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As7-D How To?


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#21 Thorqemada

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Posted 07 May 2015 - 01:43 PM

70 on the Legs is pretty good - you can even go down to 60 if needed - you need to be able to kill Leggers with 1 Alpha anyway or at least cripple them very seriously so they have to disengage.



#22 Koniving

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Posted 07 May 2015 - 01:48 PM

I'm on the public test server I linked to and referenced before. Note the available funds for customization -- I recommend that all new players who want to experiment to jump onto the public server and give their opinions on the feedback thread here.
Posted Image
You can also use this to experiment. The amount of GXP will allow you to rapidly unlock skill trees to see the huge difference in performance as well.

#23 Glythe

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Posted 07 May 2015 - 02:13 PM

I hate to be the one to tell you this but the Atlas D has been left behind.

It's a disappointment and waste of a 100 ton mech.

It's not balanced against mechs like the TW which weigh less and have about the same weapons with more range.

#24 Void Angel

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Posted 07 May 2015 - 02:56 PM

Uh, a well-piloted Atlas will mulch a Timberwolf that gets into the Atlas's engagement range- which will probably be close-in. The Timber Wolf is still one of the best heavies in the game, but you can't compare apples and oranges with Clan/IS weaponry. The Atlas fulfills the Assault brawler role that the Timber Wolf simply cannot fill, and does it well. Other 'mechs have more firepower, or speed, or range - but nothing takes a licking and keeps on kicking like an Atlas. It's true that the D-DC is generally acknowledged as the superior Atlas variant, but any Atlas can be effective if the pilot has learned to use it well - and the guy has to get three variants to master the chassis anyway.

#25 RiceCop

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Posted 08 May 2015 - 12:40 PM

Short range the atlas is on par with the direwolf if piloted correctly. The problem is trying to close. The D gets the AC20 quirk, so definitely go with AC20 + SRMs + Meds. Put a big standard engine in it and stay with your team. Once the brawl starts and you're in close, you're one of the deadliest mechs on the field.

#26 RiceCop

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Posted 08 May 2015 - 12:49 PM

You could also run it with 2 large lasers instead of the mediums, though would need a smaller engine (just a hair smaller, you still want to be doing 60kph). Put one CT and one right arm and use your left arm as a shield.

#27 Kotev

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Posted 08 May 2015 - 12:57 PM

So many good posts i may add that you buy DDC because is superior Atlas atm. and you try this build: 2 ER L. Laser, 2 UAC5, 2 LRM-10, endostell, DHS so you can engage at middle-long range and dont die often.

Edited by Kotev, 08 May 2015 - 12:58 PM.


#28 Grim Pummeler

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Posted 08 May 2015 - 09:37 PM

View PostKotev, on 08 May 2015 - 12:57 PM, said:

So many good posts i may add that you buy DDC because is superior Atlas atm. and you try this build: 2 ER L. Laser, 2 UAC5, 2 LRM-10, endostell, DHS so you can engage at middle-long range and dont die often.

So sad that nobody told me this before i bought my AS7-D.
As a newcomer, all i wanted was the mech with the skull head.

I really don't see any difference between DDC and D cause its just the same mech with different guns. AC20 does good damage in a single burst so it's great in my opinoin for sneaking behind a building and shooting once and running away as it reloads. Its that single BANG that screws all light mechs over.


In my playstyle, i usually shoot out all my LRM's as i get targets that are close enough to hit but still far away.
After my LRM is empty, i walk in close and start spamming my lasers. If i'm close enough for a sure hit with my AC20 i'll start spamming it.. I've been trying to get used to using SMR's and i'm getting better at it. The missiles only hit in the clear though.. Smallest bit of terrain always destroys my missiles.. Guess i'll just shoot them without the lock on to prevent them from steering to the ground immediately.

I wonder, has anyone tried playing atlas with two PPCS?

#29 Aegic

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Posted 09 May 2015 - 12:03 AM

Single use heatsinks could be more beneficial for an AS7 Brawlers build. Remember that after the armor is gone whenever you take a hit in an area there is a chance for each component to get hit.

What this means is if you have an area with 2 SRM-6s, a ton of ammo, and 3 heatsinks the chance your weapons or ammo being hit will be less than if you have 2 SRM-6s, a ton of ammo, and 1 double heatsink.

It is this very reason it is a good idea to put gauss ammo (which does not explode) in the same area as the gauss rifle (which has a high chance to explode when destroyed.

1 Gauss rifle and 2 tons of ammo in AS7-D side torso. 33% chance to hit your rifle (which may blow up when destroyed and 66% to destroy 1 ton of ammo.

1 Gauss rifle and nothing else. 100% chance to hit your rifle.

Although outdated in some aspects this guide still has the correct concept.

http://mwomercs.com/...-a-brief-guide/

#30 Aegic

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Posted 09 May 2015 - 12:14 AM

Also, I LOVE my AS7-D. It is almost completely stock.

http://mwo.smurfy-ne...a8c0ca163d67e66

Things to note:
1- manage your heat, if your heat gets too high stop using your lasers and methodically alternate between your AC/20 and your 2 SRM-6s
2-you have tons of armor, if you are under fire and either running hot or waiting for your weapons to cycle torso twist. This means twist around so that they do not hit you where they want to hit you. Instead of hitting your AC/20 or something else make them hit those big beefy arms that you have.
3-you are slow, so do your best to stick with your heavy and medium mech buddies. this is a very short range build but I have enjoyed it since closed beta :)

PS if you get the AS7-RS each arm can have 2 energy weapons, putting 2 large pulse lasers in each arm is fun! If you do this I would recommend something like this.

http://mwo.smurfy-ne...e7743e75c338519

On this mech remember to only shoot 2 large pulse lasers at a time! If you shoot more than that just remember it will generate much more heat than normal. Have fun and thanks for playing!

#31 Modo44

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Posted 09 May 2015 - 12:19 AM

Compared to the D-DC, the D variant has a bit more staying power because of its CT laser hardpoints. My best builds use the missile side as a shield, either not taking any missiles at all (2xUAC5+3xERLL), or using some discardable LRMs to soften enemies up before engaging in death hugs (4xML+AC20+2xALRM10).

#32 Yosharian

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Posted 09 May 2015 - 01:13 AM

D variant is quite mediocre compared to, say, the DDC or the S, but here's what I'd run on it:

Brawler:
http://mwo.smurfy-ne...f8ebbc88a9c6e2d
69 point alpha, reasonable heat management, deadly under 300m. To run an Atlas brawler effectively you must conserve your armor and use your 'life' wisely. You basically are a wrecking ball that will last about 20-30 seconds in a large scale fight. The more the fight goes on and you conserve your armor, the more powerful you become. I've won many games simply by conserving armor and waiting til the enemy closes and engages in brawl with smaller numbers. Basically the fewer enemies you fight at once, the better your chances of doing well in a brawler.

This will run hot though, so don't use the lasers unless you have the heat to spare - once you're over 75% heat, just use the AC20 and the SRMs. And if you're against fast moving targets like lights, use only the lasers.

The AC20 torso is safe from ammo explosions once you've spent 10 rounds of your 24 round payload.

Medium/Long Range:
http://mwo.smurfy-ne...f788e24cc49ee2f
If you really must run a longer range Atlas, then I'd run something like this. Triple ERLL gives you punch at long range, dual UAC5 gives you good trading power to go with the lasers. The LRM10 gives you a little harassment to go with it, and you have enough ammunition there (54 salvos) to keep going for a while. The CASE protects you from losing your mech if your LRM torso gets destroyed. This will run hot once you've fired the lasers a few times, so don't expect to trade indefinitely, but you can keep firing the UAC5s and the LRM10 indefinitely (heat will not rise when firing these weapons). If you're running hot and your UAC5s jam, twist your torso so that your arms are shielding your mech until they unjam.

This mech will be extremely slow and clumsy, and the low arm hardpoints are crap, but if you want to run an Atlas in a longer range role, then this will do the job. It's a bit like trying to fit a square peg in a round hole, though.

Edited by Yosharian, 09 May 2015 - 01:15 AM.


#33 Grim Pummeler

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Posted 09 May 2015 - 03:41 AM

This is how my atlas looks like now:
http://mwo.smurfy-ne...8789b986eb8bbc0

Any thoughts?

#34 jss78

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Posted 09 May 2015 - 04:00 AM

View PostVaikku, on 08 May 2015 - 09:37 PM, said:

So sad that nobody told me this before i bought my AS7-D.
As a newcomer, all i wanted was the mech with the skull head.

I really don't see any difference between DDC and D cause its just the same mech with different guns. AC20 does good damage in a single burst so it's great in my opinoin for sneaking behind a building and shooting once and running away as it reloads. Its that single BANG that screws all light mechs over.


I don't think anyone mentioned this, and just in case you didn't know this:

The big difference between DDC and other Atlases is in that one little column which mentions that the DDC can mount ECM, which none of the other Atlases can.

ECM creates an electronic-interference bubble, meaning that the enemies cannot get target locks on either you, or any of your team within 180 m of you. So no missile locks, no targeting information, not unless they have ways of counter your ECM (and that's another story). ECM is basically a game-changer, and the reason why the DDC is favoured. I predict that when you get the DDC, the first thing you'll notice is the tendency of much of your team to gather around you. I bet you've never felt so well loved in your life.

But don't feel bad about getting the D, as mentioned you need to get three variants anyway to fully level up any of them. You seem to be getting a ton of advice about how to make the D work.

#35 RedEagle86

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Posted 09 May 2015 - 07:07 AM

View PostVaikku, on 09 May 2015 - 03:41 AM, said:

This is how my atlas looks like now:
http://mwo.smurfy-ne...8789b986eb8bbc0

Any thoughts?


Initial reactions:
1. Unless you find yourself often either lumbering away from the enemy or getting killed by rear shots, I'd recommend moving between 12 (ST's) and 18 (CT) rear armour to the front. Tends to help you survive a little better.

2. NEVER store ammo in the gun torso. It almost always gets focused first, and those will do terrible damage to your CT. (I might suggest the arm of the same side.)

3. LRM-20 and SRM-6 probably works for your playstyle, but I might put a smaller LRM launcher and go with Artemis upgrades - ALRM-15, ASRM-6. Artemis is pretty crucial for SRM's on an Atlas. It tightens up the grouping significantly.

With my thoughts, here's your 'Mech back to you: http://mwo.smurfy-ne...4757ef61a3cd31e

Edited by RedEagle86, 09 May 2015 - 07:07 AM.


#36 Grim Pummeler

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Posted 09 May 2015 - 10:25 AM

Tweaks have been made. I'm starting to get the hang of it.. It's just fine tuning the numbers and items and i'll be set! Thanks guys! I've been doing much better with my atlas.

#37 Modo44

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Posted 09 May 2015 - 10:45 AM

I would recommend taking 2x<same missile launcher type>. One missile launcher of almost any kind will be painfully useless. The LRM20 spreads damage like crazy, and one SRM6 does not really pack a punch (not on an assault).

#38 Grim Pummeler

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Posted 09 May 2015 - 11:06 PM

Well the SRM6 has been completely useless.. Doesn't feel like it does anything at all.. Any recommendations what weapon to swap it for? I usually just lock on and shoot my LRM20 when enemies are out of sight but i got a lock on at less than 1000m.

When in medium/close combat, i just spam lasers and AC20.

Edited by Vaikku, 09 May 2015 - 11:07 PM.


#39 TLX

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Posted 10 May 2015 - 12:01 AM

Atlas,Hunchback,Catapult and Commando was the basic IS mechs,so u are fine with the Atlas. Take the tips writed here and u become terrific.

Edited by TLX, 10 May 2015 - 12:02 AM.


#40 Ian G

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Posted 10 May 2015 - 12:17 AM

When your SRMs feel useless, you are using them wrong.

Pack in two of them and go to the testing grounds. Shoot them at 270m range at an enemy (and make sure you hit them). No other weapons! Now watch the armour diagram. See all that damage you did there?

Most of my kills in an atlas come from SRM fire. They are heat efficient and have a high dmg and crit potential. True they are difficult to learn, but well worth it. Just remember that you only have 270m range, after that its zero dmg. And that they have a long flight time, so shoot where your target will be, instead of where it is.





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