Countering Stalkers (With Atlas Brawlers)
#1
Posted 19 December 2012 - 01:55 AM
Im driving an Atlas RS build that Im fairly successful with but I swear to God I have no idea how to counter or even approach these monsters...
Fully armored Atlas RS with:
4x MPLS
2x SRM6 /w Artemis (3tons ammo)
1 LBX10
Max DHS...I can do three full alphas before heat goes critical even then I can override shutdown...
I was considering getting an Atlas DDC but now with these babies in play Im not sure I should even bother. Please dont misunderstand me Im not complaining (much) and this is not a trolling post.
I seriously need advice on where and how to strike at these strange mechs, they are only underarmorured on paper I have had multiple front in your face assaults with these guys at close range and I lose every single time...
Thanks in advance...
#2
Posted 19 December 2012 - 02:17 AM
Turn yourself. Use those arms, move so that you can keep your CT out from Stalker's reach. While the Stalker focuses on you, rest of your team (eg. your team Stalkers, 9M Awesomes and such) are supposed to focus the Stalker out of the game. You are the one that appears FIRST from the doorways, behind corners etc.
Edited by Artifex 28, 19 December 2012 - 02:18 AM.
#3
Posted 19 December 2012 - 02:22 AM
This does two things:
First, your damage goes up. You lose 1 damage from each medium (up to 180 meters) and gain 10 on your ballistic.
You are now "effective" (meaning you can dish out PRECISE pain) out to 400 meters. Where as before things started looking pretty grim past a paltry 180 meters.
Second, your heat actually goes down. The LBX makes 3 heat every 3 seconds. The MPL make 5 heat every 3 seconds. LBX = 1 HPS (heat per second) MPL = 1.67 HPS. (7.68 HPS for all four plus LBX) with a DPS of 11.33
AC/20 = 1.5 HPS (6 heat every 4 seconds)
ML = 1.33 HPS (4 heat every 3 seconds)
Now = 6.83 HPS and 11.67 DPS
End result:
Less heat per second gained
Higher Alpha damage
Higher Damage per second
Longer effective range
20 pinpoint damage instead of 10 spread damage
Tactics? That's going to be up to you. If you are 1000 meters away marching straight toward a Stalker firing on you, you're doing it wrong. Flank, use terrain, use your team, get as close as you can before you make your move. You're in an Atlas, so once you've committed to battle, you are committed to battle.
Look into running a standard 325 engine. 4/5 builds on my Atlai utilize this engine. You run cooler (taking advantage of the extra 2.0 DHS inside the engine), you move faster (56.6 KPH w/ speed tweak), have increased torso twist speed (to fend of lights or quickly hone to another target). Realize that the way heat is setup in this game limits long term damage output, not short term damage output. Sometimes it's better to remove or reduce one weapon system for more heat/speed efficiency because your over-all damage will actually INCREASE.
Edited by TSB101, 19 December 2012 - 02:30 AM.
#4
Posted 19 December 2012 - 02:24 AM
Brawler's require constant damage, not that much burst.
Skirmisher/long range is more about burst than constant damage.
Atlas is just too slow for a long range sniper. That's the reason we have Awesomes.
Proper Awesome can be terribly annoying with 3x PPC for a Stalker as well. 9M moves 82.7kph.
Edited by Artifex 28, 19 December 2012 - 02:25 AM.
#5
Posted 19 December 2012 - 02:27 AM
Hit them from afar with LL, stay close to cover to avoid LRM. When they comes close, finish them off with SRM/AC.
Edited by Helmstif, 19 December 2012 - 02:29 AM.
#6
Posted 19 December 2012 - 02:29 AM
Helmstif, on 19 December 2012 - 02:27 AM, said:
Hit them from afar with LL, stay close to cover to avoid LRM. When they comes close, finish them off with SRM/AC.
Only works vs a brawler Stalker.
My favorite setup with Stalker is 6x LL or 4x PPC, so you are going to lose that fire exchange.
#7
Posted 19 December 2012 - 02:32 AM
#8
Posted 19 December 2012 - 02:39 AM
Artifex 28, on 19 December 2012 - 02:29 AM, said:
Only works vs a brawler Stalker.
My favorite setup with Stalker is 6x LL or 4x PPC, so you are going to lose that fire exchange.
It was a build that takes CQB into account too. I can always replace the AC20 with Gauss.
#9
Posted 19 December 2012 - 03:44 AM
#10
Posted 19 December 2012 - 03:47 AM
#11
Posted 19 December 2012 - 04:05 AM
approach from the side or from behind !
#12
Posted 19 December 2012 - 04:19 AM
#13
Posted 19 December 2012 - 04:26 AM
LordDante, on 19 December 2012 - 04:05 AM, said:
approach from the side or from behind !
Yeah but the thing is, an Atlas is supposed to bear the brunt of the assault. Thats why its called an assault mech right? Its not like I can ignore chokepoints and use my considerable speed to outflank the enemy? If I try that I usually end up without support and dead even faster...
#14
Posted 19 December 2012 - 04:39 AM
KerenskyClone, on 19 December 2012 - 04:26 AM, said:
Yeah but the thing is, an Atlas is supposed to bear the brunt of the assault. Thats why its called an assault mech right? Its not like I can ignore chokepoints and use my considerable speed to outflank the enemy? If I try that I usually end up without support and dead even faster...
Where is your wingman? An Assault or any other mech for that matter (except Scouts) should have a wingman that works with them. While you are taking the brunt of that encounter your wingman should be ripping thru the back of the adversary.
#15
Posted 19 December 2012 - 04:44 AM
KerenskyClone, on 19 December 2012 - 04:26 AM, said:
Yeah but the thing is, an Atlas is supposed to bear the brunt of the assault. Thats why its called an assault mech right? Its not like I can ignore chokepoints and use my considerable speed to outflank the enemy? If I try that I usually end up without support and dead even faster...
The Stalker was made to melt anything stupid enough to stand in it's way. Pilots that know how to bracket fire to keep heat down are lethal. [Long] LRM -> L.Las -> M.Las (->SRM-6 internals) [Close], is how to use the Stalker fully.
Atlas pilots should try to get behind the Stalker, atrociously slow and narrow torso twist make that possible. Also side-torsos on the Stalker are pretty huge, go for those first (holds 1/2 the weapons).
Edited by Stingz, 19 December 2012 - 04:46 AM.
#16
Posted 19 December 2012 - 04:53 AM
#17
Posted 19 December 2012 - 05:08 AM
2LRM 20s
1 LL
2 LBX10s.
Soften those phalluses up with missiles and some laers, then exploit the damage in close through a side torso with the LBX10s. Right at LRM deadzone of 180m, this config shined.
#18
Posted 19 December 2012 - 07:31 AM
TSB101, on 19 December 2012 - 02:22 AM, said:
-snip-
That seems like a very strong alteration on his build that will help a lot. Good thinking!
On the topic of countering Stalkers, I've been configuring a lot of my mechs with TAG and LRMs to help soften them up for a distance. So far from what I've seen, Stalkers tend to be beasts up-close or great sniping boats, either way you don't want to end up in a slug-fest. Staying away and moving while making use of indirect fire to put the pressure on them seems to work well (although the one that can mount 2x AMS doesn't mind a few LRMs). Fast moving flankers can also make short work of them if they are left unguarded, so as an Atlas it might be better to take out a Stalkers support team first and have your own team flank the big guy.
#19
Posted 19 December 2012 - 07:52 AM
Try this:
Structure: Standard
Armor: Standard
Heatsinks: 12 Double Heatsinks (10 in engine, 2 in LT)
Engine: Standard 300
----------Weapons-------------
2x Large Laser (RA, LA)
2x Medium Laser (CT)
1x AC/20 (RT)
1x LRM 20+Artemis
1x AMS (LA)
-------------Ammo--------------
3x AC/20 Ammo (RL, RL, LL)
1x AMS Ammo (LL)
2x LRM 20+Artemis Ammo (LA, LA)
The "Main" weapons in this loadout are the large lasers and AC/20; which allows you to do 38 damage regularly at medium to close range. Medium lasers are there for when you need to up that to 48 at the cost of some heat. The large lasers also allow you to engage enemies in LOS to around 600 meters. Finally, we top everything off with an LRM 20+Artemis, because we all know you're slow. Slow means you take awhile to get to the battle, and that you'll get targeting info long before you actually get LOS. For the low, low cost of 10 tons and a two tons of ammo, you can deal a good amount of damage to enemies before you ever even get your mech to the fight.
edit: typos.
Edited by Melegaunt, 19 December 2012 - 08:21 AM.
#20
Posted 19 December 2012 - 08:02 AM
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