Yep! I got a very similar build, instead of streak SRM's I just piled in as many normal SRMS as possible - a lot of fun for some close encounters.
I also like to use FF armour...yeah I know...but honestly since I started wearing it I've survived some bloody good hidings because of it - looka this!
Yep! I got a very similar build, instead of streak SRM's I just piled in as many normal SRMS as possible - a lot of fun for some close encounters.
I also like to use FF armour...yeah I know...but honestly since I started wearing it I've survived some bloody good hidings because of it - looka this!
Don't quite get why you use FF armor though, it doesn't have any benefit aside from weight savings which Endo-steel is better? I like how the UAC5s survived up until you lost the torso.
don't really like your build, streaks are good for anti light role i guess but i'd rather SRM6 x 3 for more punch
43 firepower would make this build my weakest mech besides maybe my commandos rating.
so on paper i have nearly double damage output, 7 KPH faster and slightly more heat efficient at the expense of a few armor factors from parts that never get destroyed before i die in a match.
Edited by Chameleon Silk, 30 January 2013 - 04:51 AM.
2x uac5 is great dps but you have to keep facing your enemies, keeping the sidetorso's exposed.
I like the ac20 better, dont need endo with that, allows for lots of double heatsinks. The initial punch isn't as high as it could be with srm6 but it runs pretty cool so lots of damage over time.
If there are teammates that can take care of lights you're better off with srm6, great punch in a brawl. but in pug games I want a flyswatter.
the action in the video is a mess by the way, doesnt show the main strength of this mech (massive dps at 500m).
Has anyone REALLY tested the FF? I know PGI says it's no different from the normal armor, but who knows, perhaps it's bugged and/or unknown functionality.
I mean I often see people saying they survive better. Is it just a placebo effect or a conspiracy?
Has anyone REALLY tested the FF? I know PGI says it's no different from the normal armor, but who knows, perhaps it's bugged and/or unknown functionality.
I mean I often see people saying they survive better. Is it just a placebo effect or a conspiracy?
According to the ingame description it provides 12% more protection per ton, Whether that is actually true or not I can't say, but if people are saying it boosts survivability I am inclined to believe that it does actually work.
2x uac5 is great dps but you have to keep facing your enemies, keeping the sidetorso's exposed.
I like the ac20 better, dont need endo with that, allows for lots of double heatsinks. The initial punch isn't as high as it could be with srm6 but it runs pretty cool so lots of damage over time.
If there are teammates that can take care of lights you're better off with srm6, great punch in a brawl. but in pug games I want a flyswatter.
the action in the video is a mess by the way, doesnt show the main strength of this mech (massive dps at 500m).
Yes the main strength is range, but the video shows that it can hold ground and deal with lights and put out good damage. A video of sniping is pretty boring. Maybe when PPCs get heat reduced sniping will be more action packed
Chameleon Silk, on 30 January 2013 - 04:49 AM, said:
don't really like your build, streaks are good for anti light role i guess but i'd rather SRM6 x 3 for more punch
43 firepower would make this build my weakest mech besides maybe my commandos rating.
so on paper i have nearly double damage output, 7 KPH faster and slightly more heat efficient at the expense of a few armor factors from parts that never get destroyed before i die in a match.
According to the ingame description it provides 12% more protection per ton, Whether that is actually true or not I can't say, but if people are saying it boosts survivability I am inclined to believe that it does actually work.
12% more protection per ton does not mean you can still equip the same # of tons of armor. You can have 614 armor on an Atlas, 12% more protection per ton means you hit 614 with fewer tons. It's weight savings, not more armor. Endo-steel is better weight savings.
2x uac5 is great dps but you have to keep facing your enemies, keeping the sidetorso's exposed.
What he said! Shielding your torsos with your arms is the #1 winning strategy for Atlas brawlers, not doing that is showing a clear lack of skill.
Any half good Pilot with an AC20 instead of the UAC5s will win a close brawling encounter. Furthermore, if you want purely a brawler, forget about the LL. You can only fire them once if you keep firing with your other weapons, chance is you encounter more than one mech in a close brawling situation. Result: You can't fire your LL unless you want to overheat and die.
The extra speed is sooo nice when you attempt to flank; brawling is all about proper positioning. How many times I have shreed through someones back with 1 1/2 Alphas only to pick a fight with the next Awesome/Atlas around (most vulnerable targets to the 3x SRM6s) I can't even tell. Believe me, it's great fun.
Any half good Pilot with an AC20 instead of the UAC5s will win a close brawling encounter. Furthermore, if you want purely a brawler, forget about the LL. You can only fire them once if you keep firing with your other weapons, chance is you encounter more than one mech in a close brawling situation. Result: You can't fire your LL unless you want to overheat and die.
Black Alexidor, on 31 January 2013 - 09:47 AM, said:
This is a great build. The most balanced I've seen of the like. Gonna run it for a while and see how it holds up. *tips hat
I use almost the same build, but drop the 355 down to a 350 (less than 1km/h difference but nets 2 tons) and lose 1 DHS in exchange for Artemis on the SRM's. Those SRM's are now useful at a much higher range and provide more killing blows and less wasted damage on missile spread. I think I also switch one AC20 ammo for another SRM ammo because I can use the SRM's much more effectively.
Even in PUG games the SRM6's are the way to go. You can likely make at least 6 of your 18 SRMs hit a light, and if they are foolish enough to slow or come straight at you, a single salvo will finish them.
Flapdrol, on 30 January 2013 - 04:57 AM, said:
...If there are teammates that can take care of lights you're better off with srm6, great punch in a brawl. but in pug games I want a flyswatter.
the action in the video is a mess by the way, doesnt show the main strength of this mech (massive dps at 500m).
Black Alexidor, on 31 January 2013 - 09:47 AM, said:
This is a great build. The most balanced I've seen of the like. Gonna run it for a while and see how it holds up. *tips hat
Thank you
It's pretty good you'll see. Consider swapping one piece of the AC20 ammo with SRM ammo depending on your playstyle - I like a bit more fire power for up to 500m during the first few minutes of ridge hugging that happens in most PUGs; for premades with proper coordination (aka the possibility to rush without standing somewhere naked with no teammates) more SRM ammo might be better.
Grimlox, on 31 January 2013 - 10:55 AM, said:
I use almost the same build, but drop the 355 down to a 350 (less than 1km/h difference but nets 2 tons) and lose 1 DHS in exchange for Artemis on the SRM's. Those SRM's are now useful at a much higher range and provide more killing blows and less wasted damage on missile spread. I think I also switch one AC20 ammo for another SRM ammo because I can use the SRM's much more effectively.
I did not find the Artemis that useful tbH - if a tighter spread is really what concerns you, try going for 3x SRM4. For some reason, they've got a much better spread. I found that with Artemis there is a certain moment between 80 - 150 m where the spread is actually wider before the missiles come together again.
When I first got my DDC, I went for a close range brawling build I got from Indoorsman. 2 ML, 2 UAC5 and 3 SRM6.
It was ok, and the dual UAC5 just melted things, but not being able to torso twist as much really hurt.
I've since switched to the 2 LLAS, 2 UAC5 and 3 SSRM2 build and I've had much more success!
The 2 UAC5s definitely work better when you try to keep some range, at least in the beginning.
I usually still end up in a brawl eventually, but by that time I've dished out a ridiculous amount of damage at 500-600 meters.
Also, the 3 SSRMs were originally just there to fill up the missile slots and intimidate enemy lights... but they shouldn't be underestimated. Each shot from those is a solid 15 points of damage that almost always hits, and out to 270m. They are definitely worth using against heavier mechs as well.
But yeah, when I end up in a brawl I tend to watch the UAC5s more, and just lay off and start torso twisting as soon as I see one of them jam. But when they are both linking firing at full speed.... the damage they can lay down is absolutely sickening.