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As7-S Juggernaut


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#1 IraqiWalker

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Posted 19 June 2015 - 05:28 AM

Hey guys. So I've had this Loyalty Atlas in my mechbay for a long long time, and I was thinking it's about time I take it out, and smash some skulls in.

I was thinking of this build for the big guy, and I was wondering if you guys had any suggestions, or ways of improving it better:


AS7-S Juggernaut

It fits the traditional role of "If I can catch you, I kill you", and I always loved the Atlas in a brawl.

Any tweaks, or changes, or even completely different build suggestions are welcome.

EDIT: adjusted the build to reflect the real armor values I'll be using.

Edited by IraqiWalker, 19 June 2015 - 06:04 AM.


#2 Xannatharr

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Posted 19 June 2015 - 05:48 AM

Holy sh*t that is scary... if you can get into range to brawl the amount of firepower this build can unleash would be absolutely face-melting!

Armor is pretty much maxed to accentuate the Atlas tankiness, speed is the most you're going to get without stripping out a whole class of weapon system or going XL and there is solid diversity in the placement of the weapons.

The A/C 20 and Lasers can strip armor off in chunks and adding all those SRM hits to the mix will be terrifying in the extreme to whoever you target.

In my opinion the only weakness is the absolute absence of any long-range weapon, but I don't see how you could remedy that without losing the overwhelming short to mid firepower that the design is obviously predicated on.

So you need to be able to get close - but there are plenty of builds out there that need the same thing and few, if any, of those other designs will have such nasty damage once they arrive in range.

I think it's an awesome design that maximizes what makes an Atlas scary. :D

Xann

Edited by Xannatharr, 19 June 2015 - 06:06 AM.


#3 Zerberus

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Posted 19 June 2015 - 05:55 AM

Very similar to the way I run mine, which is just a hair faster and more brutal... But runs even hotter, too.... I also frontload the armor a bit more and drop .5 ton off the legs.

http://mwo.smurfy-ne...b966a2d3562d874

I personally feel that CASE isn`t worth it, becasue by the time it would be useful the ammo in the appropriate sections is usually gone, anyway...

Edited by Zerberus, 19 June 2015 - 05:59 AM.


#4 IraqiWalker

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Posted 19 June 2015 - 06:02 AM

View PostZerberus, on 19 June 2015 - 05:55 AM, said:

Very similar to the way I run mine, which is just a hair faster and more brutal... But runs even hotter, too.... I also frontload the armor a bit more and drop .5 ton off the legs.

http://mwo.smurfy-ne...b966a2d3562d874

I personally feel that CASE isn`t worth it, becasue by the time it would be useful the ammo in the appropriate sections is usually gone, anyway...


Considering I'm a rookie Atlas pilot, my torso twisting is not going to be good enough to make sure I finish the first ton of ammo before losing that ST. Also, while I have seen almost none like it, my DWF pops 94 points of damage in one alpha, and I'm going to expect the same will happen to me.

Ignore the armor distribution, because I just clicked "Max Armor", and adjusted accordingly. My rear armor is going to be 10 and 8 for the rear torsos, the rest is going up front.

#5 Xannatharr

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Posted 19 June 2015 - 06:08 AM

View PostIraqiWalker, on 19 June 2015 - 06:02 AM, said:

Ignore the armor distribution, because I just clicked "Max Armor", and adjusted accordingly. My rear armor is going to be 10 and 8 for the rear torsos, the rest is going up front.


Perfect.

#6 BoldricKent

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Posted 19 June 2015 - 06:55 AM

Never, never leave out center energy slots....zombie mode. I run srm 4 instead of asrm-6, with cooldown you can run
them all night long, shaking opponent rather then slamming it.Center slot would be LPL, which works really well with ac 20..
and put case in right torso,padding for ac20. I fell 325 engine is a sweet spot for assault chassis, granting extra HS and performance....upgrades in engine size seems to be much stepper form 325 onwards.

#7 Dawnstealer

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Posted 19 June 2015 - 07:08 AM

I like to move a little faster in my Atlasesies, but I'm weird like that. And I like to run AMS. It's possible I PUG too much, but I've found it useful to be able to both keep up with the team and be able to swat away missiles (especially the "string of bees" from Clan mechs).

It doesn't have the ferocious alpha of yours, but this might be more survivable:

AS7-S

Alternatively (mostly not serious, but I do have two of these things):

AS7-S

#8 The Basilisk

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Posted 19 June 2015 - 07:29 AM

The main problem with this build is its gruesome heat build up.
Remember once you are in range and able to use those weapons you will not want to stop using them !!!
AS7-S Viking
Still terrible heat management but better to scale and faster when cooling off.
Changed the quad ASRM6 for Quad A4 to minimize heat spikes and max sustained dps you wont alpha them much or often anyways.
Fire them 2+2, M-Lasers for better range profile to AC20 you will need it at med ranges.
The shorter burn times of your med pulse are not that usefull cause you can't get out of the emeys LOS in a manner of time it would be usefull.
Once you are engaged it is highly impropable you will use more than 3 tonns of your AC20 ammo.
Your enemys either die very fast or you do since you will most likely get focused as soon as you stick your head out.

The following build is for a more selfpreserving and prolonged fighting style:

AS7-S slicer

I'm using this with LL-range and cooldown module. You get good sustained dps and yor gauss has enough punsh for killing blows.

#9 unFearing

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Posted 19 June 2015 - 08:38 AM

OP's build is almost golden. Drop the MPL for more ML, keep full head armor to tank 4+ strikes, remove the CASE, and put the 1 ton of ammo per arm. The chance of ammo explosion is extremely slim, and you're likely to have used up the expendable parts anyways, because if you torso twist and engage appropriately, you'll find all the chances to alpha, and if you don't twist, you'll get your side torsos or CT blown out anyways - win win.

Just alpha strike then switch over to sub alpha strikes with the AC/20 and SRM6s, then alternate between them. The MLs are primarily for finishing off components, zombie-ing, and deterring lights in tandem with the AC/20.

HBK-4H + GRF-3M

Redistribute the armor as necessary.

#10 purplewasabi

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Posted 19 June 2015 - 08:54 AM

The way I built the S variant is by losing the medium pulses and a few tones of ammo for quad medium lasers. My job is to get the crew into the fight. Once I'm there I look for the biggest enemy target I can find, ALPHA-COOLSHOT-ALPHA, enemy goes bye bye. Job done nothing else matters. Repeat with sub-alphastrikes

Edited by purplewasabi, 19 June 2015 - 08:57 AM.


#11 PeeWrinkle

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Posted 19 June 2015 - 11:00 AM

I played mine this way for a while. I originally had a 4ml, ac20, 4asrm6 loadout, which I think was pretty standard. But the heat was just unmanageable. Mostly because the ghost heat that the 4th SRM6 adds is a killer. Even mastered you could only alpha twice before shutting down. I tried chain firing the SRMs, grouping only 2 together, but in the end it was just too hot for me.

So I dropped to only 3ASRM6's, which was petty good. I added a heatsink and increased the engine size. Then I decided to use 4MPLs, but losing that extra heat sink was a killer. Then I decided to try SPLs instead. The thought was I am only really firing within 200 meters anyway, so lets give those a shot. The build actually works pretty well, I can still over heat, but it is much more forgiving. The only issue, which is obvious, is any range will eat you up. So staying hidden until the brawl starts is a must.

#12 WrathOfDeadguy

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Posted 19 June 2015 - 12:09 PM

You got one shot, boss. Where ya want it? (I jest, I jest!)


What I really use. It's one of the only assaults I get any traction with, on the rare occasions when I drive assaults. The torso lasers just don't get fired unless either they're the only things left or something really, really needs to die right now; the arm lasers only get used on UAVs and fast movers. I've thought about rebuilding it into this.

#13 Shosa Kusanagi

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Posted 19 June 2015 - 01:44 PM

The cook

Shower of LRMs for softening people, eating open mechs.

I love engaging 200-270m where I can still shoot LRMs and bring the rest of my weapons to bear.

Other variant

The Cook Mk II

Edited by Shosa Kusanagi, 19 June 2015 - 01:48 PM.


#14 IraqiWalker

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Posted 19 June 2015 - 05:18 PM

Wow thanks guys for the info, and the builds, I'm already seeing half a dozen that I wanna run, and will probably try out as I basic this guy out. The way I'm gonna be piloting this guy will rely on using my energy weapons as sparing as possible. In fact, the ML in the CT will not be firing until I've run out of most other things, or I get to poke at someone at 400 meters.

My biggest problem as far as modules go, is getting Seismic sensor (I'm about 4.2 Million C-Bills too short on that one), as far as the engine goes, I believe I have a 325, a 340, and a 350 laying around. I wanted to use the 350, but it leaves me with 2 DHS too short, and I think only the ML in the CT. It's still a possibility, because that extra speed is very tempting.

#15 WrathOfDeadguy

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Posted 19 June 2015 - 10:14 PM

You can always run the 350 engine until you get speed tweak on it, then downgrade to 325 for more tonnage and actually gain ~2kph over the 350's non-tweaked speed.

#16 LordKnightFandragon

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Posted 10 July 2015 - 10:19 PM

So, ive got this AS7S in my garage, the one we were given so many moons ago, but it has sat as a hull in my garage cuz my LKF acct is CLan and its an IS mech. But its there and I wanna drive an Atlas. I just cant come up with any builds I could take seriously.

HEre is one I drummed up....

http://mwo.smurfy-ne...087242ec23cecd0

Also have that with a 325, endo and like 6 DHS vs the like 4 there.

Edited by LordKnightFandragon, 10 July 2015 - 10:21 PM.


#17 TheLuc

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Posted 11 July 2015 - 01:37 AM

I got a few suggestions, so here goes !

Basic 4 Srm6 setup http://mwo.smurfy-ne...d26f6f6a2044d1e

Long range capabilities and still able to brawl http://mwo.smurfy-ne...eaa6b062684e2c5

Setup I run http://mwo.smurfy-ne...4ebec465bbe62a8

have fun !

#18 Kh0rn

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Posted 11 July 2015 - 02:14 AM

http://mwo.smurfy-ne...ef0db9cf28716b8 This is how I would operate the build. It looks like a downgrade but it operates more effectively the AC/10 is too give the Atlas range as it is closing in on its target. The 2 SRM 6 and 2 SRM 4 is too break up ghost heat after the first salvo , 4 Med pulse lasers allow it too keep the beat on lastly it has 15 double heat sinks too keep it fairly cool. the AC10 saved my ass many times while moving in the open Atlas in a pug game needs a med or long range weapon other wise the enemy will take advantage of you.

STD 335 is the sweet spot 340 is plus 2 tons for 1 kph

STD 335 gives you 59.7kph for 2 tons less far better deal.

http://mwo.smurfy-ne...162a73d09be5750
Heavy upgraded stock D

Edited by Kh0rn, 11 July 2015 - 02:29 AM.


#19 IraqiWalker

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Posted 11 July 2015 - 02:42 AM

View PostKh0rn, on 11 July 2015 - 02:14 AM, said:

http://mwo.smurfy-ne...ef0db9cf28716b8 This is how I would operate the build. It looks like a downgrade but it operates more effectively the AC/10 is too give the Atlas range as it is closing in on its target. The 2 SRM 6 and 2 SRM 4 is too break up ghost heat after the first salvo , 4 Med pulse lasers allow it too keep the beat on lastly it has 15 double heat sinks too keep it fairly cool. the AC10 saved my ass many times while moving in the open Atlas in a pug game needs a med or long range weapon other wise the enemy will take advantage of you.

STD 335 is the sweet spot 340 is plus 2 tons for 1 kph

STD 335 gives you 59.7kph for 2 tons less far better deal.

http://mwo.smurfy-ne...162a73d09be5750
Heavy upgraded stock D


So why 6s + 4s? You still pop the ghost heat if you alpha, and cycle time is a bit off for them.

#20 Kh0rn

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Posted 11 July 2015 - 06:48 AM

View PostIraqiWalker, on 11 July 2015 - 02:42 AM, said:


So why 6s + 4s? You still pop the ghost heat if you alpha, and cycle time is a bit off for them.


Breaks up the cycle while keeping my focus on the enemy only first salvo is ghost heat. so I don't have too set it too chain fire plus it allows too fit another double heat sink and ontop of that caters towards it quirks. Creates a constant fire effective which makes enemies turn away.

Edited by Kh0rn, 11 July 2015 - 06:49 AM.






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