jager because it's such a ballistic-friendly machine. The only reason I have the 2SLas on my DD is because they actually run COOLER than the AC/10s, so I use them in short range combat to mitigate overheating.
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I just might be bad at LBX .-.
Edited by Tylerchu, 28 April 2015 - 06:09 PM.
#34
Posted 28 April 2015 - 08:12 PM
Richter Kerensky, on 28 April 2015 - 11:19 AM, said:
This is the cause i always wait some minutes before i attack any mech and my team dont have any looses. I wait to my friends to weak armors for later i hit in internals,and sometimes i get the kill,other an assist. This is why i say that my mech was scavenger mech. But i respect ur opinion

#35
Posted 28 April 2015 - 08:42 PM
But most importantly, machine guns are fun and sound cool!
#37
Posted 29 April 2015 - 12:47 PM
#39
Posted 30 April 2015 - 03:16 AM
dr lao, on 30 April 2015 - 02:39 AM, said:
Looking at that build the only difference with the standard Arrow is that you dropped the LPL and 2 ML for 3 MPL and 1 DHS. So that's 9 tons for 7 tons, with 2 tons wasted (but no free slots due to Endo and FF). If you'd change the Ferro to Standard you'd 'lose' one ton but you'd be able to utilize that other ton in some way. 2 more JJ. Another DHS? Extra ton of MG ammo?
#40
Posted 30 April 2015 - 10:40 AM
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