How Should I Build Jagermech Jm6-S
#1
Posted 02 June 2015 - 06:39 PM
I see alot of people using 3x AC/5 on this build with a medium laser or two. I am curious to know what you guys think a good build would be. I would love to build a standard engine so I don't pop so easy, but it seems like unless i want to down the amount of ballistics there isn't much I can do but run an XL on this mech. Kind of silly for it to support 4 ballistic spots, but not be able to do anything with it unless you want to run some cheesy stuff.
Thanks for any suggestions!
#2
Posted 02 June 2015 - 07:03 PM
#3
Posted 03 June 2015 - 01:10 AM
Ballistic are heavy, so the JM6 usually wants xl to gain some free tonnage, but at the same time the wide side torsoes make the choice dangerous and make jm6 pilots to stay away from the fray.
Just an advice: every mech need 10 heat sink. Less than that and you can't play it. Moreover the heat sinks inside the engine are more efficient than that outside. So is usually convenient to use at least a 250 engine (255 if xl as it weighs the same) as it has 10 heat sink internally.
Let's see what the JM6-S do better or worse in comparison to other JM6:
JM6-DD is the best chassis for UAC5 boating, only 2 laser slot
JM6-A is the only missile capable chassis, let's ignore it as it's totally another type of build
Firebrand has usually ignored ppc quirks, but can make good use of 2B 6E
JM6-S has quirks for AC5, AC2 and generic quirks for energy heat and duration. The best options, to me, is to use all the energy hard points for a (relatively) fast flanker or a slower ac5 boat.
Here three builds that i have done quickly: 2 std builds and 1 xl build that's a blend of the others.
Fast std skirmisher
JM6-S
AC5 std boat
JM6-S
AC5 xl boat
JM6-S
#4
Posted 03 June 2015 - 01:24 AM
#5
Posted 03 June 2015 - 01:37 AM
MikeBend, on 03 June 2015 - 01:24 AM, said:
Well, to say the truth it's the flavor of many past months
It works, require a bit of practice to get used to charge mechanic. Can be rewarding or punishing, as someone says feast or famine. Only works with xl for obvious tonnage problems.
GR build
JM6-S
#6
Posted 03 June 2015 - 01:49 AM
Edited by El Bandito, 03 June 2015 - 01:50 AM.
#9
Posted 03 June 2015 - 02:05 AM
#10
Posted 03 June 2015 - 03:38 AM
#11
Posted 03 June 2015 - 03:49 AM
http://mwo.smurfy-ne...6d4740d215e44a5
you can downgrade the engine and add 2 ML if you want too, but in the PUG queue i prefer speed over backup weapons
#12
Posted 03 June 2015 - 03:58 AM
CwStrife, on 02 June 2015 - 06:39 PM, said:
I see alot of people using 3x AC/5 on this build with a medium laser or two. I am curious to know what you guys think a good build would be. I would love to build a standard engine so I don't pop so easy, but it seems like unless i want to down the amount of ballistics there isn't much I can do but run an XL on this mech. Kind of silly for it to support 4 ballistic spots, but not be able to do anything with it unless you want to run some cheesy stuff.
Thanks for any suggestions!
You should build it how YOU like. I'm not piloting it so why should you build it my way?
#13
Posted 03 June 2015 - 04:19 AM
in normal queue i usually play mechs with smallest numbers, so not many heavies often
if you like std, i would try something like i use on the dd, std275, 2 ac5+5 tons, 4ml, 2 mg+0.5 tons, 12 hs
#14
Posted 03 June 2015 - 04:50 AM
JagdFlanker, on 03 June 2015 - 03:49 AM, said:
http://mwo.smurfy-ne...6d4740d215e44a5
you can downgrade the engine and add 2 ML if you want too, but in the PUG queue i prefer speed over backup weapons
But to say the truth for UAC5 the JM6-DD is the chassis to go
#15
Posted 03 June 2015 - 07:08 AM
Also, defintiely do not chain fire unless you just enjoy the dakka too much. Pin point shots from all four guns are more likely to cause crippling damage and you don't really have time to chain through all your guns when quickly peeking over a hill, anyway.
Edited by Leiska, 03 June 2015 - 07:10 AM.
#16
Posted 03 June 2015 - 07:17 AM
Leiska, on 03 June 2015 - 07:08 AM, said:
Also, defintiely do not chain fire unless you just enjoy the dakka too much. Pin point shots from all four guns are more likely to cause crippling damage and you don't really have time to chain through all your guns when quickly peeking over a hill, anyway.
I'd argue that JM6-S is a better platform for gauss than A.
JM6-A generic ballistic quirks:
-velocity 10%
-range 20%
JM6-S generic ballistic quirks:
-cooldown 7,50%
-velocity 10%
-range 10%
Unless the engagement is at really great distance usually the cooldown bonus should be better imo!
#18
#19
Posted 03 June 2015 - 08:23 AM
Serberk, on 03 June 2015 - 07:17 AM, said:
I'd argue that JM6-S is a better platform for gauss than A.
JM6-A generic ballistic quirks:
-velocity 10%
-range 20%
JM6-S generic ballistic quirks:
-cooldown 7,50%
-velocity 10%
-range 10%
Unless the engagement is at really great distance usually the cooldown bonus should be better imo!
I guess it's pretty close, yeah. Still, I like to snipe from extreme ranges as it makes return fire largely ineffective. Even without the CD bonus I've occasionally shot my A-variant guns dry.
#20
Posted 03 June 2015 - 08:42 AM
Grisbane, on 03 June 2015 - 08:29 AM, said:
don't see a real use for the thing.. way too frail for a heavy. it's one of those chassis that has been made redundant by the inclusion of other, better mechs.
if you are just one of those collectors, the dual gauss is good on the chassis.. not as good as a King Crab with 3 ERLarge or 2 PPCS backing it up.. but its still pretty good.
Well, not only the King Crab has 35 ton more than the Jager, but is an entirely other category (heavy vs assault). In it's category it remained the best IS chassis for high ballistic hardpoint and, even if it's true that other heavy's can perform better in other areas, in that one is the best. If you want high ballistic hardpoint in a heavy IS chassis, Jager is the choice.
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