JM6-DD "Optimal Prime" (2xUAC5, 2xML, 4xMG, STD275)

Thread in 'JM6-DD' started by Excalibaard, May 28, 2017.

  1. Excalibaard

    Excalibaard 101 010 Staff Member

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    I recently switched to this (very old and obvious) build with the new Skill Tree, and I love my STD engine version of it: I didn't find a thread that describes it well, so I made my own.



    Skill tree as follows:

    - Firepower: Magazine Capacity, UAC Jam Chance, Cooldown, Velocity - All of these stats are important, but don't go overboard. Taking the optimal path to the ballistic nodes is 22 points, I spent 34 myself for additional cooldown and velocity. Heat Gen is not too interesting.
    - Survival: Armor Hardening, Structural Density - Due to the protectable CT and running a STD engine, I advise getting tanky as possible.

    From there you can either spec into Sensors or Mobility.
    - Sensors: Target Info Gathering, Radar Derp, Seismic - TIG to find open components for your MGs. Derp to protect your huge body from LRMs. Seismic is a nice node to pick up for brawly situations.
    - Mobility: Kinetic Burst, Hard Brake, Anchor Turn - Due to the high arm pitch on the Jager, the Torso Pitch nodes are nigh worthless. Try to use Anchor Turn and leg mobility to get easier positioning and turn rates in a brawl. If you invest more, feel free to get a side of Speed Tweak.

    Consumables are up to preference, though coolshot is useless.
     
    Last edited: May 29, 2017
    Aylek likes this.
  2. Excalibaard

    Excalibaard 101 010 Staff Member

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    An asymmetrical version could be good for convergence on the UACs, though you'll have to remove an MG. This makes it better at longer ranges, but also easier to disable by killing off the UAC torso.

     
  3. Fherot

    Fherot Benefactor

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    I haven't found it worthwhile to take survival on my blackjacks, Jager and Riflemen. I play them as support however, so if I am getting shot I am playing it wrong or in a bad spot. Found mobility for all speed tweaks to be a much better survival tool for these mechs.

    Tried poking over ridgelines with 0-10 pts in mobility and it's just waaaay too sluggish.

    Still a cool build for those side torsos to sacrifice.
     
  4. Excalibaard

    Excalibaard 101 010 Staff Member

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    This isn't so much a ridgeline poker as a mech that likes to get closer, say 300-350m until you close in for the MGs. Then again, everyone has their own playstyle :)
     
  5. renzor51

    renzor51 Advanced Member

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    I just came up with something similar, so thought I'd put it here. The DD is on sale right now, and this was the first thing I thought of putting into it. However, despite that 20% jam chance quirk, testing it seemed to come up with a lot of jams, and even though the ammo amounts seemed fine, it still felt underwhelming...?

    It's got nice max/sus DPS, assuming it doesn't jam.



    After seeing that Smurfy breakdown, I can see that it doesn't need that ST heatsink, so with shaving a little armor from the legs and cockpit, you can put in LAMS instead. Here's an alt:

     
  6. Excalibaard

    Excalibaard 101 010 Staff Member

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    Yeah, with the light engines nowadays I think there are better builds. I run mine with dual uac10s and 4lmg instead (no lasers, you need the heat for your uacs).
     
  7. renzor51

    renzor51 Advanced Member

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    This is what I came up with for UAC10's and MG's, but it needed an XL engine. It's like impossible to come up with something that uses UAC10's and an LFE without being ridiculously slow. This version does bring the power, but it's XL. :/

     
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