#21
Posted 11 March 2016 - 03:56 AM
its just how much damage you soak and dish out that determines how good of a pilot you are - but assaults are MEANT to take damage
#22
Posted 11 March 2016 - 04:32 AM
#23
Posted 11 March 2016 - 04:48 AM
MechWarrior5152251, on 11 March 2016 - 03:27 AM, said:
Personally aim for the right torso first if I see an AC20 there. Taking out the right torso remove 2/3 of an Atlas's firepower. Even a crit hit on that huge AC20 will knock it down by half. Then, just keep outside of 300m and pick it off at leisure. That's my go-to tactic especially if the Atlas got mates around - killing it off take much longer than just disarming it.
#24
Posted 11 March 2016 - 05:01 AM
SQW, on 11 March 2016 - 04:48 AM, said:
Personally aim for the right torso first if I see an AC20 there. Taking out the right torso remove 2/3 of an Atlas's firepower. Even a crit hit on that huge AC20 will knock it down by half. Then, just keep outside of 300m and pick it off at leisure. That's my go-to tactic especially if the Atlas got mates around - killing it off take much longer than just disarming it.
Exactly what makes driving an Atlas so difficult. People instinctively aim for that side. It's like a giant bulls-eye. Other assaults suffer just as bad from a lost side-torso. But for some reason they are less of a bullet magnet than the Atlas' gun. As such the extra need for careful maneuvering in the AS7
#26
Posted 11 March 2016 - 05:42 AM
Sigilum Sanctum, on 11 March 2016 - 01:38 AM, said:
I recommend 4 ASRM6 and the AC20. I think at one point it had SRM4 quirks, or just better cooldown quirks, so I used to run it with 4 ASRM4, 2ML, and the AC20.
The S is King, play it smart, and it will burn a path of annihilation for you.
I like that build but it frustrates me at Mid poke time, at times, so I put 4 srm4 and 2 lpl instead of the 4 6's on it.
#28
Posted 11 March 2016 - 05:45 AM
aaykeem, on 11 March 2016 - 04:32 AM, said:
Atlases. Are Vindictive, Dire and Exexutioners of all they see on the Battle
Edited by Lugh, 11 March 2016 - 05:46 AM.
#29
Posted 11 March 2016 - 05:52 AM
Juodas Varnas, on 11 March 2016 - 05:44 AM, said:
But it did demean me in a way, just cause im in a low teir. I know that m not a great player, i said i was below average probably. It kind of took the fun out of how well i did in the atlas. Surely when lower players start to do better they should be encouraged and not demeaned. Theres enough complaints about bad players that are very toxic. Perhaps we all should be happier when they do a little better
#30
Posted 11 March 2016 - 05:54 AM
Hraxir, on 11 March 2016 - 05:52 AM, said:
Then i apologize, meant no offense.
Anyway, as a guy who still runs his Atlases (accept no substitutes), i'm glad that you're doing fine with it.
As long as you're having fun with it.
#31
Posted 11 March 2016 - 06:01 AM
aaykeem, on 11 March 2016 - 04:32 AM, said:
I have seen maybe 3 really amazing Atlas pilots in all my matches and it could have been the same guy for all I know since I didn't catch the name. They are few and fare between.
The best match was on River City and a Boars Head and me in my Hunchback were holding out in the tunnel against the other team of 8 mechs. Went on for quite a while and we won. My mech didn't make it but maybe the best victory ever still.
I mention that story now and then because it was that awesome.
#32
Posted 11 March 2016 - 06:01 AM
Juodas Varnas, on 11 March 2016 - 02:34 AM, said:
Let's turn this thread into a **** measuring contest, eh?
And no, i don't underestimate the Atlas, because usually i'm the one in it, but it really can't hold a candle to a Direwolf, as long as the pilot knows what he's doing.
And both are a meal for the mighty Locust!
#33
Posted 11 March 2016 - 06:10 AM
Metus regem, on 11 March 2016 - 06:01 AM, said:
And both are a meal for the mighty Locust!
Its simple really, Inner Sphere assaults are really slow and short range to be really good minus mechs like the STK that can hill hump really well.
Point being an Atlas should always be near cover and when a light shows just put the back to the wall and they are no problem.
In my King Crab I cross open ground like its the last thing I will do in that match. Better to be left behind with mechs back to wall and ensuring a close quarters fight I know I can win than worse scenarios.
I would get an Atlas and the Crab if I wasn't hording credits for a dropship.
Edited by Johnny Z, 11 March 2016 - 06:22 AM.
#34
Posted 11 March 2016 - 06:22 AM
Johnny Z, on 11 March 2016 - 06:10 AM, said:
Its simple really, Inner Sphere assaults are really slow and short range to be really good minus mechs like the STK that can hill hump really well.
Point being an Atlas should always be near cover and when a light shows just put the back to the wall and they are no problem.
In my King Crab I cross open ground like its the last thing I will do in that match. Better to be left behind with mechs back to wall and ensuring a close quarters fight I know I can win than worse scenarios.
Best way and most amusing way to kill a King Crab is get on top that landing pad and murder it from above. I've done it twice now, and it's just so satisfying to kill it that way.
#35
Posted 11 March 2016 - 06:24 AM
Metus regem, on 11 March 2016 - 06:22 AM, said:
Best way and most amusing way to kill a King Crab is get on top that landing pad and murder it from above. I've done it twice now, and it's just so satisfying to kill it that way.
They are really tough to pilot but other assaults don't stand a chance and go down quick to it. Built for short range. Then its all about piloting and a good team.
When mastering my KC I met another KC in the middle of factory and he beat me easily. That's when I figured out the score to go short range. Atlas is in the exact same boat but is worse off because of being such a target. I am sure they can be really good though if its also in a good position to open up.
Most assaults my KC meets are not proper short range mechs and lose easily. In fact all are.
Edited by Johnny Z, 11 March 2016 - 06:27 AM.
#36
Posted 11 March 2016 - 06:31 AM
Kh0rn, on 11 March 2016 - 02:57 AM, said:
Like poor man's LRM stun lock?
You can get the same effect by chain firing the 10+5 combo.
Which I sometime do as indirect suppression fire.
The Mech Daddy, on 11 March 2016 - 03:14 AM, said:
I have my BH running 4x LPL, 2x MPL, XL 400 and 21 DHS.
It was a (relatively) fast assault energy brawler, before the Executioner D arrive.
Also the RS with 4xLL and ALRM10+5, STD 350 and 20DHS.
#37
Posted 11 March 2016 - 06:32 AM
I tend to spread dmg to save my srms if im brawling. After some buffing the srms are working much better. Understandably the ac20 or which ever ballistics youve got on due your playstyle have a better range factor as srms do not travel past their range. So you pretty much have to be smacking ppl and moving if you wanna save the srms.
4 srm6 is 50dmg or so. I know srms spread more then the ac20. But still. I fear srms on an atlas more then i do the ac20.
#38
Posted 11 March 2016 - 06:33 AM
Johnny Z, on 11 March 2016 - 06:24 AM, said:
They are really tough to pilot but other assaults don't stand a chance and go down quick to it. Built for short range. Then its all about piloting and a good team.
When mastering my KC I met another KC in the middle of factory and he beat me easily. That's when I figured out the score to go short range. Atlas is in the exact same boat but is worse off because of being such a target. I am sure they can be really good though if its also in a good position to open up.
Most assaults my KC meets are not proper short range mechs and lose easily. In fact all are.
My Loyalty KC is dual AC/20, 2MPL and 2ASRM4, she is a short range killer....
#39
Posted 11 March 2016 - 06:44 AM
They are really tough to pilot but other assaults don't stand a chance and go down quick to it. Built for short range. Then its all about piloting and a good team.
When mastering my KC I met another KC in the middle of factory and he beat me easily. That's when I figured out the score to go short range. Atlas is in the exact same boat but is worse off because of being such a target. I am sure they can be really good though if its also in a good position to open up. KC is worse off because of being so wide it often hits walls on the sides and is not nearly as good for coming around corners or really tight fighting.
Most assaults my KC meets are not proper short range mechs and lose easily. In fact all are.
OOPS. Was adding what the Atlas is better at than the KC....
Edited by Johnny Z, 11 March 2016 - 06:45 AM.
#40
Posted 11 March 2016 - 06:56 AM
Also, believe me, don't waste too much time around here on the General Forum. The stuff you'll see posted will only serve to lower your faith in humanity. We didn't manage to get one reply into this thread without it turning into an epeen measuring contest (You're only tier 4, hahahaha!) with snark-spitting and rage over nothing, which is all too typical these days around here.
The mech specific forums for each chassis weight-class, however, are more civil and more educational; I'd go there for build specific questions.
Have fun!
Edited by oldradagast, 11 March 2016 - 06:59 AM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users