Dear, New Atlas Pilots
#101
Posted 03 October 2013 - 06:16 AM
#102
Posted 03 October 2013 - 02:04 PM
#103
Posted 03 October 2013 - 03:53 PM
Eaerie, on 03 October 2013 - 02:04 PM, said:
My DDC's current successful build includes 3xlrm5's, 2xlbx10's and 2x LL's. It has been performing pretty well.
#104
Posted 03 October 2013 - 03:56 PM
JigglyMoobs, on 24 September 2013 - 11:56 AM, said:
IMO with the windup a Gauss rifle is now too annoying to use on the Atlas. It's too complicated to aim and the way you have to aim it now is incompatible with the amount of torso twist you need to do to protect it. I used to love having it with SRMs and LLs on my DDC but now that mech runs with 2 UAC5s, no SRMs, and ER LLs.
I've not really had a problem with the gauss on my slower mech builds. Maybe because I like the wind up sound?
#105
Posted 03 October 2013 - 03:59 PM
#106
Posted 03 October 2013 - 10:35 PM
#107
Posted 10 October 2013 - 07:51 AM
#111
Posted 12 October 2013 - 11:49 PM
Plaguetongue, on 10 October 2013 - 07:51 AM, said:
You have no idea. I run a D-DC (which is the ONLY Atlas you should be running, imo), and it destroys all with extreme rapeage. First, this mech is almost immune to missiles. The ECM is over-powered as **** right now, and I almost never get hit by LRMs. When someone DOES get a lock on me, I have an AMS. Second, the sheer amount of armor I possess. I heavily front-load mine, putting 106 armor on the front CT, and 72 on the AC/20-containing right torso. This means I can take around 4 direct alpha strikes to the face from most mechs before I get worried. I have actually had people accuse me of cheating when they blasted the hell out of the front of my mech and I still ended up killing them. If you are a good pilot and have practiced a lot running medium and heavy mechs, and then apply those tactics to an Atlas instead of being a mindless charging dufus, you are truly terrifying. NOTHING is scarier than a smart Atlas D-DC pilot. I even have very little trouble with lights. I usually don't put myself in the idiotic position of being away from my team and swarmed by lights in the first place, but If I have to deal with one, I calmly back into a wall so I can't get cored from behind, and patiently wait for that perfect AC/20 shot. 90% of the time, a light will get careless, and the second he does he has a huge slug and a cluster of missiles jammed in his cockpit. Try this build, and see if you don't wet yourself with glee after you get the hang of it:
http://mwo.smurfy-ne...7732b750910a652
I have a 3.02 K/D with this beast right now. Use the AC/20 while you close in, and when you get close add a blast of SRMs and your medium pulse lasers for extra spice. It's lethal. You gotta watch your heat a bit when your letting fly with the lasers and missiles, but sometimes they make all the difference when the close-range brawling starts. The AC/20 and pulse lasers are great for pinpoint damage, so go right for an enemy's core or cockpit, and don't bother trying to disable them unless you are trying to leg a light.
Edited by Mcchuggernaut, 13 October 2013 - 12:01 AM.
#112
Posted 13 October 2013 - 02:18 AM
#113
Posted 13 October 2013 - 02:28 AM
Leded, on 27 August 2012 - 10:23 PM, said:
2. Think before you move. in 99% of cases if you run into a bad situation you will not have the speed to get away from it. in the event this is unavoidable and you are thoroughly screwed, take someone down along with you before you get blown to scrap.
3. Stop standing still like a big target. you have legs, use them. even though you are slow, keeping a little movement is better then none.
4. (IMPORTANT) Spread your damage out on your armor. meaning don't stay squared up on an enemy for the duration of your brawl. if you fire your weapons and are waiting that couple seconds for the cooldown or need to bleed off some excess heat, twist left or right as the enemy is returning fire. taking a shot in the arms or side is preferable to the center torso. you can have an arm destroyed and still be mostly combat effective. this works especially well against beam weapons, you see them shoot, turn your side into it.
side note:
This, this and a thousand times this.
I can't count how many games lately have been full of wasted tonnage with Atlases that either spam from the back of the match, or head off to death alone.
The greater tragedy is that many of them are probably new players who will think ''MWO sucks'' and leave after their Atlas gets killed easily.
#114
Posted 13 October 2013 - 02:36 AM
Appogee, on 13 October 2013 - 02:28 AM, said:
I can't count how many games lately have been full of wasted tonnage with Atlases that either spam from the back of the match, or head off to death alone.
The greater tragedy is that many of them are probably new players who will think ''MWO sucks'' and leave after their Atlas gets killed easily.
well it's especially aimed at those new folks that "want to Atlas". i first made because in the games where i would scout and die or run in and die early match (not in an Atlas) i would stick around in spectator and watch the guys using an Atlas and be pulling my hair out while watching them all the while going "OMG WHAT ARE YOU DOING?!". (i also tried to make it as basic as possible so it wouldn't become outdated, man it's an old post)
Edited by Leded, 13 October 2013 - 02:38 AM.
#115
Posted 13 October 2013 - 01:32 PM
Leded, on 13 October 2013 - 02:18 AM, said:
Thanks for the compliment! I would advise against trying to put larger SRMs on it though. That build is pretty optimized, and everything kind of depends on everything else. It's a product of many hours in Smurfy's mechlab and hundreds of runs in testing grounds and actual games. If you want to give it more punch without it overheating too fast you would need to downsize the engine or remove armor or the AMS. The armor is pretty much at the lowest values for the arms and legs that I feel is safe, and the AMS and it's one ton of ammo will only free up 2 crit spaces and 1.5 tons. I think you would gain more problems than you would solve for a possible 8 extra damage (2 more missiles x 2 damage per missile x 2 racks = 8 dam.). That's just my thoughts and personal preference, though. Feel free to use and abuse the build any way you wish!
#116
Posted 13 October 2013 - 08:37 PM
#117
Posted 13 October 2013 - 08:54 PM
IronLichRich, on 13 October 2013 - 08:37 PM, said:
well take some consolation in that he wasn't on "your" team lol.
some people i've noticed fall into that "trap" where like as me and one of my friends that plays this. we played World of Tanks alot before this game was out. and that habit of "stopping to shoot" is hard to break, because in WoT stopping and shooting makes you more accurate right? not so in MWO. hell you can be in a Catapult running back and forth raining death on a target and it works just as well as if you were stationary, and standing still can make you Guass Rifle and PPC target practice. yeah its harder to move and shoot, but that's what separates the good players from the (for lack of a better term) crappy players lol.
playing a light, really fast mech for practice with the run and gun is a good idea. if you can hit accurately in a Jenner running over 120kph, you should be able to handle moving and shooting while crawling in an Assault mech
(by the way i DID do another one of these for the Jenner as well http://mwomercs.com/...-jenner-pilots/
Edited by Leded, 13 October 2013 - 08:56 PM.
#118
Posted 14 October 2013 - 07:16 AM
STD 340, SRM4 build.
STD 350, SSRM2 build.
Getting the essential 60kph top speed and the increased torso twist speed a 340/350 offers is important when it comes to your survivability. All around that makes the above builds the most effective. The STD340 is the most flexible engine choice and you barely loose 2 kph worth of top speed, still staying above 60 with speed tweak.
However for long range these two are viable options, and will be really good once we get UI 2.0 and can pick a mech more appropriate for the map.
STD 325. 2xAC5 and SRM4 build.
STD 340. Gauss and SRM4 build.
325 is almost too slow for my taste but it does superior DPS at medium to long range, especially if you equip ER Large Lasers. The Gauss variant can swap to streaks if desired for more heatsinks. PPC's and Gauss/AC20/AC10 might work for some comp setups but I honestly dislike those builds as they are blazing hot and unflexible. 2x Medium Lasers or Pulse simply makes for a far too weak Atlas for me to bother, the mech is not really complete without two Large Lasers or atleast 4 mediums.
I say again, buying endo steel and getting a 340 engine + DHS would be an ideal point to start at. Artemis is kinda wasteful if you don't run LRM's or an SRM6 build. Those builds have their own shortcomings though. Keep the stock STD300 engine as it's useful for other mechs and a viable but slow option if you are just xping the mech and dont wanna blow money on Endo Steel.
Also: Make sure you pack double heatsinks into your left torso to protect your ECM from crits as much as possible. Keeping it safe will be the key to success, just don't neglect to keep your ballistic weapons safe.
#119
Posted 14 October 2013 - 07:23 AM
Pilot a Highlander.
Capabilities of an Atlas D with LRM-10, SRM-6, AC/2, AC/5, 4 ML, and 1 ton of ammo for each weapon. As viewed from a Chase Cam Commando. Founder's version is only cosmetically different and features a minor cbill bonus (25%). Otherwise it has no differences to a regular Atlas D.
6 kills, 457 damage. Note that the commando's voice isn't recorded. The other voices aside from mine are from a different battlefield in MWO.
Edited by Koniving, 14 October 2013 - 07:25 AM.
#120
Posted 14 October 2013 - 07:35 AM
I have allways been the advocate of people, being able to play what they like when they like, but, I do have to admit if I see (C) or BH next to an atlas, my shoulders slump, if I see more than one of them and I am usually not surprised to see they barely scratch 100 damage.
now there are some darn good atlas pilots that own champion and boarsheads, but mostly I find its a surprise to see these over 200 damage
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