Jump to content

Hows this for effective use of an atlas's hardpoints (subject to what we know)


35 replies to this topic

#1 Riffleman

    Member

  • PipPipPipPipPipPipPip
  • 968 posts

Posted 15 July 2012 - 10:02 AM

Was tinkering around with the planner and came up with this fun guy that is good at range or up close.

3/5 movement (is meh but at least no xl xploisions)
full armor
2x ppc one in each arm
2x er medium lasers
2x SRM-6
1x UAC-5
1x anti missile system
only one ton of ammo for each (so 2 tons for the srm 6)
18 double heat sinks.
and squeezed in case for the ammos.

The only complaint I guess is that it runs hot, only disapating 36 of 42 possible heat when firing everything.

If I were to drop anything it would be the ultra ac-5 since im not a fan of any balistic weapons except the gauss riffle.

But since im out of known guaranteed hardpoints, I cant change the build much ( im pretty sure the anti missile system takes a balistics, and its decent on the tabletop. Cant switch to endo steel or ferro fibrous armor either, that would take too many critical spots.

Of course if double heat sinks are not redily available or hard to come by, it kinda flushes this build down the drain.

#2 Spleenslitta

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 2,617 posts
  • LocationNorway

Posted 15 July 2012 - 10:03 AM

Only Extended Range lasers available at the moment in MW:O are the large types. But aside from that it's a good build in any case.

#3 xxx WreckinBallRaj xxx

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,852 posts

Posted 15 July 2012 - 10:15 AM

An ideal build but I would say that it runs too hot. I'd suggest dropping the lasers entirely if you want PPCs, which would then not overheat as much by themselves and the weight would add more ammo for your guns.

I myself will prefer 2 ER or normal Large Lasers with the default LRM 20 and then either the AC 20 or a lighter version. It'll depend upon whether enemies ever dare to fight in my face or try to stay away. I think I can bet on the fact that the enemy lance would have an Assault Mech that will get up in my face thus I'd put the AC 20 to use.

#4 RAM

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Resolute
  • The Resolute
  • 2,019 posts
  • Google+: Link
  • LocationVancouver, BC

Posted 15 July 2012 - 10:16 AM

Have you considered CASE to protect your engine?


RAM
ELH

#5 Riffleman

    Member

  • PipPipPipPipPipPipPip
  • 968 posts

Posted 15 July 2012 - 10:20 AM

View PostRAM, on 15 July 2012 - 10:16 AM, said:

Have you considered CASE to protect your engine?


RAM
ELH


Case was included in the build, says so one of the last things.

#6 Dimestore

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 302 posts
  • LocationVancouver (Pacific Standard Time Zone)

Posted 15 July 2012 - 10:22 AM

As a scout, I like that you loaded your nimble arms with something with a minimum range...

#7 CCC Dober

    Member

  • PipPipPipPipPipPipPipPip
  • 1,881 posts

Posted 15 July 2012 - 10:23 AM

If TSM is an option, you might turn this weakness into a strength. If not, just refrain from using both PPCs within spitting range. Should be okay :P

#8 Riffleman

    Member

  • PipPipPipPipPipPipPip
  • 968 posts

Posted 15 July 2012 - 10:29 AM

View PostHax DB Header, on 15 July 2012 - 10:22 AM, said:

As a scout, I like that you loaded your nimble arms with something with a minimum range...


You should be glad hardpoints exist, if not I would have boated 20 ssrm-2s lol

#9 Sept Wolfke

    Member

  • PipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 263 posts

Posted 15 July 2012 - 10:53 AM

can you fit 18 double heatsinks into the mech? You're planning a PPC in each arm, so that's 3 crit slots used; this'll limit the number of DHSs you can mount in each arm to one.. you've got some hardware in the torsos so that takes up some space, so I figure you can >maybe< fit 2 DHSs in each side torso, so that's 4+2 in the arms if you can skimp on torso systems - that's about 16 DHSs that I see you having room for if you really squeeze - without looking up the crit slots required for each wpn system I can't even say for sure if you'll be able to mount 2 DHSs in each side torso.

you may want to get a spare mech sheet out and see where you're at as far as the crit tables are concerned.

I agree with the comment about the minimum range and scout mechs above.

#10 CCC Dober

    Member

  • PipPipPipPipPipPipPipPip
  • 1,881 posts

Posted 15 July 2012 - 11:07 AM

@Sept
I just tried that rig and it works once the hand actuators are removed. Otherwise you'd have to store the ammo in stupid places such as arms, legs and center torso.

Edited by CCC Dober, 15 July 2012 - 11:07 AM.


#11 Xandre Blackheart

    Member

  • PipPipPipPipPipPipPip
  • 703 posts
  • LocationIn the "cockpit".

Posted 15 July 2012 - 11:36 AM

I would suggest that if you're going that route you toss the ballistic weapon entirely and go with ERPPC in the arms, and use the space and tonnage saved to compensate for the heat.

This gives you no minimum range penalty and extended reach, and less chance for heat related ammo explosions.

Same for the twin srm6 - pop those out and put in twin streak srm-2, you'll be able to tag light flankers easier, with less heat and more hitting.

Other than that it seems a fully functional design. Again I don't know exactly how available advanced tech is so modifications might be in order anyway.

#12 Marric

    Member

  • PipPip
  • 46 posts
  • Google+: Link
  • LocationWest Coast

Posted 15 July 2012 - 07:39 PM

Even with the heat build up issues, if you stagger your use of weapons you should be ok. Also, if you group your weapons such that you have one weapons group that does not continually build up heat, you can remain fairly cool. I am also not convinced that an alpha strike is a good idea in most cases anyway. Firing all weapons simultaneously means you have a cool down time and you have to let your weapons recycle leaving you a sitting duck who better find a place to hide.

I find that continuous fire has the advantage of keeping the opposing mech off balance. If you can keep up a continuous fire even with medium or small lasers, you have an advantage. It makes it harder to aim and the opposing pilot has to continually weigh the damage you are doing to his mech. So he is thinking less about how to outflank you or do something else nasty to you.

#13 Twisted Power

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 500 posts
  • LocationNew York

Posted 16 July 2012 - 05:15 AM

This would run just fine on the snow map. There is less heat generation. I like it.

#14 Graphite

    Member

  • PipPipPipPipPipPip
  • 355 posts

Posted 16 July 2012 - 06:33 AM

I might be going nuts here (because I just posted the same thing in another thread) but surely this is 1.5t underweight?

Someone please explain why I'm wrong!?

Take another heat sink, dump half a ton of armour (just 3 points) and you still have 1 ton left to play with...

#15 Riffleman

    Member

  • PipPipPipPipPipPipPip
  • 968 posts

Posted 16 July 2012 - 08:06 AM

View PostGraphite, on 16 July 2012 - 06:33 AM, said:

I might be going nuts here (because I just posted the same thing in another thread) but surely this is 1.5t underweight?

Someone please explain why I'm wrong!?

Take another heat sink, dump half a ton of armour (just 3 points) and you still have 1 ton left to play with...


You are not going crazy friend, there are conflicting amounts on how much an anti missile system weights, some sources say 2 tons others 1. And the last ton minus the 4 armor points is reserved for whatever I feel like could use an ammo boost after trial and error.

#16 Eximar

    Member

  • PipPipPipPipPipPipPip
  • 911 posts
  • LocationStill living in 3025

Posted 16 July 2012 - 08:20 AM

Canon AMS is 0.5t for the AMS and 1t for the ammo.

#17 CCC Dober

    Member

  • PipPipPipPipPipPipPipPip
  • 1,881 posts

Posted 16 July 2012 - 08:32 AM

It's all good, look for yourself.

Posted ImagePosted Image

#18 Shoklar

    Member

  • PipPipPipPipPip
  • 144 posts

Posted 16 July 2012 - 09:07 AM

View PostRiffleman, on 15 July 2012 - 10:29 AM, said:


You should be glad hardpoints exist, if not I would have boated 20 ssrm-2s lol


And what's wrong with boating...what do you think the Clan Nova (Blackhawk) and Supernova are? :) The Nova is about the only medium I'd consider piloting, despite it's lack of torso twist. Too bad neither will be in the game for a while though.

Edited by Shoklar, 16 July 2012 - 09:08 AM.


#19 Riffleman

    Member

  • PipPipPipPipPipPipPip
  • 968 posts

Posted 16 July 2012 - 09:15 AM

View PostShoklar, on 16 July 2012 - 09:07 AM, said:


And what's wrong with boating...what do you think the Clan Nova (Blackhawk) and Supernova are? :) The Nova is about the only medium I'd consider piloting, despite it's lack of torso twist. Too bad neither will be in the game for a while though.


Nothings "wrong" with boating, but you have to admit, it would be over pretty quick for a light mech if it rushed around a corner and got a lock on from 8 to 10 SSRM 2 launchers.

#20 Riffleman

    Member

  • PipPipPipPipPipPipPip
  • 968 posts

Posted 16 July 2012 - 09:18 AM

View PostCCC Dober, on 16 July 2012 - 08:32 AM, said:

It's all good, look for yourself.

Posted ImagePosted Image


Thanks for that, but Ill have to drop the er medium lasers to regular mediums, as it looks like they werent in at 3049. Although I had a thought, I havent seen an official list of the equipment allowed, if double heat sinks arent in either, this build is dead in the water.





11 user(s) are reading this topic

0 members, 11 guests, 0 anonymous users