A few days ago I bought the Atlas AS7-D-DC. I put an AC/20 and 3 SRM6's on it. As well as some lasers. They told me it was a brawling build, so I had to patiently stand behind cover until things get close and personal. Then I was supposed to engage and obliterate enemy mechs left and right while taking outstanding amounts of damage.
In theory, it looked great. But in the actual game it sucked ***.
The only assault I'd played consistently at that time was the Warhawk with the 2 LL's, 3 MLs and a Gauss. It wrecked *** at long range, medium range and short range. It could tank enough damage to get me trough the match with my aggressive style of play.
So, if THAT is tanky, I thought, the Atlas is gonna be absolutely indestructible! How wrong I was.
In reality, the atlas proved to be far more fragile than the lightest of mechs.
As I found out, it was due to its enormous size (and huge hitboxes) and its incredibly slow speed of 48km/h.
Why the Atlas is the absolute worst mech in my opinion:
1). You have to stand for a long time behind cover before you can engage. You're an assault, you're supposed to spearhead the offence. Instead, you don't participate until later in the game.
And if your team has lost the long range/mid range phase of the battle, there's nothing you can do, once you get surrounded by enemy mechs.
2).Huge size means huge side torsos and generally body parts. Extremely easy to hit. And this, combined with 3, leads to some horrible survivability:
3).Extremely slow speed Huge hitboxes + slow speed = walking coffin. As I found out, speed is extremely important not only for midrange, but also for short range engagements. Speed is what lets you quickly hide behind cover if things get ugly, reposition and strike at the enemy. Speed is what lets you chase an enemy, kill them and return back to safety.
4).You can't just put on a couple of large lasers and snipe while you wait for the brawling phase. Your towering body will be spotted and shot at long before you can get you arms above the hill in oder to shoot. Corner peaking is also not an option with a torso as huge as the atlas'. A LRM launcher won't cut it too, since it cripples your alpha damage.
I am not the most experienced player, (I am actually a noob!), yet with the Warhawk Im easily doing 500-900 damage in a lot of my matches, for example. And I usually manage to kill 1 or 2 guys.
P.S.
The same can be said about the Ebon Jaguar vs Marauder. Fitted with the same weapons as the EBJ (2 LL, 2ML, 1 Gauss) the MAD is able to do far less dmg and dies faster.
In the world of heavy mechs and assaults, it seems, speed is king. Not tankiness or firepower.
Your thoughts, gentlemen? I personally am sick of googling about atlas and reading how good it is. It's simply not the case.
Edited by M3560 35003663, 15 October 2016 - 05:52 AM.
Recreate your build, save& share, copy the link to a post here so we can see your build and determine if the problem is your build or your playstyle. Keep in mind that not all players click with every mech. The Hunchback, for example, is known to be a good mech, but I can't do s*** with them. I don't know why, I just can't.
Recreate your build, save& share, copy the link to a post here so we can see your build and determine if the problem is your build or your playstyle. Keep in mind that not all players click with every mech. The Hunchback, for example, is known to be a good mech, but I can't do s*** with them. I don't know why, I just can't.
I don't remember exactly. You could say it was the default build for that chassis. Except that sometimes I would swap the AC/20 for 2 LB-10's.
Recreate your build, save& share, copy the link to a post here so we can see your build and determine if the problem is your build or your playstyle. Keep in mind that not all players click with every mech. The Hunchback, for example, is known to be a good mech, but I can't do s*** with them. I don't know why, I just can't.
Some can Atlas, some can't, but it most assuredly is devastating if played right, nothing makes you go "are you f**kin kiddin me!" like a surprise Atlas.
I could type a bunch of stuff, but really, there's only two things you need to know to start Atlasing.
You need a bigger engine. An STD355 at least. 48kph is pathetic. Not only will this allow for better movement, but now torso twisting is possible (At STD300, you might as well not even bother).
Don't just wade in. Pick your moment and own it. Most importantly, try to find a place to advance where half their team can't aim, because everyone who can shoot at you probably will shoot at you.
Everything else will generally fall into place if you can do those two. Even I can make an Atlas work, and I'm trash.
Yeah, it's definitely hard to use. Particularly in the solo queue, because you sometimes find yourself without teammates nearby and then you have to retreat. Which is impossible to do in an Atlas, basically.
Like you say, it's very hard to spearhead attacks with the Atlas in the solo queue. Basically, not even the super structure quirks of the Atlas are enough to keep it alive against the massed firepower of Banshees, King Crabs, Dire Wolves, Kodiaks, etc. So you end up standing around and waiting a lot of the time, because it's boring to keep charging in and hoping that your potato teammates will join the charge.
It's not terrible, it's just very situational. And unfortunately, you run the risk of running into Kodiaks that brawl better than you anyway.
Yea, I forgot to mention: I know how to torso twist. While I'm not particularly good at it I do it all the time. Doesn't help that much. Its a must-do, of course, but I doubt even perfect torso twisting will turn atlast into a good mech.
Im even thinking of rebuying it - just for the sake of trying to master something that is so terrible, and that i'm so terrible at.
Edited by M3560 35003663, 15 October 2016 - 06:08 AM.
What everyone has said is good advice. It's a VERY hard assault mech to pilot. And like Bombast said you have to know when and where to put your Atlas. And another thing...dont stop moving.... if your team stops... either flank the opposite of the enemy and get them by surprise. An AC20 Atlas backed with 3 srm6 and a few lasers is enough to crush anyone who isn't paying attention to their hit indicator. Being a DDC your ecm is your biggest advantage if no one has spotted you.
Keep trying. And keep moving. Let team members you are on the move and get at least 2 ppl to follow. If no one follows don't be afraid to use your gut instinct. I sucked as an Atlas pilot. Sucked and still suck. But I choose to make my Atlas a walking death machine. I make sure I take 2 or 3 with me before I go down. Dont give up my friend. It's a tough mech. Just remember...ppl see Atlas....and everyone turns and goes boom boom boom. 1v1 with other mechs 80t and above in most cases you'll come out on top of you play your cards right.
LocationStill doing ungodly amount of damage, but with more accuracy.
Posted 15 October 2016 - 06:16 AM
M3560 35003663, on 15 October 2016 - 06:06 AM, said:
Yea, I forgot to mention: I know how to torso twist. While I'm not particularly good at it I do it all the time. Doesn't help that much. Its a must-do, of course, but I doubt even perfect torso twisting will turn atlast into a good mech.
Im even thinking of rebuying it - just for the sake of trying to master something that is so terrible, and that i'm so terrible at.
Nah, Atlas--especially the D-DC is a good buy. Keep it. Unless Assaults are really not your thing.
M3560 35003663, on 15 October 2016 - 05:55 AM, said:
I don't remember exactly. You could say it was the default build for that chassis. Except that sometimes I would swap the AC/20 for 2 LB-10's.
Start with a 350 standard engine and an endo steel upgrade slap on 14 or 15 DHS Keep armor at the default level but front load it keeping around 10 armor on the rear torsos. The ECM is a must have for the DDC otherwise you should be driving an Atlas S.
Weapon loadout is AC20 2 medium lasers (or flamers) 3 SRM6s or 3 Artemis SRM4s. Fill ammo as desired.
61 KPH is respectable speed from a 100 ton mech (speed tweaked) and honestly 61 is fast enough.
Learn to torso twist to spread damage the atlas is blessed with bulky arms and big fat heavily armored legs.
Closing range is much easier with a DDC than any non ECM equiped assault or heavy if you learn how to be sneaky.Use cover that blocks your progress and try to find the edge of a battle line to reduce enemy fire once you engage.
Use your comms and communicate your taking a flank and want some buddies and have them hug your ECM. a well timed flank push from an Atlas DDC + 1 or 2 other mechs can break the enemy.
i would swap the ac20 for 2 uac5's to be fair and get rid of the lasers. they produce way too much heat on it. with the uac5/s you got an incredible punch if they dont jam which OFC can happen... but it might be worth a try for you.
other than that, you really gotta learn to use the maps itself and how the enemy is normally moving on those maps. it helps alot on predicting where mechs will be and where you should not be as brawl assault.
Geetings my fellow pilots! I would like to make new players aware how to help or assist a Assault (In this case i own only Atlas) during battle! Many times as i pilot a Assault myself i feel that some players don't understand or know how to assist a Assault. I see it too many times happening and i can't say it enough. I only play Atlas since Beta and i own about 10 of this Mech. (Updated January 2015.)
Yes yes, its my favorite chassis. Since every mech desire different playstyles the tips here are written for assisting a Atlas. Any new, cool,and other tips from other (experienced or not) different Assault or Atlas pilots are wantend and much appreciated!
I even write my own tips to other Assault pilots. Maybe even veterans like me can learn any tips here and find them useful. My apologies if there is a excisting thread about this. Allright here it goes!
"Before you go a few words for Atlas pilots" Credits: William Slayer
To put the shoe on the other foot, here what every Atlas driver should be prepared to do:
Give the team an idea of what your plan is: LRM's and ECM
FAST RUSH
SNEAKY FLANK
AMBUSH
PUSH
Extra Notes
Example a spearhead formation.
(ECM coverage)(right or left)
Lights drawing the enemy to the Assaults for a squashing is an example
Let the team know when you are going to PUSH about 5-10 seconds ahead of time so we can prepare (recycle weps and heat)
Stick with the group! An Atlas is a Hero/God on the field... until it wanders away from its support. :-)
Introduce yourself to the team. People are much more aware of what you are doing when you take the time to type a few words at the beginning of a match.
Doing so in a relaxed way is more likely to get you support and is more fun for your teammates; because in the end, we all play for fun (although the exact definition of 'fun' varies individually obviously).
Example:'Fatlas reporting for duty', 'brawler here. call the targets and i will bring the pain!', 'the pain train is coming!', 'escort me to E6 so i can bring some BOOM and SWOOSH and pewpew and *cough* ... ok, i need a tissue now :D'
"Make your moves known beforehand if you need specific assist."
Example: about to push through a pass or tunnel:
'Get ready to push in 15''don't stop. go left, right alternating and focus the closest target on your side''ready?''go' *leads the push* Example: advancing through an open area: 'taking D5, pls cover me from the hill on the right'Example: securing a pass or tunnel Exit: 'securing tunnel, need 2-3 with me'
"I think something else that needs to be added or metioned..." Credits: Cord78
The team needs to think about the terrain/path they are going to be taking. The Atlas do not handle hills very well as they tend to get stuck on little pebbles easily.
Case in point, the Alpine Peaks Map. Team always wants to go up the backside of the mountain to get to the saddle. The Atlas can do it but it is slow going and usually has issues at the narrow path at the top.
Find me targets
Stay out of my way
Stick close and follow my lead
I need information to position myself to really ruin their day. When I have to rely on my own sensors, I will not see **** hitting the fan to get there in time, and I may stumble into instagib situations.
I am slow, I may well die from "just" stopping to break your tiny legs. I have huge firepower which needs to hurt the enemy, not stare at your tiny ***. Pay attention, and make a bit of room so I can live longer and fire constantly.
Stick close and follow my lead. No, I can not "catch up". If you engage without me, well, goodbye. Conversely, if I go, you go. I have the armor, I make that decision. ******* lose. Credits: Modo44
Lights also aren't very good at killing lights. It'll often be a slugfest, chasing each other around for a while, both parties taking significant damage.The winner isn't generally going to last too much longer.
Mediums however, are far better Light Killers. Light enough to move and turn fast enough to track the lights, but heavy enough and well armed enough to be able to kill them without taking too much damage.
DO NOT jump in front of assault mechs in tight quarters, since you will just get yourselves killed, and most likely the assault mech whose line of sight you just blocked, leaving you both exposed and subject to heavy return enemy fire.
-- "The push. Please work with me!"Credits: Sarlic, Evil Ed and Joshua McEvedy
When a Atlas pushes forwards, make sure that you follow a little bit behind and try to focus fire on the same target.
Assaults are deadly in a Lance. Assaults are mostly weak and exposed on their own.
When the atlas push lights can try to run past him and through the enemy blob. This will cause confusion and hopefully some enemies will turn around for the squirrel exposing their backs to the atlas' huge close range alpha. When pushing forward, particularly on maps with lots of chokepoints and bottlenecks like Mordor and the Bog, DO NOT stop and back up when you take fire. Isee this happen time and again, and it always causes big traffic jams, as the following mechs have no where to go themselves except backwards into their own ranks, creating a pile up and sparking frustration and confusion. Once you decide to push, then keep moving FORWARD no matter what happens.
-- "Hey i am a LRM boat or long range damage dealer"Credits: Sarlic
When a Atlas is fitted long-range, (think about LRM etc), any medium nearby should keep an eye on him. Lights can distract or pick the Atlas off. For Atlas pilots: Assaults with this equipment / loadout should not stay too far behind the team. Keep moving.
-- "This is getting dizzy"Credits: Sarlic
Please help the Atlas when he or she is under attack by a Light mech. Although as a Assault, the Atlas can push the back against a wall but can't match up the speed from that Light. Try to -leg- the Light mech. (others words: blow one of his legs off.
-- "Stay within 180 90 metres!"Credits: Sarlic
If a Atlas has ECM (D-DC and others.) please stay within ECM range. DO NOT run off as you will reveal his position and make him potentially a target. The Atlas is already slow enough![
Note: DO NOT run off with your ECM!
Spoiler
-- "Crossing thee line of fire" Credits: Sarlic
When a Atlas is brawling on the frontlines, make sure that you DO NOT walk in front of him. Walking in front of a brawler is not a lifesaver and could eventually damage you.
-- "This red laser dot is interesting"Credits: Sarlic
If a light mech (a scouter) is targetting a Atlas with a lock, please try to distract him. Rain of Metal is not wanted! For Atlas pilots: When this is not possible the Atlas should, immediatly find cover to prevent too much incoming damage.
-- "Hmm, something is blocking behind me"Credits: Redshift2k5
Never stand immediately behind an Assault mech (or any other mech, but many players specifically tail Assaults because they are in smaller mechs). If you are following him around a corner or over a ridge, follow behind and to the side, so the Assault has a clear path if he needs to quickly make a strategic retreat - even a small delay caused by an ally up your butt can easily lead to a dead temmate.
When the back of a Atlas is under fire (Atlas is targetting Someone else) please try to answer that fire for a limited time. The Atlas is always happy that someone might care for his back by answering direct fire.
If an Atlas (or other assault 'mech) is pushing through a choke-point, such as the entrances to the "Pit of Fire" on Terra Therma, follow him (but not too closely), especially if there's significant fire (or they type 'push' in chat). This will allow the Atlas to push forward, draw the fire, while the other mechs follow behind and fire on the enemy 'mechs concentrated on the Atlas. Atlas pilots will generally die as a result, but I've used this tactic before and although I might only put out ~200 damage before dying, the people who were bottled up are then able to roll over the enemy.
-- "When an Atlas (Assault) is in a brawl, and you're not, DO NOT try and:"
Letter
Notes
DO NOT snipe on an enemy in close proximity to the Atlas, unless you know for certain where the Atlas is going (i.e. Voice comms). I've been in brawls with 3-4 'mechs and then been teamkilled, or otherwise significantly team-damaged because someone thought it'd be a good idea to fire into the cluster without looking to see where I was headed (the legs can give it away). Then criticized for running into said teammate's line of fire.
DO NOT (Generally as a light 'mech) try and dart in front of the Atlas for the kill on a 'mech. Not only do you run the risk of pinning the atlas (and yourself) due to collisions, but you also run the significant risk of friendly fire.
DO NOT put an artillery/air strike on his location. Just because there's a significant cluster of enemy 'mechs and you're sure to get plenty of hits, the Atlas pilot may not be able to survive the strike, or may be wanting to place one of his own. (If I'm brawling 4 or more enemies, I'll try to push through the line, having dropped a strike on the group - I'm good with killing myself through consumable strikes, but I get upset if it's a friendly. Double standard, I know.)
DO NOT join the brawl then decide that you don't want to get further damaged, and then run away. Nothing like a good push that evaporates when damage is taken to upset the now-dead Atlas pilot.
"Do, however:"
Letter
Notes
JOIN THE BRAWL!
(preferably at the outsides) and fire on the enemies.
USE LRMS at targets near the Atlas.
For dumb-firing LRMS (in case brawl is covered by enemy ECM), try to determine direction of Atlas pilot's walking.
-- "As Stalker pilot here are a few things from my perspective"(Very worth to read it!)Credits SethAbercromby
Spoiler
Do not be afraid to switch up your build. If you feel that you aren't successful as a dedicated brawler, reconfigure your weapons to be able to hit at longer range as well until you get close enough to deal the real pain. Being able to secure position with some long range harassment can also be of great help to your team in the early stages of combat until you find an opening to close in one the enemies.
Do not be afraid to get hurt. Some people seem to try and avoid damage but as an assault pilot you need to be able to take a lot of damage for those that couldn't otherwise survive it. If this was an RPG, the Assault class would generally be the Paladin, putting the team first and themselves second. For a push you must be willing to sacrifice a side torso or even you 'Mech during a push, to enable your team to create as much damage as possible. My Stalkers almost never leave the battlefield with both side torsos intact. If they do, I was either stupid lucky or not helpful enough. Mobility is key. Even in an Assault chassis. If you can only move at 40kph as a brawler, you might never be fast enough to provide your team with support where it is truly needed. Anything below a 300-rated engine will run dangerously slow on any Assault 'Mech and should be be considered with utmost care when deciding which engine to equip in your chassis.
Know your Meta. Especially when your build doesn't cater to the most popular meta builds. If your enemies love sniping, get close and personal for harassment, but avoid areas that only offer low cover against incoming fire or you will be hurt pretty badly before you get close enough to deliver substantial damage of your own. If said open are is the only path that can be taken for various reason, rally your teammates for a push and act as a shield against incoming fire for your lighter allies. Also can a walking wall of steel consisting of two or more Assaults taking fire and being followed by multiple lighter 'Mechs be absolutely terrifying. If your enemies run a lot of ACs, don't let yourself be baited into urban fights. The high pinpoint hit-and-run tactics that can be employed there will often prove too difficult for a sluggish Assault to fight against. Also are you an easy target for light harassers that will abuse you being pinned down to harass you from the various corners. Instead, lure your enemy into open terrain where your team can focus fire or force them into a corner where they have nowhere to run.
Put your team first, yourself second. I know I've already mentioned it, but this deserves further reinforcement. In its essence, an Assault class 'Mech is a powerful supporter, capable of fighting in the first line of combat and taking a lot of hits for their teammates. This doesn't exclude them from choosing to take the role of a heavily armored sniper, but a pilot should always be aware that Assault 'Mechs will perform best in a supportive role to lead their team to victory.
If you have a microphone, take advantage of VIOP to lead your team with high efficiency and deadly results. Being able to call a quick rush and knowing multiple teammates following behind you can give you the nessecarry courage to keep going once combat gets hot. It also allows you to call priority targets for your team to focus on. If you don't have a microphone, I still reccomend to keep VOIP enabled, but give your teammates a heads-up in chat that you won't be able to respond, but can listen to their calls.
The Atlas has a very tradtional loadout. Each variant has mix and match of hardpoints. Each variant have their own loadout.
"Its important to know your own weakness. Know your Atlas weakspots."
It can be found here: here
"Pang pang pang! First of all: Find your playstyle"
Which playstyle are you comfortable with?
Are you a brawler type?
A jack of all trades
..Or do you just like to specialise in things?
Variant
Playstyle
Notes
Extra info
BOAR'S HEAD
Keywords: Assist hunter, Agressive, peek and shoot, brawler, third, second and front- lines and damage dealer.
Can be outfitted as a generalist or specialiser. See notes about the AS7-RS.
Any cover is good cover. Because you practically have all your firepower in the arms.Do not recommend torso twisting too much causing too much damage to your arms. Only do it when it's neccessary and cannot be avoided.
AS7-D
Keywords: Agressive, mid-to long range, mix and match, allrounder, lay back and team supporter.
Can be outfitted as a generalist or specialiser: preferly on mid to short range combat.
My recommendation is to mix it up. Short- to mid range oe go for full brawl range.
AS7-D-DC
Keywords: Aggressive, allround, ambusher, facewrecker, multipurpose, juggernaut and spooky Atlas.
Mostly specialised builds. ECM capeable.
Counter it when you notice other ECM mechs are nearby. Alot of people make one mistake when 2-3 mechs are together with ECM equipped: nobody counters. They all have it on disrupt. One should be on counter when you are working with ECM mechs around you.
AS7-K
Keywords: Assist hunter, damage dealer, teamwalker and supportive- allround mech.
Generalist.Heavily relies on teamsupport. Dual AMS. Do not recommend brawling with it. Excellent teamwalker for engaging LRM boaters on the go. Relies on support to rule out the boaters.
One missile slot. Great mech for the longer distance. But one of the hardest chassis to pilot and making it effective.
AS7-RS+RS(C)
Keywords: See playstyle BOAR'S HEAD.
Generalist. Less exposure times then other variants.
All energy points are stacked in both arms. Make use of your energy hardpoints in the arms. Build and divide the chassis up as a generalist for shortening your exposure times under cover.
Great allround purpose mech due its 4 missile slots but mostly outfitted for brawling purposes.Recommend: brawling setup.
"But hey, how are you making it work? " My prefered playstyles:
Variant
How-to
BOAR'S HEAD
Still need to buy it! Perhaps donate?
AS7-D
AS7-D-DC
AS7-K
AS7-RS+RS(C)
AS7-S+(L)
What about builds? First of all i want you to try to build the Atlas on your own. Go figure, go optimise it and run test drives...alot. See what works for you or what doesn't work for you. I normally never share my builds.
It's a big list i have saved over years. ...And they still work!
"Brawler, jack of all trades and specialise"
The Atlas is excellent at trading fire on close to medium range. Long range is possible but keep it limited. The Atlas is not very good at exchanging fire on long range. For example the gauss rifle only has 15 HPs, is low slung on your right side of the chassis. The back/rear of the Atlas is extremely vunerable. One few hits on your right rear where the gauss rifle is located and your rifle gets disabled. Another situation is that your gauss rifle easily gets critted. If it gets critted it will pop and you will lose half of your firepower on already limited weapon platform. You will have to expose atleast 50% of your upper/side body to take a shot alone on your target. However that does not mean that the gauss rifle is a bad choice. - Certainly not!
Advice: About gauss rifles: It has it's drawbacks but other weapons are a in my opinion a better choice. AC20 is really decent as the AC10 and the LBX10.
Advice: I would only use the gauss rifle if you either outfit atleast one energypoint to long range to make the gaus rifle worthwile. For example one Gauss + 1-2 ERLL or Gauss + 1-2 LL and NOT Gauss + medium, medium pulse, etc. The gauss rifle is a excellent tradeout for example with STD300 up to STD325. The STD300 has already a limited and slow twist, but since you are outfitted for both longer and medium range you can twist incoming long range fire. A Brawler with short range weapons needs a bigger engine with a faster twist range in order to fullfill his role effective.
"So what are good weapons to use on what chassis?"
Based on my experience. Note: the Atlas can only 10 tubes at the times. 6 for SRMs.
Spoiler
AS7-DE: Medium lasers, Medium pulse lasers, Large Lasers and Large Pulse Lasers M: LRM 10/15, SRM 4/6 and SSRMs B: LBX10, AC5, UAC5, AC10, AC20
AS7-D-DCE: Medium lasers, Medium pulse lasers, Large Lasers and Large Pulse Lasers M: LRM10/15 x3 SRM 4-6 and SSRMs (but i am not very fond of SSRMs) B: LBX10, AC5, UAC5, AC10 and AC20
AS7-KE: Medium lasers, Medium pulse lasers, Large Lasers and Large Pulse Lasers and ER Large Laser. (If quirked: ER PPC) M: LRM15 & LRM20 (SRMs are a waste thus 1 missile hardpoint) B: LBX10, AC10, AC20 and the Gauss rifle
AS7-RSE: Medium lasers, Medium pulse lasers, Large Lasers and Large Pulse Lasers and ER Large Laser. M: LRM10/15 and SRM 4/6 B: LBX10, AC10, AC20 and the Gauss rifle
AS7-SE: Medium lasers, Medium pulse lasers, Large Lasers and Large Pulse Lasers and ER Large Laser. M: LRM10/15 and SRM 4/6 B: LBX10, AC10, AC20 and the Gauss rifle
In my opinion bad weapon choices:E: Small pulse lasers, Small lasers, ER/PPC (only use when quirked), TAG & Flamers M: SRM2, LRM5 LRM20 (too much heat, too much timespan between volleys) B: Machinegun, AC/2 & NARC.
"Speed means in certain circumstances life!"
Clantech and others are getting faster by the day. The current meta is a drawback as well. The STD300 comes mostly stock. But its terrible in our current condition of gameplay. The torso twist gives not enough speed to brawl on close range. However; it's excellent if you twist incoming fire on mid-long range.The downside of thid choice of the engine is that if you are trying to make it work in the solo-que you probaly will get left alone...alot of times. These situations can occur alot of times:
You get left alone. Lovely snack for lights.
You get behind by a NASCAR and get caught up by the enemy.
No players are supporting you when you exchange fire with the enemy; thus ruling out any support and gets you killed.
No medium for close-mid range support. You get easily wasted because the twist is not fast enough in close range situations.
Advice: Use STD325 and up. You do sacrifice slots and ammo. But it's worth the speed increase as it might be a lifesaver on the long term.
"Should i frontload armor?"
Definitely!
But you should always follow one rule! You decide which weapon need a frontload - or not?
Weapon examples:
Frontload
Notes
Double UAC5(+AC5)
A little bit more then usual. Double weapons, long range.
-
AC/10
Little bit. Mid range weapon.
-
AC/20
Yes! As much as possible. It's a giant and gets easily disabled. Close range weapon needs more armor.
Watch your rear though...The front: A few slaps on it and you lose half of your firepower.
Gauss rifle
Yes.
Watch your rear. The gauss rifle only has 5 HP as far i know. High risk - high reward weapon. The downside is when you frontload too much and you get a breach on your rear armor disabling your gauss rifle instant. Gauss rifles have chances to explode. Gauss ammo can be safely stored in the side torso. Gauss ammo DO NOT explode.
LRM 10/15/20
No*
*Depends on what builds you are going to run.
SRM 2/4/6
Always.
-
Keep in mind when frontloading armor your back gets more exposed. You should always keep an eye (or others in you are in the group que) on your rear.
When you spawn as the furtest lance in your team (when your team is too far away to aid when lights are trying to pick you on range) you can always try moving into position with your rear angled.
"Easier said then done!"
First of all: Remove any crap from your cockpit. Twisting is the hardest part of any chassis. You have to predict incoming fire. Good and experienced pilots knows they either twist with you along and or wait while you twist back and fire their alpha in your ST/CT again. It's a puzzle, it's a challenge and it needs time to get decent at twisting.
This is your main view. When spotting enemies make use of your cockpit and view. The reason i said you should remove any crap in your cockpit beause it will block your view when you are trying to spot or are twisting in combat.
Note the Red Dorito on your left? That's right. The green line should be your main view at all times. The red does not matter in most combat situations. If you are twisting in combat make use of your most left- or right windows to spot if your enemies is twisting as well or is waiting til you are twisted back.
Again:Protecting your CT/ST is critical. Too many people are not twisting enough. Atleast not FAR enough. Folks are still able to hit your CT/ST when don't twist enough.
In the example as shown below is how to twist against LRM fire to spread the damage across multiple components.
Still images how to twist:
Spoiler
Notice the difference in height? Aim your arms down towards the ground!
Depending on your chassis. Twist left or right. Make sure to use your legs as well. Not only your upper torso.
Carefully choose your playstyle and engine! Bigger engine means better twisting, but sacrificing ammo, slots and perhaps even cooling. Smaller engines lack the speed to twist decently!
Twist your torso far enough. Limited twisting means more potential fire in your CT/ST.
Timing is essential. If someone twist with you try to adapt and try not to automatically twist as well. Full stop and aim for the weapons and or alpha the CT. I know, it's easier said then done.
When twisting make sure to look with your cockpit DOWN and NOT UP. Your arms are the shields.
When twisting back make sure to look either left (depending your twist) or right of your cockpit how the enemy is positioned.
i played with sarlic
i know him and how a atlas works, just not for me. it even might be the case that it doesnt even work anymore today compared to how it was as sarlic played.
For reference, THIS is a fairly standard brawler D-DC build. There are a lot of variations, of course. Some people go for a slightly smaller engine, skip the lasers, or trim more armor to make tonnage for more ammo and/or heatsinks.
With a slow assault like the Atlas you really need to be on top of your tactical positioning. Even with a maxed out engine you are barely fast enough to get where you need to be, and not nearly fast enough to get out of where you don't belong. It is very prone to getting isolated and swarmed or slowly picked apart by snipers. You need to know the most likely spots the enemy team is going to move to and the safest avenues of approach. Especially as the most popular builds these days tend to have significantly more range than a brawler Atlas. On a lot of maps, it is painfully common to see slow brawlers get picked apart at range before they can do much of anything. Conversely, there are few things as pants browningly bad as turning a corner and running face first into the loving embrace of a brawler AS7-D-DC or AS7-S (seriously, those things will f*** you up).
LocationSomewhere where you'll probably never go to
Posted 15 October 2016 - 07:24 AM
Alienized, on 15 October 2016 - 07:17 AM, said:
i played with sarlic
i know him and how a atlas works, just not for me. it even might be the case that it doesnt even work anymore today compared to how it was as sarlic played.
too much has changed
Likewise. I could never get into an Atlas Like I can with other assaults. and yes, it may be entirely different. Worth a shot however to try it out.