Ac2 Blackjack?
#1
Posted 02 June 2017 - 09:23 PM
#2
Posted 02 June 2017 - 11:05 PM
I personally enjoy using twin UAC/5s with an XL 180 engine. AC/2s should work but you'd want to stay farther from the field, definitely pack in velocity, range, and "magazine" quirks.
Another side note:
Think of the Blackjack... with twin Rotary Autocannon 2s firing like miniguns...
Betcha can't wait.
#4
Posted 03 June 2017 - 01:23 AM
Fun games though.
#5
Posted 03 June 2017 - 02:26 PM
Domenoth, on 03 June 2017 - 01:23 AM, said:
Fun games though.
Yeah, AC2's are high on the fun factor, but unless you can find some components to knock out, the numbers just never seem to add up.
Rotary AC2's are probably going to be a kick in the pants - but something tells me i'm going to be spending time attempting to dodge and weave with locked up main weapons waiting for them to unjam!
#6
Posted 05 June 2017 - 09:28 AM
I went heavy into the Firepower tree, picking unlocking everything that might be useful and then trying different configurations. Nothing has really clicked for me so far.
-paws
#7
Posted 07 June 2017 - 09:32 AM
The BJ-1 with AC2's is a lot of fun, you might not get too many kills but you can get a sh*t ton of assists. Just plink away whenever you can get a shot, it can be very distracting to the target.
I usually max out the armour, then visit the survival tree to add a few buffs. I like to be mobile in the thing so it's one of the few IS mechs I equip with an XL engine; even one speed tweak node with an XL225 will get the thing going 85kph.
Right now my favourite Blackjack is the BJ-1(C) with the XL235, AC20 w/3 ammo + 2ML. Added a mag capacity and speed tweak node and now I can run around fairly quiclky with room enough for ams/1 ton of ammo.
If you really want to have fun with the AC2, try the Rifleman 3C, you can carry four of them plus a couple of lasers.
Good hunting,
CFC Conky
Edited by CFC Conky, 07 June 2017 - 09:40 AM.
#8
Posted 07 June 2017 - 01:53 PM
The BJ-1 It did get a slight nerf on its chassis quirks, so I think it is slightly less effective than it used to be, but it wasn't killed.
The BJ-1DC I think might be a hidden gem, its ballistic cooldown was not nerfed at all. No jumpjets but one of the fastest ballistic cooldowns available. An LB10X on it fires absurdly quickly!
#9
Posted 07 June 2017 - 04:13 PM
dunno if the impact very big in it dps and if the engine decoupling helped or hurt it mobilty but in overal it still a *fun* mech but bit nerfed on the dps side.
#10
Posted 13 June 2017 - 09:17 PM
2x AC2 with 5t ammo + magazine, have about 200 shots.
4x ML as backup
XL 235 engine
10 DHS
3 Jump Jets
304/306 Armour
On Skill Tree.
https://kitlaan.gitl...0448c&s=Weapons
Weapon
Take all Velocity nodes and Cooldown nodes, pick up any Range and Heat Gen node along the way.
Take both Magazine node for extra ammo.
Survival
None.
The BJ's most effective defense is speed and staying hidden.
Mobility
Go down the right side of the tree to grab all the Kinetic Burst nodes and Speed Tweak nodes.
Skip torso nodes since you only have backup weapons on torso.
Jump Jets
Dump spare point here to get Heat Shielding.
Operations
Head right to pick up 2 Improved Gyros nodes, you will be targeted by enemy suppression fire and LRMs.
Pick up near by Heat nodes and Cool Run nodes.
Sensors
Grab all Target Info Gathering nodes, you need them to quickly pinpoint enemy component to remove.
Zoom and Radar Derp are optional, take them as you see fit.
Seismic is ideal since you spend alot of time standing still and don't want lights sneaking up on you.
Auxiliary
For when the enemies is out of sight hiding from your dakka, drop an artillery on them.
Go down the right and take all 4 artillery nodes.
I pack 2 Artillery and 1 Coolshot consumables.
#11
Posted 14 June 2017 - 11:39 AM
There are so many builds that the BJ-1 can do though that sticking to its default weaponry is a bit like choosing vanilla ice cream at a Baskin-Robbins. Here are some of the completely viable BJ-1 builds:
2xAC5+2ML
2xUAC5
AC20+3ML
Gauss+4ML
AC10+4ML
LB10X+4ML
2xPPC+2xSL+2MG
2xLPL+2xSL+2MG
2xERPPC
4xMPL+2MG
And that's leaving out the various LL/ERLL builds. When the future tech comes the Blackjack should benefit greatly. Rotary autocannons, more LBX autocannons, more ultra autocannons, Light Gauss, more PPC options, more ER lasers. With a glass cannon like the Blackjack, getting better, more powerful cannons can only help the chassis.
#12
Posted 24 July 2017 - 08:01 PM
Dual UAC2 replaced old AC2
Replace 4 ML with 2 erML
Increase JJ to 4 for better getting on to high ground to rain suppression.
Add an extra DHS, UAC2 generate alot of heat when it doesnt jam
Downgrade FF to LFF, to free up more crit space
Download engine from XL235 to XL 255, lost about 3 kph of speed
#13
Posted 04 October 2017 - 08:16 PM
Early in the match I use it as a suppressive fire mech, slowing the enemy advance by tapping them a bit. People often don't realize how little damage they are taking, first they react by taking cover, then they figure it out. At which point, their line of advance is staggered badly. Sometimes, people get suckered in a bit because I'm making a nuisance of myself from afar. That also helps string the enemy team out.
Later in the match I look for damaged (open component) mechs if possible, but otherwise I just support the brawlers as best possible (staying just behind them to share armor a bit, the BJ is only 45 tons, after all).
However, matches tend to go either awful (sub 200 damage, no kills/kmdds) or go very well (multiple kills/kmdds, lots of components blasted, etc.). For me, they usually edge to the latter, thank goodness, but you have to be VERY aware of what's going on, the flow of the battle, to make it work.
Of course, the same is true of most mechs, so....
#14
Posted 05 October 2017 - 11:01 AM
#15
Posted 05 October 2017 - 01:51 PM
#16
Posted 06 November 2017 - 11:38 AM
Now I do have well over 3mil XP on this variant so lots of time in to really get used to how she moves and plays but, put in the time, get used to the ballistics behavior of this mech, get used to the crazy face time antic's you have to pull that would make most assault faint and you can have a blast. Kills have dropped from 5-6 a match to 2-3 since the skill nerf but you can pull many 500+ damage rounds out of this if you carry the ammo to sandblast at range.
Edited by Ralatar, 06 November 2017 - 04:49 PM.
#18
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