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Which Atlas Version Is The Best?
Started by KabukiOne, May 03 2022 01:14 PM
11 replies to this topic
#1
Posted 03 May 2022 - 01:14 PM
I know they're going on sale in a couple weeks. Which Atlas is the best? I know the Kraken is supposed to be good, but are any of the c-bill versions just as good or better? Are any of them really bad compared to the others?
(Yeah, I know the Atlas isn't great compared to some of the other assaults, but I want one. They are cool.)
(Yeah, I know the Atlas isn't great compared to some of the other assaults, but I want one. They are cool.)
#2
Posted 03 May 2022 - 01:31 PM
First, know that you'll get a free one later this month that can jump and has ECM.
Otherwise, the Atlas is tanky as heck. Its low hard points make it hard to do range combat, so try to avoid that. it excels at large autocannons and/or large MRM launchers, backed by lasers or massed snub nose PPCs. Don't peek with the reds, there are other mechs for that. Get in someone's face and rip it apart with volume of fire, then when your armor's done, trade off and follow someone else in for more of the same.
Otherwise, the Atlas is tanky as heck. Its low hard points make it hard to do range combat, so try to avoid that. it excels at large autocannons and/or large MRM launchers, backed by lasers or massed snub nose PPCs. Don't peek with the reds, there are other mechs for that. Get in someone's face and rip it apart with volume of fire, then when your armor's done, trade off and follow someone else in for more of the same.
Edited by ScrapIron Prime, 03 May 2022 - 01:35 PM.
#3
Posted 03 May 2022 - 01:52 PM
It is hard to say because most of them are fairly similar. They run short range brawl loadouts with bad mounts and are tough. The main issue is getting in range to use their firepower without getting destroyed. They vary in the exact details of their loadouts, and more recently some have gotten some quirks that lead them towards different loadouts.
Most Atlas loadouts are going to be something like a 20 size Ballistic plus some combo of SNPPCs or LPPCs, Medium Lasers, SRMs, and MRMs. Different variants can do slightly different things of course.
-D, D-DC, and K3 can run 2x ballistics. This means they can do 2xLB10X, and thus get some more range.
-D-DC has ECM, but less firepower/quirks.
-RS has Laser HSL+1, leaning it towards 4xLPL builds. HGR+4LPL is solid and different than most Atlasses.
-K has big Gauss cooldown, so wants to use HGR.
-S has 4 missile hardpoints, and so is usually run with SRMs
-KR has good all around quirks and hardpoint count, making it very well rounded. And it has a cbill bonus.
-BH has a lot of energy hardpoints, but less quirks than some others. Total -15% energy heat is big though. Can do 6LPL.
-K3 has ECM and jumpjets, but generally less quirks and hardpoints.
Its hard to say what is best. If I had to have just one, I'd take the Kraken. But that's as much for the C-bill bonus as anything else.
Most Atlas loadouts are going to be something like a 20 size Ballistic plus some combo of SNPPCs or LPPCs, Medium Lasers, SRMs, and MRMs. Different variants can do slightly different things of course.
-D, D-DC, and K3 can run 2x ballistics. This means they can do 2xLB10X, and thus get some more range.
-D-DC has ECM, but less firepower/quirks.
-RS has Laser HSL+1, leaning it towards 4xLPL builds. HGR+4LPL is solid and different than most Atlasses.
-K has big Gauss cooldown, so wants to use HGR.
-S has 4 missile hardpoints, and so is usually run with SRMs
-KR has good all around quirks and hardpoint count, making it very well rounded. And it has a cbill bonus.
-BH has a lot of energy hardpoints, but less quirks than some others. Total -15% energy heat is big though. Can do 6LPL.
-K3 has ECM and jumpjets, but generally less quirks and hardpoints.
Its hard to say what is best. If I had to have just one, I'd take the Kraken. But that's as much for the C-bill bonus as anything else.
#4
Posted 03 May 2022 - 02:23 PM
Atlas D used to be the tankiest, but the cauldron homogenized all variants' defensive stats.. and that's pretty lame.
#5
Posted 03 May 2022 - 02:30 PM
feeWAIVER, on 03 May 2022 - 02:23 PM, said:
Atlas D used to be the tankiest, but the cauldron homogenized all variants' defensive stats.. and that's pretty lame.
Well its good in that the others were not tanky enough. But perhaps there could be one variant that was even more tanky. But then there's a good chance that it'd be the only one that was worth using!
Currently, all the variants are good at doing damage up close in various ways, but they all suffer the problem of, well, being an Atlas. Personally, I think they should just give all of them even more defensive buffs, lol.
#6
Posted 03 May 2022 - 02:52 PM
I like the R one. It doesn't have the lame 2ct lasers which really have no good use. All the lasers are in the arms. You can make a faux-boar's-head with it. Or you can use the best atlas. Lrm atlas is best atlas! 4mls and an ac2/5 for when things get baited close.
#7
Posted 03 May 2022 - 04:46 PM
Hey, a warm welcome to MWO!
I have all Atlas variants; let's compare notes!
(That's why I joined MWO, but that's a different story!).
Toto the [Table_View] of MechDB 2.0 and look for Atlas
https://mwo.nav-alpha.com/mechs
1. Atlas agility has been greatly enhanced by MWO/Cauldron last year.
And much better torso twist, to the point that one can finally use Atlas' arms to shield from damage!
2. Almost all Atlas' weapon hardpoints are all around the waist area; Atlas mainly for brawling on level ground.
Atlas' arm weapons are scraping the ground (OK, I exaggerated a bit, but you get the point!)
Even the Atlas' torso ballistic weapons are just above the waist area. (Hence LT/RT weapons preferred).
Look in the [MechLab]>>[Camo_Spec] for a view!
3a. All Atlas variants have these very strong points, for durability + sustained damage output:
~Insane amounts of armor + structure
~Amazing -10% Heat Gen
~Monster -40% Crit Chance Receiving
3b. You also look at the mech quirks in each Atlas variants, along with weapon hardpoints to find Atlas that fits your playing style!
4. General pointers for selecting which Atlas variant is for you:
~Most players look only at the LT/RT weapon hardpoints; that's where most/all your main weapons would be located!
~RT: some prefer 2x Ballistic hardpoints (eg: 2x LBX10, 2x RAC2 or 2xRAC5)==>(AS7-D, AS7-D-DC, AS7-K3).
Or just use one BIG gun (UAC20, AC20, LBX20).
~LT: for SRM you need variants with 3x Missile hardpoints (AS7-D-DC, AS7-S).
Or just use MRM which is scalable to your needs.
~Atlas arm weapons (if any) are almost always secondary weapons. Some even shave armor from arms for more ammo, more DHS, etc.
5. Notable Atlas Variants:
Atlas Kraken hero mech has -10% Cooldown and +10% Range for all weapons!
All hero mechs are available for MC, or for real world cash.
AS7-D-DC: ECM, and Stealth Armor option! LT/RT with 2x Ballistic and 3x Missile hardpoints is very versatile!
I liked this so much that I've bought the Platinum Collection AS7-D-DC(P).
Note: Atlas with lots of armor/structure + ECM = ...deadly
Atlas AS7-K3 has ECM, and +10% Weapon Velocity for all weapons! I personally do not use JJ on K3 though.
Lots of bonus arm armor for shielding (or use the bonus armor tonnage for more ammo, DHS).
Fast Atlas: Only AS7-BH (Boar's Head hero mech), & AS7-K3 can field the very heaviest 400-engine if you wish!
(Other Atlas variants max 360-engine. Most folks use 300-engine or at most 325-engine for more weapons though).
AS7-D: Ballistic cooldown, Ballistic weapons velocity quirks!
AS7-K: de facto global weapons cooldown, with additional Gauss cooldown on top of this! Only 1x Gauss though...
- - - - - - - - - -
If you must have just one Atlas, may I suggest you consider:
AS7-KR (Atlas Kraken hero mech: global -10% Cooldown, +10% Range!)
AS7-D-DC (ECM + flexible LT/RT 2B+3M weapons mount)
AS7-K3 (ECM + JJ + Weapons velocity)
AS7-D (good Ballastic + Missile quirks, flexible LT/RT 2B+2M weapons mount)
Do have fun choosing your Atlas to use!
I have all Atlas variants; let's compare notes!
(That's why I joined MWO, but that's a different story!).
Toto the [Table_View] of MechDB 2.0 and look for Atlas
https://mwo.nav-alpha.com/mechs
1. Atlas agility has been greatly enhanced by MWO/Cauldron last year.
And much better torso twist, to the point that one can finally use Atlas' arms to shield from damage!
2. Almost all Atlas' weapon hardpoints are all around the waist area; Atlas mainly for brawling on level ground.
Atlas' arm weapons are scraping the ground (OK, I exaggerated a bit, but you get the point!)
Even the Atlas' torso ballistic weapons are just above the waist area. (Hence LT/RT weapons preferred).
Look in the [MechLab]>>[Camo_Spec] for a view!
3a. All Atlas variants have these very strong points, for durability + sustained damage output:
~Insane amounts of armor + structure
~Amazing -10% Heat Gen
~Monster -40% Crit Chance Receiving
3b. You also look at the mech quirks in each Atlas variants, along with weapon hardpoints to find Atlas that fits your playing style!
4. General pointers for selecting which Atlas variant is for you:
~Most players look only at the LT/RT weapon hardpoints; that's where most/all your main weapons would be located!
~RT: some prefer 2x Ballistic hardpoints (eg: 2x LBX10, 2x RAC2 or 2xRAC5)==>(AS7-D, AS7-D-DC, AS7-K3).
Or just use one BIG gun (UAC20, AC20, LBX20).
~LT: for SRM you need variants with 3x Missile hardpoints (AS7-D-DC, AS7-S).
Or just use MRM which is scalable to your needs.
~Atlas arm weapons (if any) are almost always secondary weapons. Some even shave armor from arms for more ammo, more DHS, etc.
5. Notable Atlas Variants:
Atlas Kraken hero mech has -10% Cooldown and +10% Range for all weapons!
All hero mechs are available for MC, or for real world cash.
AS7-D-DC: ECM, and Stealth Armor option! LT/RT with 2x Ballistic and 3x Missile hardpoints is very versatile!
I liked this so much that I've bought the Platinum Collection AS7-D-DC(P).
Note: Atlas with lots of armor/structure + ECM = ...deadly
Atlas AS7-K3 has ECM, and +10% Weapon Velocity for all weapons! I personally do not use JJ on K3 though.
Lots of bonus arm armor for shielding (or use the bonus armor tonnage for more ammo, DHS).
Fast Atlas: Only AS7-BH (Boar's Head hero mech), & AS7-K3 can field the very heaviest 400-engine if you wish!
(Other Atlas variants max 360-engine. Most folks use 300-engine or at most 325-engine for more weapons though).
AS7-D: Ballistic cooldown, Ballistic weapons velocity quirks!
AS7-K: de facto global weapons cooldown, with additional Gauss cooldown on top of this! Only 1x Gauss though...
- - - - - - - - - -
If you must have just one Atlas, may I suggest you consider:
AS7-KR (Atlas Kraken hero mech: global -10% Cooldown, +10% Range!)
AS7-D-DC (ECM + flexible LT/RT 2B+3M weapons mount)
AS7-K3 (ECM + JJ + Weapons velocity)
AS7-D (good Ballastic + Missile quirks, flexible LT/RT 2B+2M weapons mount)
Do have fun choosing your Atlas to use!
Edited by w0qj, 03 May 2022 - 04:57 PM.
#8
Posted 03 May 2022 - 10:52 PM
#9
Posted 04 May 2022 - 07:06 AM
#10
Posted 04 May 2022 - 07:16 PM
Atlas AS7-K3 new variant build ideas
http://docs.google.c...Aud8VihUp7zDCUw
http://mwomercs.com/forums/topic/281211-2021-mwo-monthly-free-mech-cauldron-buffed-mech-guide
http://docs.google.c...Aud8VihUp7zDCUw
http://mwomercs.com/forums/topic/281211-2021-mwo-monthly-free-mech-cauldron-buffed-mech-guide
#11
Posted 05 May 2022 - 11:35 AM
the Atlas excels at only one thing: short range, brawl…
All the variants can do well at short range, brawl… however, if I had to pick the very best it’s the Kraken…but that involves MC.
All the variants can do well at short range, brawl… however, if I had to pick the very best it’s the Kraken…but that involves MC.
#12
Posted 05 May 2022 - 01:15 PM
Honestly, the argument's pretty subjective based off of specific user preference and experience. I personally get consistently great performance out of all the variants I've tried. Doesn't matter how good a mech you have, if you're on a team where half of it bails the moment they risk being shot at, you're going to have a hard time. The atlas is as vulnerable to teammates refusing to commit to an attack as a flea is, though it's sheer armor, structure, and reduced crit receiving quirks will reduce that.
Good rule of thumb when playing an atlas: you can do long range weapons like LRM's orr ER Large lasers, PPc's ect, but the Atlas works best at medium to short ranges where you're going to be seeing a lot of mediums depending upon build and other assaults just in general mixing it up. Another distinct strength of all atlas variants is their mix of hardpoint types: there are no all ballistic, or all missile, or all energy atlases. This lets you kind of pick and choose between all burst, damage over time, or both weapons (the most common configuration you'll encounter.) It's not uncommon to see Atlases mounting RAC's to help provide suppressive fire, before closing in with MRM's and lasers. Depending upon your tier level and game you might or might not be able to effectively do the same.
That said, you will be slow, even in comparison to some assaults. Even with a maxed out engine, a lot of clan assaults and some inner sphere ones will have a good 5-7 kilometers of speed over you, orr almost 20 in case of a charger and depending upon composition of your team you may find yourself the vulnerable guy in back lights like to ambush despite your best efforts to keep up. If you have an anihilator running mostly stock on your team, stick close by them, he's one of the only assaults slower then you, and two assaults covering each other are a lot less vulnerable to wolfpack tactics then one.
Good rule of thumb when playing an atlas: you can do long range weapons like LRM's orr ER Large lasers, PPc's ect, but the Atlas works best at medium to short ranges where you're going to be seeing a lot of mediums depending upon build and other assaults just in general mixing it up. Another distinct strength of all atlas variants is their mix of hardpoint types: there are no all ballistic, or all missile, or all energy atlases. This lets you kind of pick and choose between all burst, damage over time, or both weapons (the most common configuration you'll encounter.) It's not uncommon to see Atlases mounting RAC's to help provide suppressive fire, before closing in with MRM's and lasers. Depending upon your tier level and game you might or might not be able to effectively do the same.
That said, you will be slow, even in comparison to some assaults. Even with a maxed out engine, a lot of clan assaults and some inner sphere ones will have a good 5-7 kilometers of speed over you, orr almost 20 in case of a charger and depending upon composition of your team you may find yourself the vulnerable guy in back lights like to ambush despite your best efforts to keep up. If you have an anihilator running mostly stock on your team, stick close by them, he's one of the only assaults slower then you, and two assaults covering each other are a lot less vulnerable to wolfpack tactics then one.
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