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Cost Effective Atlas Builds?


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#1 DogmeatX

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Posted 12 November 2012 - 11:04 PM

Bearing in mind I don't have founder or premium

I'm interested in saving cbills towards and eventually running, an Atlas. However, it seems from some posts these can be rather expensive beasts to keep and maintain and especially to lose.

Are there any cost effective builds which aren't completely useless and won't make me hemorrhage cbills if I lose it?

Your suggestions? I like to brawl but open to something a bit more ranged as well...

#2 Elizander

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Posted 12 November 2012 - 11:54 PM

You can put in Endo Steel for space saving and it should be good as it is. Most of the costs would come from ammunition reloading so you can either turn off auto-rearm or build something around energy weapons/minimal ammunition.

Pretty much just stay away from Ferro/XL/lots of ammo (same goes for any mech really).

Lasers + Gauss is usually a safe bet. Up to you if you want large or mediums depending on your engagement range. Up to you if you want to use the missile slots or not.

EDIT:

Here's the build I normally use - http://mwomercs.com/...astlas-brawler/

You can just compare the repair bills to others that you ask.

Here's a screenshot of my repair bill after I got cored in a recent match:

Posted Image

Hope this helps you figure it out. Subtract the SRM costs and it's pretty cheap. I keep auto-rearm off most of the time.

Edited by Elizander, 13 November 2012 - 12:23 AM.


#3 Marzepans

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Posted 13 November 2012 - 04:21 AM

You want to minimise your ammo re-arm costs. I'm running with dual ER PPCs, and Gauss Rifle and 2 Medium Lasers. With DHS and a standard 300 engine it is fairly effective and cheap to repair in the event of a defeat. For victories with limited damage your repair and rearm costs can often be lower than 10k

#4 John MatriX82

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Posted 13 November 2012 - 07:34 AM

Run a D or a K (the latter costs a fortune of course) with 20 DHS, Std 300.

Lower a bit the armor on the legs, then pack in 2x LLAs in the arms, 2xMLas (ct), Gauss rifle with 5-6 tons of gauss ammo (that you'll never rearm) AMS+1/2 tons of ammo (stored in the ams-enabled arm).

With this build never pay for rearms, limit yourself to repair armor and structure, the items only when you see them go below 50/40%. It doesn't have great damage output, but does a lot of pinpoint damage without heating up and doesn't cost much to run, since the only upgrade requested is the DHS.

Notice i was running this before the 1.4 external and 2.0 DHSs in the engine patch, so actually you should be able to swap 1/2 DHS or remove AMS in order to place some SRM launchers in the missile torso (2xSRm2 with 2 tons of ammo that you'll never rearm) or swap the normal LLas for a couple of ERLLas.

Edited by John MatriX82, 13 November 2012 - 07:37 AM.


#5 parman01

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Posted 13 November 2012 - 09:21 AM

I run AS-7 D with 4 ML and dual UAC 5 (well i seriously consider replacing them with standard AC-5's - sometimes they both jam at the worst moment) with 6 tons of ammo. If we win and I survive the match i get aroun 30-40k for repair and rearm. If we lose and i get killed very badly (meaning various parts of mech are blown off before CT), repairs top at 90k. Also i'm not using any upgrades nor XL engine. I'ts not exactly C-bill farm but it's fun to play and i manage to do around 600 damage every match.

#6 Khobai

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Posted 13 November 2012 - 09:41 AM

I run an Atlas-D with 4 ML, gauss, AC2, and two ssrm2s. And I use an XL engine so I can go 57kph. You can also use a standard engine with this build but 48kph is way too slow for me. And honestly if you cant kill 2-3 enemy mechs before your XL gets destroyed you shouldnt be in an Atlas in the first place.

Edited by Khobai, 13 November 2012 - 09:44 AM.


#7 Jaynen

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Posted 13 November 2012 - 11:20 AM

View PostJohn MatriX82, on 13 November 2012 - 07:34 AM, said:

Run a D or a K (the latter costs a fortune of course) with 20 DHS, Std 300.

Lower a bit the armor on the legs, then pack in 2x LLAs in the arms, 2xMLas (ct), Gauss rifle with 5-6 tons of gauss ammo (that you'll never rearm) AMS+1/2 tons of ammo (stored in the ams-enabled arm).

With this build never pay for rearms, limit yourself to repair armor and structure, the items only when you see them go below 50/40%. It doesn't have great damage output, but does a lot of pinpoint damage without heating up and doesn't cost much to run, since the only upgrade requested is the DHS.

Notice i was running this before the 1.4 external and 2.0 DHSs in the engine patch, so actually you should be able to swap 1/2 DHS or remove AMS in order to place some SRM launchers in the missile torso (2xSRm2 with 2 tons of ammo that you'll never rearm) or swap the normal LLas for a couple of ERLLas.


What does damage to items mean anyway? If they go to zero do you have to rebuy them? Don't they get autorepaired to 75% like everything else?

Edited by Jaynen, 13 November 2012 - 11:20 AM.


#8 wanderer

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Posted 13 November 2012 - 11:27 AM

View PostJaynen, on 13 November 2012 - 11:20 AM, said:


What does damage to items mean anyway? If they go to zero do you have to rebuy them? Don't they get autorepaired to 75% like everything else?


They do. Of course, 75% means they break easier as well.

Now, for all that other people are making suggestions, I'll aim you at the Atlas-RS.

Mount 4 large lasers, 2 on each arm. Go ahead and install DHS for good measure. Tweak the engine tonnage as you like- remember that for every 25 rating past 250, you can store another HS in the engine. You should be able to drop a 325 in easily.

Voila, you're a faster-than-normal Atlas with a nasty alpha strike and can chain-fire lasers with glee- and your repair bills are nice and low, since zero ammo and cheap energy weapons.

#9 ImIooImI

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Posted 13 November 2012 - 11:52 AM

imho - Atlas AS7-K but without the missiles! )))
LRM presence certainly raise your DPS! But the presence of the same LRM weighs a lot and gives a lot of heat!
And now remember his fights ... What do you miss the most? LRM or charges for the gun Gause? 90% of the battles for the Atlas - is a close fight! And that need lasers and Gauss and many many charge for it!
Besides that, Atlas AS7-K have 2 AMS! This means that we should have 2 tons of charges (better 4 tons)

So get something like this...


Chassis Name: Atlas
Model Name: AS7-K
Variant Name: GausLaserNoRockets

Engine: 350 XL Engine
Internal Type: Std Internals
Armor Type: Std Armor
Heat Sinks: 19 (14) Double Heat Sinks

Tonnage: 100,00
Speed: 56,7 kph
Armor Total: 608
Alpha Strike Damage: 42,00
Alpha Strike Heat: 22,00
Firepower: 10,10 dps
Heat Efficiency: 51,24%
Effective Range of Loadout: 450m

Head: 18/18
Right Torso: 62/84
Right Rear Torso: 22/84
Center Torso: 90/124
Center Rear Torso: 30/124
Left Torso: 62/84
Left Rear Torso: 22/84
Right Arm: 67/68
Left Arm: 67/68
Right Leg: 84/84
Left Leg: 84/84

Right Arm:
AMS
Large Laser
Double Heat Sink

Left Arm:
AMS
Large Laser
Double Heat Sink
AMS Ammo

Right Torso:
Gauss Rifle
Gauss Ammo
Gauss Ammo

Left Torso:
Double Heat Sink
Double Heat Sink
Double Heat Sink

Center Torso:
Large Laser

Head:
AMS Ammo

Right Leg:
Gauss Ammo
Gauss Ammo

Left Leg:
AMS Ammo
AMS Ammo

#10 Golden Sentinel

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Posted 13 November 2012 - 01:34 PM

I'm toying with a mid to close range brawler build. Basically I run 2 large lasers, and then for closer in I run an LB-10X shotgun cannon and 2 SRM6s. I close in with the large lasers, and as I get close enough I group fire the autocannon and the SRMs into my target. It's a missile/cannon shotgun combo at that point.

I made it last night, so I'm still toying with it, but it seems fun the few times I ran it last night instead of my Awesome.

As for the ammo issue, just put in enough ammo to let you live off of the free 75% ammo they give you back.

#11 waysted

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Posted 13 November 2012 - 01:55 PM

View PostImIooImI, on 13 November 2012 - 11:52 AM, said:

imho - Atlas AS7-K but without the missiles! )))
Chassis Name: Atlas
Model Name: AS7-K
Variant Name: GausLaserNoRockets

Engine: 350 XL Engine



Nothing I love more than seeing an AS7-K, I rub my hands together and smile, then proceed to cave in a side torso. Then I unwrap my Christmas gift and OH JOY! YES, just what I wanted another AS7-K with an XL engine...

The AS7-D, AS7-RS, and AS7-D-DC all have numerous configurations that are viable. You need to evaluate what weapon systems you prefer and then choose a variant based upon that. The AS7-D being the middle road between the RS & D-DC. If you prefer energy heavy setups then I'd lean RS, if you prefer missile setups I'd lean D-DC, and if you'd like to have the option to play with your options around then go with the AS7-D. That isn't to say the other two aren't flexible, but the D has slightly more flexibility in my mind.

#12 Sennin

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Posted 13 November 2012 - 07:06 PM

ATLAS RS

4 Large Lasers
1 Gauss Rifle w/ CASE and 3 Tons Ammo
18 Double Heatsinks

300 Standard Engine
592 Armor - Standard
Internals - Standard

You can core most mechs in 2 shots or head chop them in 1 if you got steady aim. Just remember to switch to chain fire and utilize your gauss when heat needs to be managed. The only necessary upgrade is DHS. After that you only pay for Standard Armor and Ammo cost wich is minimal for an Atlas build.

Edited by Sennin, 13 November 2012 - 07:12 PM.


#13 DogmeatX

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Posted 14 November 2012 - 03:12 AM

Plenty of good ideas here for while I gather together the cbills, thanks! :)

#14 Leeroy Mechkins

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Posted 14 November 2012 - 04:29 AM

View PostSennin, on 13 November 2012 - 07:06 PM, said:

ATLAS RS
1 Gauss Rifle w/ CASE and 3 Tons Ammo


Nice build +1 like. However, I didn't know Gauss Rifle worked with CASE?

Edited by Leeroy Mechkins, 14 November 2012 - 04:29 AM.


#15 Sennin

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Posted 16 November 2012 - 04:24 PM

View PostLeeroy Mechkins, on 14 November 2012 - 04:29 AM, said:


Nice build +1 like. However, I didn't know Gauss Rifle worked with CASE?


When a Gauss Rifle is hit it can explode causing damage like ammunition to internals. The Gauss Rifle ammo itself is not explosive because they are essentially metal slugs. Think cannon ball for simplicities sake. The CASE limits the spread of damage by the Gauss Rifle explosion to other portions of the 'Mech as if it were ammunition. Sorry for the late response.

#16 Kaiz

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Posted 16 November 2012 - 04:38 PM

If you really want to be cost effective I'd drop the Gauss.

#17 Tarl Cabot

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Posted 16 November 2012 - 05:51 PM

I enjoy taking an atlas K. My opponents tend to focus more on the side torsos, usually to their folly.

#18 Snapfishes

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Posted 16 November 2012 - 06:39 PM

Personally I think by keeping my Atlas more survivable is more cost effective.

Currently running the RS

Stock Engine
Endo Steel
Standard Armor
No AMS

2 LL
2 ML
(Great to switch between for heat management, also good energy alpha when in ML range)

LRM 10
LRM 15

2 Tons ammo
(Keeping back and effective and reducing initial damage in beginning of match.)

AC/10
2 Tons ammo
(Great for taking crucial shots at internals)


I have had plenty of success with this build.
Even more effective with a consistent lancemate.

I would upgrade to an XL but I would loose too many crit slots to up my current firepower (80.5)
Also leave me more vulnerable to being cored.

AMS I will use when I feel like more risk need to be taken to be successful, depends on the night though.

#19 MadPanda

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Posted 16 November 2012 - 07:22 PM

View PostSnapfishes, on 16 November 2012 - 06:39 PM, said:

Personally I think by keeping my Atlas more survivable is more cost effective.

Currently running the RS

Stock Engine
Endo Steel
Standard Armor
No AMS

2 LL
2 ML
(Great to switch between for heat management, also good energy alpha when in ML range)

LRM 10
LRM 15

2 Tons ammo
(Keeping back and effective and reducing initial damage in beginning of match.)

AC/10
2 Tons ammo
(Great for taking crucial shots at internals)


I have had plenty of success with this build.
Even more effective with a consistent lancemate.

I would upgrade to an XL but I would loose too many crit slots to up my current firepower (80.5)
Also leave me more vulnerable to being cored.

AMS I will use when I feel like more risk need to be taken to be successful, depends on the night though.


I'd just like to point out that the RS atlas is the worst one and out-classed by all the other variants, so in other words not worth getting. For example I have similar build with my DC model and it pretty much does the same but better. Comparison (bold my build):

Stock Engine - STD 260 (top speed 42 which is plenty)
Endo Steel - Endo Steel
Standard Armor - Standard armor
No AMS - No AMS

2 LL - 2 LL
2 ML

LRM 10 - LRM 20
LRM 15 - LRM 20 (Yes I have two, with artemis)

2 Tons ammo - 1260 Ammo (forgot how many tons is that?)
(Keeping back and effective and reducing initial damage in beginning of match.)

AC/10 - Gauss rifle
2 Tons ammo - 2 tons of ammo (20)

#20 Snapfishes

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Posted 16 November 2012 - 07:58 PM

I usually downgrade my engine as well for more space but sometimes that 6KPH difference does make a difference haha.

Not sure if it is the worst, I could only accuse it of trying to be more rounded in it's hard points.
Does not quite have 3 missile hardpoints, has more ballistic slots than needed, has 4 energy that for all that is good and bad on the arms.

The LRM10/15 makes for an interesting staggered fire also the weight allows me to invest into the ML which are great for reaction shots on quicker mechs verses reaction shots with the LL (heat nightmare).

I had dropped a single LRM20 before but without the stagger fire targets were less likely to try to disengage.
Playing on the psychology of constant LRM fire to disrupt a targets actions I feel is important and viable.

Plus two tons is enough for the set up.
I am off the front line for a little instead of completely absent making use of all my armaments.

The gauss I like but between it exploding and the ammo per ton vs the AC/10 just doesn't help keep my setup well rounded personally.

Plus the AC/10 is generally overlooked, it is a good AC.
If anything I use it to take pot shots and again, try to disrupt enemy actions to more favorable circumstances.


But it is down to opinion I guess haha.
I just try to keep effective at all ranges and involved in the main engagements.





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