Jump to content

Cost Effective Atlas Builds?


23 replies to this topic

#21 Wrayeth

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 221 posts
  • LocationHesperus II

Posted 17 November 2012 - 08:17 PM

I don't know if this is considered "cost effective" or not, but I've found it to work well. Its only upgrade is double heatsinks, and it uses a standard fusion engine. It's very similar to one of the other builds in this thread.

AS7-D

Head
1 ton gauss ammo

Center Torso
300 standard fusion engine
2 additional engine-mounted double heatsinks
2 medium lasers

Left Torso
4 double heatsinks

Right Torso
1 gauss rifle
CASE
1 ton gauss ammo
1 double heatsink

Left Arm
1 ER PPC
1 double heatsink
1 AMS

Right Arm
1 ER PPC
1 double heatsink
1 ton AMS ammo (placed here because the right side is protected by CASE)

Left Leg
1 ton gauss ammo

Right Leg
1 ton gauss ammo

Tactics: Use range to your advantage. Fire from locations with a clear field of fire out to distance, but with good cover nearby. You can brawl if you have to, but your damage will be a bit sub-par up close. However, this is compensated for by your ability to stack 35 damage into one location just like a gaussapult can (or 45 up close if you include your medium lasers). Make sure you wait for your weapons to converge before firing, and also bear in mind the firing delay and projectile travel times for your PPCs and gauss.

When running this setup, you must carefully manage your heat. Generally, you'll rely on just your gauss and PPCs, firing them all as a group since they have similar firing and projectile travel characteristics, then waiting to cool sufficiently before firing again. The medium lasers are there for when you absolutely must get the maximum damage on target as soon as possible. They are also useful when you're running too hot to fire your PPCs; at these times, firing just the gauss and the medium lasers will allow you to cool sufficiently while still dishing out some hurt. The medium lasers are also useful if one of your side torsos gets shot off, allowing you to remain a credible threat.

For weapon grouping, I generally group my weapons as follows:
Group 1: 1 gauss, 2 ER PPCs
Group 2: 1 gauss
Group 3: 2 ER PPCs
Group 4: 2 medium lasers

As mentioned above, group 1 will be your go-to in combat. Groups 2 is for use when running hot, and you can add in group 4 as well if the enemy is close enough. Group 3 has a special purpose: extreme range sniping. With an 810 meter optimal range and a terminal range of something like 1.5 kilometers (possibly further; I haven't looked at the stats lately), this will often allow you to fire on the enemy base from spawn at the start of the game on maps such as Forest Colony and River City, sowing confusion amongst the enemy as they move to get under cover.

EDIT: Group 3 is also quite useful for helping take down pesky Jenners and the like (due to the ease of aiming with the arms), though I still try to use group 1 for that; I sometimes core lights in 1 volley if I aim well enough.

Please note that thermal vision is pretty much required if you want to fire at extended ranges.

Anyway, hope you find this useful.

Edited by Wrayeth, 17 November 2012 - 08:25 PM.


#22 steelblueskies

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • 396 posts
  • Locationohio

Posted 17 November 2012 - 09:05 PM

the rs with quad large lasers. can roll it out with shs and still be fine. group each arms lasers to their own button. use cover.

managed a 900 damage round by double firing while out of cover, and only exposing enough to fire one arm around cover repeatedly. got caught out a bit towards the end, and wound up stripped to internals nearly everywhere, still lived, won. most expensive repair i've managed for the chassis at almost 90k. people still fail to go after the arms first. it boggles the mind.

bottom line is the atlas just isn't for makin' money[fast]. you can do it, but you are likely to make far more grinding trials for the same amount of unit time, even if you lose every single match in the trial mech.

#23 DogmeatX

    Member

  • PipPipPipPipPipPip
  • 295 posts

Posted 18 November 2012 - 11:44 AM

Yeah I can appreciate an Atlas being expensive to run and not primarily to make cbills with, hence the ideas here basically for something starter-ish that won't cost a fortune if it goes down, but isn't completely gimped and useless to the team...

#24 Lege

    Member

  • PipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 365 posts

Posted 18 November 2012 - 04:07 PM

4 large laser RS is a good mech.
Make sure to keep range whenever possible, your damage is 100% to 450m and still decent damage out to 700m.
I'm frequently the top damage for the match in it.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users