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As7-D How To?


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#41 Rogue Jedi

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Posted 10 May 2015 - 01:22 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.


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?

the difference between the D and the D-DC is the ECM and an extra missile hardpoint in exchange for the CT energy mounts, the ECM is extremely useful, that is why the D-DC is considered superior. you will still need another 2 Atlas variants to "elite" (complete the elite skills, which also doubles the effectiveness of the basic skills) or "Master" (unlock an extra module slot) the chassis. Eliting any Mech gives a big improvement

do not be afraid to ask for advice before spending millions of cbills on a Mech, ask in New Player help and we sill be happy to help

SRMs do not lock on, if you have both SRMs and LRMs you can get a lock for the LRMs but that does not affect the SRMs, SRMs are dumb fire rockets, working a bit like a shotgun. Artemus tightens up the spread on SRMs, and is highly recommended if you are using SRM6. Streak SRMs are guided short range missiles, only SSRM2 is currently available for Inner Sphere Mechs but the Clans also have SSRM4 and SSRM6

I did try a PPC Atlas long ago, it can work but the PPCs run hot, and my limiting factor with the Atlas is heat, so I gave up fairly quickly.
you can use PPCs but just make sure you have enough cooling to be able to use them effectively, and that you remember to lead a moving target as PPCs have a relatively slow projectile speed (about the same as the AC10/AC20)

#42 Satan n stuff

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Posted 10 May 2015 - 02:44 AM

I've seen a few good brawler builds here, but one thing the OP should know is that it's very hard to brawl effectively until you learn the maps, where all the good cover is, when to engage and disengage etc...
A more generalist Atlas build might be better suited.
This build has 3 large lasers, an AC/20 and 2 artemis SRM6s. It is preferable to put the torso mounted laser in a separate group from the arm lasers and to separate the other weapons by type, because you are going to be firing those arm lasers at things you can't possibly hit with any other weapon.

Some advice on Atlas brawling, since you are usually equipped with SRMs and an AC/20, it's advisable when a target is trying to circle you to lead and fire your SRMs first, then follow up with the AC/20, followed by the lasers if you can do so without shutting down or exposing your CT to something besides your target. Firing your weapons in this order makes it easier to get everything to hit the same component, and firing the missiles followed by the AC will cause enough screen shake on the target that they will have a hard time hitting ( or even seeing ) your CT while you fire your lasers at them.
If you are not firing anything at a target, be torso twisted away from them, preferably with your left torso facing them as the enemy will usually want to take out your AC first. Don't take that as a rule though, it should always be your most armored side that faces the enemy.
If the enemy manages to get out of your torso twist range, either slow down and keep turning their way to get them back in your torso twist range, or turn the other way while walking backwards and torso twist in that direction, they won't be able to avoid getting back in your sights.
When running hot you'll want to prioritize the AC/20, the SRMs and the lasers in that order, because that lets you deal the most damage with the most heat efficient weapons. When running hot do not fire your hottest weapons unless you can secure a kill immediately by doing so, you might also want to fire just one weapon for a while so you can cool down a bit to fire an alpha when the opportunity to kill a target presents itself.
It is generally harder to quickly kill a target that is almost dead than one that still has a fair amount of internal structure remaining, because the former will usually focus almost exclusively on defense. Firing an alpha at the right time can save yourself a lot of trouble by instantly killing a target before they get too defensive.
Dealing with a defensive target when their buddies are around to help them is less than ideal, matches have been lost because the primary target didn't die fast enough causing it's attackers to fail to respond effectively to the counter.

Edited by Satan n stuff, 10 May 2015 - 02:46 AM.


#43 RedEagle86

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Posted 10 May 2015 - 08:01 AM

View PostVaikku, on 09 May 2015 - 11:06 PM, said:

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.


As has been said, SRM's do not lock on. Getting a lock on at <1000m is good, as (without modules) the maximum range of LRM's is about 1km - not sure if they count the arc as part of the 1k or not. I don't recommend mixing SRM's and LRM's, but if you aren't running Artemis, you can swap the SRM-6 out for a LRM-5 and still have an extra ton available for DHS or ammo.

#44 purplewasabi

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Posted 12 May 2015 - 03:09 PM

hmm... a lot has been said here about mech builds and playstyles so I just want to add that the Atlases is not friendly to newcomers. Usually you would want to familiarised with the torso twisting, develop those reflexes before committing to an Atlas. I would like to say you've made a mistake in your mech selection but I'm an Atlas pilot myself so I say welcome, fellow comrade.

Details (for example, ammo count/placement) matter when piloting an Atlas and the downtimes will be frustrating. One way to accelerate your learning is to keep asking when in doubt. If possible, get an in-game mentor.

Regarding the Atlas variants, I suggest getting the DDC and the RS. Good luck

Edited by purplewasabi, 12 May 2015 - 03:13 PM.


#45 Mister Raven

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Posted 12 May 2015 - 03:27 PM

sell the atlas. buy 3 king crabs. elite them. call me when you do that.

#46 Sarlic

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Posted 14 May 2015 - 05:10 AM

Hi there!

Always nice to see another fresh Atlai pilot onboard. Welcome my friend.

Unfortunatly the Atlas is very very unforgiving for new players. It's a hard chassis to pilot.

As Koniving and others have made good posts about it i just leave it here. Questions and so forth you can add me in-game.

Read the guide from my part! This will not only help you to what or don't but also how to expect to work around your teammates.

http://mwomercs.com/...he-new-players/

Edited by Sarlic, 14 May 2015 - 05:13 AM.


#47 Speedy Plysitkos

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Posted 14 May 2015 - 05:37 AM

Hi im also new, i bought DDC for my first 10m cbills gained from cadet bonuses.
Im also trying to create brawler with Ac20 + 2x artemis SRM6, and 2xML....

The start speed 48 is totaly non-usable, i think 62+, will improve it a lot, so he would be enough "mobile" while combating, and still keeping 600+ armor.

#48 Hammer 13

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Posted 14 May 2015 - 08:39 AM

View PostFlipOver, on 07 May 2015 - 06:41 AM, said:

Vaikku, focus more on knowing how to use the weapons as best as possible rather than changing the loadout over and over.

Few hints:
1 - Go to training grounds, train using all the weapons at the correct distances and on the move
1.1 - Also while on the move, try to point the MLs at just one component and keep trying to hit that same component over and over again

Most of the time people change a build instead of getting familiar with all the weapon systems first. That's one of the biggest mistakes unless your aim is to spend C-Bills after C-Bills while feeling frustrated...

Use the training grounds, then play a few matches (always over 50) and THEN you can think about improving or changing the build.

This is my humble opinion, at least that's what I usually do.


+1

Aside from dropping weps you don't use to add heatsinks for those you do. If heat is a problem. If ammo is the problem(running out), then add ammo.

#49 purplewasabi

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Posted 15 May 2015 - 12:54 AM

Oh boy, training the competition are we?

I second what flipover and Orion said above. There's more to the game then just buying and leveling up mechs. Such as weapon mastery, weapon combination, weapon convergence, learn vantage points, how to use your strength, identify weaknesses and opportunities, how far you should lead your shots etc... I don't have a lot of mechs but I tend to find enjoyment figuring these things out. And it so satisfying to see it in action. I'm weird...





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