Atlas As7 D-Dc Builds And Reviews
#61
Posted 30 January 2014 - 11:15 AM
Rely on your ECM and speed to get you positioned for a fight. Watch your team, watch the enemy. Plan your movements and make use of the larger engine to assist in flanks. Don't be afraid to pull off the main front if you can group up with that lance that's flanking.
The low armor means you can't tank as much as other varients, but at 66 firepower and 1.33 heat efficiency, you'll get several rotations through your weapon groups before your heat warning starts blaring. Once it does, drop usage of the SRMs and use your ac20 and lasers to finish them off. Chances are you've opened him up by this time, so the SRMs are just excess heat and spread damage.
Have been rolled in this mech from overconfidence, but I have certainly destroyed lances as well. I had a match the other night with 800+ damage, 4 kills, 7 assists. Takes some getting used to, but try it out.
*Final note, you'll need case in the side torsos as the ammo in the arms will transfer and give you a bad day. I'll post a smurfy link when I get home as my smurfy build online right now is out of date.
#62
Posted 30 January 2014 - 12:42 PM
NRP, on 24 January 2014 - 11:49 AM, said:
The Atlas is supposed to punch a hole. The LL/ASRM6/AC20 Atlas is much more valuable to your team than the coward who sits back 500-700m in relative safety lobbing useless LRM barrages while his teammates at the front lines are slowly overwhelmed by superior numbers.
TL:DR
If you play an Atlas, man up and be a team player. Otherwise, drive some other mech. A 100 ton slot is a lot to waste.
I punch holes AND lob barrages. My barrages, of course, are far from useless.
#63
Posted 31 January 2014 - 01:23 AM
http://mwo.smurfy-ne...8a4f1ea0f94cef8
3xLURMZ15 for bitching LOS and NOLOS (dat delicious screen shake)
2xAC5 for LOS and close encounters
D-DC "High Pinpoint Alpha (30dmg) and allrounder"
http://mwo.smurfy-ne...67c8448507d999f
2xPPC
2xAC5
3xSSRM2
PPC&AC together for 30dmg pinpoint alphas over long and medium distances. AC5s for sustained fire (heat) and closer encounters.
SSRMs for close encounters and lights. You can probably swap these for 3xSRM4.
Edited by Alienfreak, 31 January 2014 - 01:33 AM.
#64
Posted 31 January 2014 - 02:53 AM
I don't care what people say about an Atlas, a DDC is a huge asset to the team due to the ECM coverage. You should NOT be in front but in the middle of the deathball or even near the back, giving your team the ECM edge.
The brawling builds are meant for the other Atlas variants. Trust me, if I see a DDC in front of the pack, I WILL NOT STOP until I focus it down. A lot of people gun for the DDC. You can tank a little later in the game, but not lead the first charge.
#65
Posted 31 January 2014 - 04:49 AM
knightsljx, on 31 January 2014 - 02:53 AM, said:
I don't care what people say about an Atlas, a DDC is a huge asset to the team due to the ECM coverage. You should NOT be in front but in the middle of the deathball or even near the back, giving your team the ECM edge.
The brawling builds are meant for the other Atlas variants. Trust me, if I see a DDC in front of the pack, I WILL NOT STOP until I focus it down. A lot of people gun for the DDC. You can tank a little later in the game, but not lead the first charge.
If you don't want to be a brawler (which you aren't with your layout) your engine is too big. A Std325 also has 3 internal HS plus you save flat 3.5 tons of weight. You can easily fit in two additional DHS plus a ton of ammo with that. Notice that you only have 14 rounds of AC20 ammo. That is BY FAR too little. An AC20 still deals 10 points of damage at 540 meters, making it worth to take some shots. But you will need more rounds for that.
Plus you do not have a BAP. A 100ton ECM Mech without a BAP? Now that is what I call a waste. Better go this way (if you want to keep your basic layout)
http://mwo.smurfy-ne...6ac43acd3c6d836
#66
Posted 07 February 2014 - 04:43 AM
Alienfreak, on 31 January 2014 - 04:49 AM, said:
If you don't want to be a brawler (which you aren't with your layout) your engine is too big. A Std325 also has 3 internal HS plus you save flat 3.5 tons of weight. You can easily fit in two additional DHS plus a ton of ammo with that. Notice that you only have 14 rounds of AC20 ammo. That is BY FAR too little. An AC20 still deals 10 points of damage at 540 meters, making it worth to take some shots. But you will need more rounds for that.
Plus you do not have a BAP. A 100ton ECM Mech without a BAP? Now that is what I call a waste. Better go this way (if you want to keep your basic layout)
http://mwo.smurfy-ne...6ac43acd3c6d836
BAP does not cancel enemy ECM when equipped with ECM itself. You're only benefiting from the increased radar range and lock time of BAP, non of the secondary features.
Seems like a waste on the D-DC.
#67
Posted 11 February 2014 - 08:08 AM
The Atlas is a tanking machine, not so much nowadays, but it's imperative, imho, that a mid to close range Atlas should never sac dps for heat management. Once you start cycling weapons after 15 seconds of battle you lose out on a ton of dps had you had a more heat neutral build. BTW, this isnt talking to anyone who has LRMs equip in their Atlas or plays strictly back line Atlas.
These are my current D-DC setups:
http://mwo.smurfy-ne...26c68c89d75271e
http://mwo.smurfy-ne...a4bf8988d0832ea
http://mwo.smurfy-ne...0417979063c6fb9
#68
Posted 13 February 2014 - 11:32 AM
I don't see it as a back field mech. More like 2nd wave once the two murder balls connect. I like to feel like a battle ship that engages the biggest targets and try and punch a hole in their line(from cover). Mountains and buildings still take alot more damage than that 100 ton monster.
#69
Posted 14 February 2014 - 10:57 AM
http://mwo.smurfy-ne...c9e54e87c9c7e7e
decided to skip out SSRM's since being able to lock to make sure is nice but the ability to fire when needed i found was alot more helpful for building popper's then haveing to wait for lock on's
#70
Posted 14 February 2014 - 11:09 AM
Name: Full Choke
340 standard
ECM
2PPCs
2LBX10
5 tons ammo
Before I started using this build my DDC had a 1.75 KDR, since then it has been going up steadily now at 2.28 and climbing.
Basically destroys lights, has some pinpoint, a cool down weapon group, is fairly fast (60KPH), targets 300M to 90M get torn apart. and inside 90M its still capable of finishing, and capable of finishing up to 800M(or whatever PPCs max range is lol)
#71
Posted 20 June 2014 - 02:27 PM
upgrades
Endo
DHS
Artemis
Equipment
STD 350+4 DHS
ECM
Location/Weapon/ammo quantity
Right Torso AC/20 3 tons
Right Torso 1 MG .5 tons
Left Torso 3x SRM6+a 3.5 tons (if ammo is an issue reduce one srm 6 to srm 4)
R/L Arms2x ML
remove armor from legs when required.
And contrary to popular belief you can brawl and survive in a D-DC, the secret is a big engine and ambush tier positioning near the main skirmish group (so you can gibe ecm cover) with a reliable exit strategy for when they notice you. Most people elect to walk out into firing squads, don't be most people.
Edited by Battlecruiser, 20 June 2014 - 02:52 PM.
#72
Posted 21 June 2014 - 10:44 AM
http://mwo.smurfy-ne...9813043abbe344c
#73
Posted 21 June 2014 - 11:00 AM
AEGIS Standard AC5s
Same build essentially. I prefer the triple LRM5s and the standard AC5s (I set for chain fire and just double tap if I want a rapid fire). Large pulse lasers are good for lights and brawling in general, and the LRMs let me assist the team while I tromp to wherever the Big Fight is going to happen. Always carry a UAV consumable, its better than the risk of toggling your ECM between Disrupt and Counter.
If you want more range, you can swap the LPLs to LLs instead, keeping triple LRMs and the UACs:
AEGIS LL and UAC5
I've run all three builds, and the LPL version is the one that worked best for me, but all three builds work just fine.
Edited by Pekiti, 21 June 2014 - 11:12 AM.
#74
Posted 21 June 2014 - 11:10 AM
Alianton, on 21 June 2014 - 10:44 AM, said:
http://mwo.smurfy-ne...9813043abbe344c
As a suggestion, if you upgrade to DHS, you could replace all of those SHS with 8 doubles, and have 6 tons left over to upgrade your lasers to ER Large. You will still run cooler than you are now, and have more reach/damage.
Alionton Upgraded Mk1
#76
Posted 21 June 2014 - 08:38 PM
#77
Posted 22 June 2014 - 12:46 PM
SRM 4 (x3)
AC/5 (x2)
Large Laser (x2)
ECM (x1)
Double Heatsinks (x18)
C.A.S.E (x1)
SRM ammo (x3)
AC/5 ammo (x4)
Full armor (leg armor 33 each)
http://mwo.smurfy-ne...a3d98a786b11225
Can also switch out AC/5 and SRM 4 for AC/20 and SRM 6. This is cheaper and less altering of stock loadout.
http://mwo.smurfy-ne...370a94c3fbfbec1
Both of these are close range mechs and will have you leading the team and taking hits.
#78
Posted 23 June 2014 - 05:31 AM
http://mwo.smurfy-ne...b33dc844bc8d6ef
Works well for me so far from what I played last night. Using the LRM5's just to harass while I slowly walk to the fight. Then it is AC20/ SRM6 paired with LL chain firing time. Almost have enough xp for speed tweak which will help with how slow this thing is. Probably a ton heavy on the LRM ammo and will change out for another ton of AC20.
Edited by DarthPeanut, 23 June 2014 - 05:32 AM.
#79
Posted 23 June 2014 - 08:34 AM
1 ac20
2 ml's
AMS
ECM
350std Engine, ammo and dhs to choice
Pros
brutal short range damage and fast enough to get across open spaces
cons
Pugs follow you around like sheep and block you,if you get a feeling there is a phract up your arse, there probably is.( most seem to think ecm only works if your in body contact)
Max range is 540m (but you can't have everything)
Given room to move by your own team, and a little bit of comon sense, you can do very well with this build, I don't play much now and i'm out of practice, but times when my daughter bugs me to launch, the last 5 games, 3 grossed 11 kills and 2 where I had my team hiding up my ass 0 kills but still managed over 300 damage in one before the fail, that was obvious from the first 3 minutes of the match.
Edited by Cathy, 23 June 2014 - 08:35 AM.
#80
Posted 24 June 2014 - 12:30 AM
Picked a D-DC and RS this weekend.
I seem to have a problem with AC20-based builds. My aiming is way off, and I find it hard to actually shoot clanners with it - they are fast.
So instead I went with
Std350
+ 2xML
+ 4xASRM4
+ 2xLBX10
+ ECM.
I think you can pretty much max out the front armour, as when you are surrounded there is no helping it anyway in 12vs12, too much damage coming your way will break you regardless. It's a fun build, and it does a lot of damage. Optimal arms grouping for me is MLs, LBX10s on chain-fire, ASRMs on a third group. I keep forth for the chainfire of two LBX10s and 3 ASRMs for a long-lasting brawls and it seems to be fairly heat efficient and shakes opponents quite a bit.
This one does have a problem though in terms of killing ability. I do over 300 damage easily, and get into 500 and above fairly often. I think my top result on it so far is 900 with four kills. But also a number of matches with 800-ish and no kills. LBX-es allow you to reach out with a spread damage pretty far. And the crit-seeking at 300 meters is lovely. But even in close range going through another atlas armour is pain due to the same spread. I think I killed a number of atlases in 1 on 1, but a competent 2LL AC20 3 SRM6 would probably go faster through you as he has more pinpoint damage and longer reloading time that allows for more efficient torso twist. However if he hesitates at the start your LBX-ASRM chain fire will go through the either CT/ST armour pretty fast. And then LBXes will do crit seeking.
Another disadvantage is that you have only 2xMLs of a backup, while the vast majority of your damage is ammo dependant. I think we've lost couple games like that. 2 left on the each side - check. 800 damage done - check. Mech is holding together - check. LBXes and ASRM4s - no ammo left and cold - check. And there is something that takes chewing in front of you.
Other comments on the topic - so far in 33 games I've played I haven't seen a single efficient LRM build. You don't have the tubes and the slots for this. And frankly no tonnage either. A lot of variations with LLs though seem to work fine. They just do not fit together with dual-shotguns.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users