Current version: With the implementation of the movement changes 2 JJs are offering additional mobility even compared to mounting just one of them. JJs are a big selling point for this chassis, and not mounting enough of them leads to the question why not to pilot an AS7 from the beginning. Additionally I decided to cut one of the SSRMs, which only supports the mech's cooling efficiency. BAP now also found it's way back into the build, providing a sort of increased sensor range as well as countering opposing ECMs when in range. AMS was cut because LRMs aren't in big force since quite some time. Original version and explanations: This is a loadout I copied from an enemy Atlas DDC which was run against us in an arranged syncdrop with self-imposed restrictions regarding tonnage and quantity of ECMs allowed. I quickly figured that it would fit even better to the HGN-733C, using all of it's hardpoints for a very flexible loadout. It was even better before the introduction of the JJ shake, but it's still very good. The lone JJ is more or less for maneuvering purposes only, although a limited amount of jumpsniping is still possible. The build allows for both sniping and brawling and has capabilitis in both bursting and DPSing. The build can run hot quickly and requires a deliberate use of it's weapons when infight. I usually change the PPCs from group fire to chain fire when my opponents are closing in, and that alone helps quite a lot. Additionally, the usability of the PPCs is restricted in brawls because of their torso mount and minimum range penalties. Variant: This build now provides tremendous firepower and dps at both long and short distances. When in short range, the SRMs are replacing the PPCs used at larger ranges, thus allowing the mech to run cool at all firing distances. Both the UACs and the SRMs carry sufficient ammunition, and double PPC means the mech won't be helpless at all if one manages to run dry of ammo.
I'd be tempted to find a ton for SSRM ammo; either from UAC ammo or DHS. This looks like a mean build, bursting in at 1/6th of a hundred.
16.6 shots with the current SSRM ammo.... Hrmmmm that is very close to what I would consider the bare minimum for a match in this thing. You can easily plow through 16 shots unless you are very aware and pick your targets. I would probably strip it from the UAC ammo and not a DHS cause heat efficiency is already what I would consider bare minimum for this style build. Those PPCs (and their wonderful hit registration) will cause a lot of heat.
My firstversion only used 2 SSRM2, but also had 2 JJ. Since then I added and removed one of each respectively. In addittion to cutting a DHS I made rooom for the AMS, which I consider absolutely necessary on such a slow mech in the current meta. I am using the Streaks as a kind of finisher, so I am usually fine by running just 1 ton of ammo with them. Cutting one ton of UAC ammo seems to be fine as well, although I usually take 3 tons per UAC as a rule of thumb. And yes, current hit registration with PPC sucks hard. Hopefully this will be fixed sooner than later.
PPC >>>>> SRMs. I unloaded a volley into a light mech, point blank, both of us standing still, watched 80%+ explode all over him...crosshair stayed yellow.
Replaced one ton of UAC ammo with a ton of SSRM ammo for testing purposes. Let's see if I get the UACs to run dry.
skribs, there is something seriously and grievously wrong with the SRM hit detection. I wasted a blackjack point-blank, center torso... and watched all 8 fly out his backside.
You aren't the only one. In an 8 man drop with ACES last week I launched 3x SRM6 at point blank into an Awesomes face (while moving straight towards him as he stood still) and it didn't even blink. Not a single missile did damage. I have since taken to stagger firing my SRMs to increase the chance of something hitting and doing damage; the law of averages states that not even MWOs "Hit Detection" can screw up 100% of the time and that something sooner or later will hit. Nobody has tried this build yet? Would be interesting to see how it pans out; I sold my HGNs and kept my HM so can't test this one out for a bit.
I was wondering the same. 3 Stars definitely don't mirror this build's power accurately. After a short hiatus I still run this thing, although I replaced the 3 SSRMs with 2 SRM4. Additionally, the left arm now functions as a shield arm. Thread title edited accordingly.
I rated 4 stars for the good concept. Personally i have better results with STD Engines because i often lose Arms & Sidetorsos. However if you can keep distance this is a very deadly Long-Mid Range build.
I´m also using this Variant with 3 SSRMs for Months, also in Games against the Dudesclub I´m very satisfied with the Config, and would only call the XL Engine as a Con. But still have good experience with it. Loosing a Side Torso only in 1 out of 4 Games. /waves from 11th Vega
UPDATE (November 12th, 2013) Added my most recent version to the OP as well as explanations and thoughts leading to this build. Title edited.