The Four Horsemen - Atlas Builds
#101
Posted 07 August 2014 - 01:30 PM
#102
Posted 07 August 2014 - 01:43 PM
MadPanda, on 19 November 2012 - 09:01 PM, said:
I love the Atlas mech in MWO and I've got all 4 chassis which I've played a lot and fine tuned my builds for different purposes. Now I feel I got my atlas builds at a point I can share them with others. These builds all provide different gameplay and suit most situations. They are all strong builds within their own areas of expertise. Hope you guys enjoy these builds as I have!
The Guardian - Atlas K build
This is the overall build of an atlas that can handle every situation but is not the best in any of them, a jack of all trades you might say. The specialty of the K-model is the two AMS slots which this build uses. This is the easiest build to play and thus is the best one for new players to get into an atlas.
Upgrades
Double Heatsink
Artemis
Weapons
4x Medium Lasers
1x LRM20
1x AC20
2x AMS
Load-out
Left Arm - Medium Laser, AMS, 2x Double Heatsinks
Right Arm - Medium Laser, AMS, 2x Double Heatsinks
Head - AMS ammo
Center Torso - 2x Medium Lasers, Standard Engine 300 with 2x Double Heatsinks
Left Torso - LRM20, Double Heatsink, 3x LRM ammo
Right Torso - AC20, 2x AC20 ammo
Left Leg - AC20 ammo, AMS ammo
Right Leg - 2x AC20 ammo
Armor
18 - Head
102 - Center Torso
22 - Center Torso Rear
68 - Right Torso
16 - Right Torso Rear
60 - Left Torso
24 - Left Torso Rear
68 - Right Arm
68 - Left Arm
65 - Right Leg
65 - Left Leg
Notes and observations
-The engine has been switched from XL to Standard.
-Center torso armor has been reinforced to withstand head to head combat vs brawlers.
-Right torso armor has been increased to protect the ballistic slot which is often a big target on an atlas.
-Leg armor has been reduced because legs are never targeted on an atlas.
Playstyle
Early game when both teams are feeling each other out, use the LRM's to attack targets you see. Stick with your group so you can cover them from enemy LRM's with your double AMS system. When closing the distance to your target, shell him with as many LRM's as you can. When you get close enough (about 200-300m), start using the MPL's to focus down the center torso area of the enemy. Use the AC20 any time you have a clear shot, try not to waste them from unsure long range shots. You are not a brawler, so try to keep a 200-300m distance from your main target and don't get into situations alone where you may get focused down. Let the team brawlers engage the enemy mechs and keep supporting them. You can take down many mechs one on one but it's not recommended to get into these situations if you can avoid them.
Updated: 10.1.2013
The Supporter - Atlas D build
This is the long range build with emphasis on LRM's. You will support your team from really long range and make sure every fight your team takes is favorable for them.
Upgrades
Endo Steel Structure
Double Heatsinks
Artemis
Weapons
2x Large lasers
2x LRM20
1x Gauss rifle
1x TAG
Load-out
Left Arm - Large Laser
Right Arm - Large Laser
Head - -
Center Torso - LRM ammo, Standard 275 Engine, TAG
Left Torso - 2x LRM20
Right Torso - Gauss rifle, CASE, 3x LRM ammo
Left Leg - 2x LRM ammo
Right Leg - 2x Gauss ammo
Armor
18 - Head
94 - Center Torso
28 - Center Torso Rear
64 - Right Torso
20 - Right Torso Rear
64 - Left Torso
20 - Left Torso Rear
68 - Right Arm
68 - Left Arm
48 - Right Leg
50 - Left Leg
Notes and observations
-The engine has been switched from Standard 300 to Standard 275.
-Leg armor has been reduced by 2 tons
Playstyle
Your main objective will be to shell out LRM's from behind the lines. Get into a good position where you can fire at the locations where your team will engage the enemy mechs. If you have good vision on the targets you are showering with the LRM's then also use your Gauss to greatly bring up your damage output. If someone notices you and decides to come and get you, shower him with the LRM's and Gauss and this time also use the Large lasers. You normally don't want to use Large lasers on far away targets because they will draw a lot of attention to you. Use the large lasers on targets that have spotted you, or on lonely targets who can't do anything even if they know where you are shooting them from.
Updated 8.1.2013
Dude putting ammo to center torso is not a good decision, i was doing the same mistake. Once your CT armor is gone your ammo may explode and kill you due to critical hit. Remove it from CT and you can survive longer!!!
#103
Posted 20 August 2014 - 10:32 AM
Unikron, on 07 August 2014 - 01:30 PM, said:
I was always gonna come back, but I thought it would happen when cw rolled out, but since clans rolled out first and madcat was basically the only thing I've wanted in this game since starting it at open beta, I had to try it out right now.
ENS Puskin, on 07 August 2014 - 01:43 PM, said:
Dude putting ammo to center torso is not a good decision, i was doing the same mistake. Once your CT armor is gone your ammo may explode and kill you due to critical hit. Remove it from CT and you can survive longer!!!
I don't remember from top of my head if there was free slots anywhere else than CT, but if there was you can move it if you like. However, you don't have to because it's not a real problem. 1ton of lrm ammo on ct of an atlas is perfectly safe because ammo gets used in order of head->ct->side torsos->arms->legs. There's no way for you to lose your CT armor before you use 1ton of lrm ammo, if that happens then the ammo location wasn't really the problem you had in the game .
#105
Posted 21 August 2014 - 04:43 AM
ENS Puskin, on 20 August 2014 - 11:25 AM, said:
This info was released well over a year ago. I don't even know where to start looking for quotes. So unless you have newer information that it has been changed, it's still like that.
#106
Posted 21 August 2014 - 05:27 AM
MadPanda, on 21 August 2014 - 04:43 AM, said:
This info was released well over a year ago. I don't even know where to start looking for quotes. So unless you have newer information that it has been changed, it's still like that.
Hmmm i did not know it, i had to miss the information.
#107
Posted 22 August 2014 - 02:36 AM
With all that said, this thing is a terror in close combat. You can punch through most armor in a jiffy with the lasers, and the crit-rating of the LB lets you just tear exposed components off like they were attached with tissue paper and the speed of it synergizes fairly well with the SRMs at any range you'd actually want to fire SRMs. This mech is not a brawler, it's far too slow. It is not a sniper, only the LB really reaches any distance at all, and it sucks the further you go. What it is, however, is an exceptional ambush mech. If you are waiting behind a wall or corner and someone runs out in front of you like a risk-taking splatcat, you'll crush them. Plus the imagined look of terror on their pilot's face when he sees a fully armored close-range-specialized Atlas literally under 10 meters from him is pretty worth it. It's been an interesting first foray into the world of assault piloting for one who has until recently been primarily a light pilot, though I don't like how it can get stuck on rocks that are shorter than its stride.
#108
Posted 01 September 2014 - 02:26 PM
#110
Posted 09 April 2015 - 09:39 AM
Lacks the ECM of the D-DC obviously but has a little more speed with a 325 engine. I was thinking of putting in a 300 but I don't know what I would do with the extra tonnage?
BOAR'S HEAD
ENS Puskin, on 02 September 2014 - 03:29 PM, said:
4 LPLs is not so effective as it was before the heat penalty.
I wholeheartedly agree with this. I tried running 6 ER LLs on my Boars head.... no dice
Edited by Cloora, 09 April 2015 - 05:41 PM.
#112
Posted 09 April 2015 - 03:54 PM
ENS Puskin, on 09 April 2015 - 12:25 PM, said:
No dice? What do you mean with that?
I mean that the ghost heat was too much and it required chain firing which leaves you too exposed to chain fire 6 ER LLs to get any decent DPS. Even with as many heat sinks I could fit
#113
Posted 11 April 2015 - 08:10 AM
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