https://mwo.nav-alpha.com/mechlab?b=61766cf2_BAS-B Group 1 - 2x ATM 12 and 1xATM9 (about 4.2 ghost heat) Group 2 - 2x ATM 12 and 1x ATM3 (zero ghost heat) Group 3 - chainfire Alphas are now possibly survivable with skills. Very good positioning required. https://mwo.nav-alpha.com/mechlab?b=c8164bb5_BAS-B Alternate with more ammo and armor. Remember ATMs no longer do 3 damage at 120 - 270 meters. ... 0 - 120 meters: 0 damage/missile 120 - 245 meters: 2.5 damage/missile (down from 3) 245 - ~480 meters: 2 damage/missile (should be, had to eyeball that one from the in-game graph) ~480 - 1100 meters: 1.6 damage/missile (up from 1.2)
Insane but I love it. BAS-A might be interesting with the ECM + JJ in the CT. A single JJ can sometimes make the difference between getting your missiles to clear low obstructions, especially the arm mounted launchers.
Reworked the LRM and ATM hybrid for -5% heat from arm quirk. https://mwo.nav-alpha.com/mechlab?b=bcb81e7a_BAS-PRIME
https://mwo.nav-alpha.com/mechlab?b=621b9544_BAS-B Added back a heatsink after this match. Was cored and pushed it a bit too much. The minimum range of ATMs has been shortened. Be careful for friendly fire if someone passes in front of you... ...or if your team is attracted to red smoke.
MechDB - BAS-B Easier to work with and can be alpha'ed if the need arises. Tracking should get better with Feb. 2026 patch with improved turning. March 2026 aims to improve the missile impact to avoid hitting legs or missing entirely. Spoiler