

Atlas Piloting Tips?
#1
Posted 19 February 2018 - 06:11 PM
I've got full survival on the skill tree and double enhanced ECM, with a little bit into mobility for the torso twist and some cooldown/magazine cap.
But I just find myself singled out really, REALLY hard, and I don't really know how to pilot a tanky mech. I'm used to the marauder 2 and kodiak 3, being a second line assault works for me.
I try to lead pushes, and usually do okay in initiating a fight, but I just find myself dying super early on every game. I am usually pushing before 1 or 2 mechs are down. Should I be waiting a little longer before exposing? Should I treat the mech more like I do my usual brawlers, wait to engage until things are softened up from the snipers and missiles and a few components are open?
#2
Posted 19 February 2018 - 06:26 PM
Support and longer range mechs work better in faction play and not so well in quickplay. Quickplay is mostly short and medium range with little room for much long range mechs.
Edited by Johnny Z, 19 February 2018 - 06:28 PM.
#3
Posted 19 February 2018 - 06:27 PM
The Atlas was (is made to be) a brawler. Being unable to twist/shield with the arms effectively has essentially hurt the mech beyond saving right now and the only way to play it really is to sit back with MRMs and skirmish... But the Atlas isn't good at that because the mounts are low...
IMO - if you are getting 600 damage. That's about as good as it's gonna get. Although the build you have on it isn't the best, but I don't honestly think you can expect much more from it.
#4
Posted 19 February 2018 - 06:29 PM
It's perfectly fine to only take a single enemy valley and take cover as long as the team fallows you and keeps advancing... if that is in there interest... no point charging a bunch of entrenched brawler with long range mechs.
#5
Posted 19 February 2018 - 06:38 PM
Something like;
http://mwo.smurfy-ne...0fcce42abe6e569 (can replace 4a with regular 6 if you wish)
http://mwo.smurfy-ne...a742e07491decaf
http://mwo.smurfy-ne...f7ec5438828db94
The Atlas is for leading the charge, so you are getting that part right. The thing you have to remember though is that you absolutely need your team with you.
Edited by Athom83, 19 February 2018 - 06:40 PM.
#6
Posted 19 February 2018 - 06:40 PM
You need to wait for the teams to close the range so you can go forward without getting focused. Sometimes that means having to sit back and do bupkis while they're trading at range. Pushing into fire from multiple mechs will get you torn up without anything to show for it. Your damage in short range isn't good enough to turn the tables on several mechs once you're close.
Also beware of pushing forward of the team early in the game. Conventional logic says the assault should lead the push, but really you can't be going places the rest of the team isn't already moving. The enemy team will dogpile an assault that can be isolated easily because you're a huge damage sponge and you can't escape. If you're in the very front and your more mobile teammates back off, you're toast.
You have to try and guess where the battle will be fought when the ranges close and try to put yourself there before it happens. That often means watching the minimap to see where your blob is moving, if it has any direction. Trying to see where the enemy push will come through if it doesn't. It just needs to be some place your team is committed to fighting as opposed to skirmishing, because you want to be going forward into an enemy that's somewhat distracted and not free to focus fire on you immediately.
#7
Posted 19 February 2018 - 06:43 PM
As for piloting... Your mech is slow, and fairly short range, so be certain of what you're doing before you commit to an advance, because you aren't fast enough to run away. Map knowledge will help, know the approaches to the most common engagement areas, try to stay near the ones with cover. Torso twisting is your friend, use those massive arms to shield your body; fire-twist, fire-twist. If you have a light mech up your tailpipe get your back against a wall if you can and unlock your arms so you can take advantage of the extra lateral movement of your arm weapons. If you call for help (or a push), give a grid location ("I need help over here" does not tell anyone where you are).
Edited by Escef, 19 February 2018 - 06:45 PM.
#8
Posted 19 February 2018 - 06:43 PM
learn all the maps thoroughly, also learn the most common positions for the enemy to move through. You really need to be able to predict where and what the other team is doing so you can position most effectively. Pushing is generally going to help you win but it must be all of you, half the team pushing ends badly. also call for a push and see how your team responds, just charging in obviously doesnt work well.
With the 100's in particular these things i find to be important due to their terrible mobility, you should never poke and hide with them, if the enemy is more agile you will likely lose unless your a amazing shot. What i try to do is stay close to the front but off to the side, use your map a shitload to work out where they are and try to either time it perfectly and push straight through them (obviously the team needs to do this to, it isnt common but 'organic' pushes are often the best) or try get 2 or so smaller mechs to follow and flank them when the time is right.
Im not the best assault pilot admittedly but this seems to help.
Somewhere on the forum is a fairly amazing guide to piloting assaults as well as some other good guides:
fat4eyes Tactics guide with images, fantastic guide on various common positioning styles and mistakes
https://mwomercs.com...ics-101-comics/
Void Angel's Timidity Is Not a Tactic which should be fairly relevant as an assault pilot, great explanation as to why aggression is key to victory and hiding spells defeat
http://mwomercs.com/...s-not-a-tactic/
Finally Leone's Assaulting Thy Enemy, a good guide on assault mechs and how to pilot them
http://mwomercs.com/...ting-thy-enemy/
Alot of these are fairly old now so somethings will have changed, but i think they are decent. hope this helps
#9
Posted 19 February 2018 - 07:01 PM
#11
Posted 19 February 2018 - 07:14 PM

#13
Posted 19 February 2018 - 07:34 PM
Voice coms in QP works wonders too. " I'm pushing that supernova on the right" is usually enough to trigger your competent flankers into action or at least to get another guy to move with you.
Just avoid the "im a tank" mentality and try and lead charges out in the open. Youll just get cut down if the team isnt into it and an assault that cant twist for crap dies just as fast as a medium that can.
#14
Posted 19 February 2018 - 08:00 PM
Build-wise, I'd recommend going all missiles and ballistics while ignoring the energy slots. Something like this: AS7-D-DC
That would give you an 80-damage alpha and possibly 100 with the double-tap. I just find ballistics and missiles are more reliable for putting damage where you want and sending opponents running for cover, which gets them to stop shooting at you and increases your survival.
And if you're open to builds on different variants, my preferred build is: AS7-S
No ECM but you would get another 20-damage on your alpha.
#15
Posted 19 February 2018 - 08:18 PM
350 LFE
Endo Steel
14 DHS
ECM
576 standard armor (little shaved off arms legs and smidge from the head)
AC20 w/ 4 tons ammo
MRM 30 w/ 2 tons ammo
2 Snubnose PPCs.
I speced for torso speed and max speed tweek
Lots of heat gen and cooldown
Max armor hardening
Full enhanced ECM
I find the ECM allows for me to keep distance early game and not be focused upon to much early on. The PPC and MRM give me some decent reach (about 600m). Once the fight gets up close I bring the AC20 into the mix .
So maybe, you may want to try swapping out the LB20 for a standard AC20 or Ultra 20 and craming in the 350 LFE the extra mobility really helps a brawler get in and out of trouble.
An alternative build is ...
325 std engine
endo steel
14 DHS
608 standard armor (81 armor per leg max everywhere else)
3 SRM6 w/ 3 tons ammo
2 medium lasers
2 LB10X w/ 4 tons ammo
ECM
The higher rate of fire and longer reach of the LB10s should give you more opertunities to fire over the single LB20. This build's main weakness is a lack of pin point punch however it's endurance is exceptional with a 42% heat efficiency before skills.
#16
Posted 19 February 2018 - 08:45 PM
#17
Posted 19 February 2018 - 09:16 PM
Atlas fell behind with the power creeping as much as it has, the quirks helped a bit until the engine desync put the final nail in the coffin.
#18
Posted 19 February 2018 - 10:03 PM
Or just go Clan and run MC2 or MAD2C. They're good assaults too.
Edited by Cabusha, 19 February 2018 - 10:04 PM.
#19
Posted 19 February 2018 - 10:11 PM
#20
Posted 19 February 2018 - 11:04 PM
Quote
turn around, go back into hanger, come back out in an annihilator
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