The Four Horsemen - Atlas Builds
#21
Posted 19 December 2012 - 04:57 PM
#22
Posted 20 December 2012 - 07:48 AM
I tried your Supporter build and couldn't get everything on it. Ran out of crit slots. Had to ditch endo. Still couldn't get 2 LL so I substituted 2 MPL. Its really irrelevant though, because the heart of the mech is: Tag+Artemis+LRM20+LRM20+Gauss = dead if in LOS. I found it very effective solo pugging. I'll report back on 8-mans.
I am tempted to use it +ECM in my DDC. While 3xSRM6+AC20 = dead too, the range of the supporter is really nice vs the in your face need of the brawler.
Nice job IMO. I don't think I would ever have tried a smaller engine to fit the 2nd LRM20 and it is crucial to the success. Also, prior to TAG being extended to 750m it may not have been as effective. But now....you peel their armor w/ LRMs and then start collecting components and kills w/ the gauss.
#23
Posted 20 December 2012 - 08:55 AM
RumRunner151, on 20 December 2012 - 07:48 AM, said:
I'm using that build myself so everything does fit in. I double checked it just in case and the guide is written correctly, only picked up that one of the legs had 2 armor points too much . You must have copied something incorrectly at some point. This build is tight as a fiddle, 0 crits free and 0 tons free, but everything fits in I assure you .
#24
Posted 20 December 2012 - 05:07 PM
#25
Posted 22 December 2012 - 06:44 AM
As for the engine i run the lightest one that can cary 3 DHS (crit space to get the most of HSs in was a priority, 325/330 i think) other than that there is the obvious ECM and 2T of ssrm ammo and 4T of uac ammo and a case for all of it resided in the Ltorso.
I like to keep my ECM in the central torso cause if they strip the armor of that its preaty much downhill from there.... X)
Endo steel is obligatori on every build ofcourse, and with that every crit space is ocupied on this build. I don't say its the best or even good build but damn i just feel so usefull in the battle with it... Range on the uac's gives me the edge when engaging and the ssrm's prove invaluable against fast lights due to the bugy netcode...
Edited by Beg4Black, 22 December 2012 - 12:51 PM.
#26
Posted 22 December 2012 - 07:54 AM
#28
Posted 28 December 2012 - 02:54 AM
what is the reason to have DHS on D Build if you don't have any on board?
The Supporter - Atlas D build
Upgrades
Endo Steel Structure
Double Heatsinks
Artemis
#29
Posted 28 December 2012 - 05:54 AM
Gimly, on 28 December 2012 - 02:54 AM, said:
what is the reason to have DHS on D Build if you don't have any on board?
The Supporter - Atlas D build
Upgrades
Endo Steel Structure
Double Heatsinks
Artemis
If you look at the picture, at the right side under "Equipment" it says "Heatsinks 10". Every mech has heatsinks in the engine. So when I use the double heatsink upgrade, those 10 in my engine now work as doubles so I then have equal to 20 single heatsinks. 10 heatsinks become 20 without increasing tonnage or taking critical slots, a deal you can't miss out. It is very important upgrade.
#30
Posted 30 December 2012 - 01:22 AM
#31
Posted 30 December 2012 - 06:06 AM
NRP, on 30 December 2012 - 01:22 AM, said:
Currently the Command Console is a placeholder, meaning it doesn't do anything. There has been no info released what it's purpose will be in the future. It's safe to remove it, and even sell it if you need some extra cash, it has no effect on your mech atm.
#32
Posted 02 January 2013 - 12:05 PM
No one targets the legs. 50-60 is plenty.
#33
Posted 02 January 2013 - 04:16 PM
#34
Posted 02 January 2013 - 04:23 PM
avgleandt, on 02 January 2013 - 04:16 PM, said:
You've fallen for the newbie trap. Don't worry, even I fell for it when I started this game. The truth is that the Structure and Armor upgrades do the same exact thing, which is reduce tonnage, except the Structure upgrade gives you more free tonnage. That's why nearly nobody gets the "Armor" upgrade because it doesn't actually improve your armor, it reduces how much your armor weigths which in other words means your tonnage, but it does so worse than the Structure upgrade. Hope that was clear.
#35
Posted 03 January 2013 - 01:38 AM
#36
Posted 03 January 2013 - 10:32 AM
My DC build ended up a bit different with 2 mlas instead of mpulses and a std 350 engine rather than 330. I think I dropped some leg armour to drop the 4th HS in the larger engine as well. The 14 DHS instead of 13 and the fact that mlas uses less heat than mpulses improved the heat efficiency noticeably and the larger engine is always nice for twist speed and movement speed.
The RS build I changed around to 4 LL and a Gauss w/ 3 tons ammo. With a 325 engine. DHS, and Endo for upgrades. Would have liked to drop the ton of leg armour to add a 4th gauss ammo or extra DHS but no crit spaces at all left.
#37
Posted 04 January 2013 - 09:10 AM
MadPanda, on 28 December 2012 - 05:54 AM, said:
If you look at the picture, at the right side under "Equipment" it says "Heatsinks 10". Every mech has heatsinks in the engine. So when I use the double heatsink upgrade, those 10 in my engine now work as doubles so I then have equal to 20 single heatsinks. 10 heatsinks become 20 without increasing tonnage or taking critical slots, a deal you can't miss out. It is very important upgrade.
Aren't DHS working at 1.4x SHS instead of 2x? Or are the engine HS bugged and work as 2x SHS? This would mean that your 10 engine DHS should be the equivalent of 14 SHS, not 20.
#38
Posted 04 January 2013 - 11:36 AM
Heinreich, on 04 January 2013 - 09:10 AM, said:
Aren't DHS working at 1.4x SHS instead of 2x? Or are the engine HS bugged and work as 2x SHS? This would mean that your 10 engine DHS should be the equivalent of 14 SHS, not 20.
DHS inside engine work at 2.0. It's by design choice, not a bug. DHS placed outside of the engine which includes the extra slots in engines 275+ work at 1.4. MWO isn't really big on information for players so it's easy to not know these things but you just got to believe me on that.
#39
Posted 08 January 2013 - 10:14 AM
After mastering the cataprachs and stalkers it was time for me to check the Atlases again. With fresh eyes I've managed to optimize and improve the builds even further.
The Guardian Atlas K build has the least changes as he is pretty packed already. He lost some AC20 ammo and got a BAP on him.
The Supporter Atlas D build has been improved with a bigger engine and there was zero loss in firepower! How is that possible?! Check it out .
The Commander Atlas DC build has been improved with a bigger engine making you Speedy Gonzales of the atlases with huge 63kph (with speed tweak)! Pulse lasers have been replaced to normals making you lose slightly firepower but with better heat management you are actually now more effective! And did I already mention the speed? You will be keeping up with the catapults and hunchies with ease! I highly recommend anyone using my old build to update to this new one, it's really amazing!
The Archon Atlas RS build has got a complete overhaul. I came to the conclusion that you guys don't need a guide on how to make a 4 PPC atlas, it's pretty self explanatory . So I made the RS into a "serious" build. It still takes advantage of the RS specialty which is the energy hardpoints in the arms. It's pretty effective build, check it out!
#40
Posted 08 January 2013 - 10:23 AM
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