BJ-3 DK's Big Brother (2x LLas, 4x MLas, STD235)

Thread in 'BJ-3' started by Regina Redshift, May 21, 2013.

  1. Regina Redshift

    Regina Redshift Sass Elemental

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    2 MLases in each arm, and one LLases in the torso. This build should also work fine with the semi-famous LLas/MLas combo in each arm. Your choice.



    This was the most firepower I could pack on this build with a maxed STD engine, maximum efficient armor, and all 4 jump jets. The only thing it's really missing is BAP/AMS, and I suppose you can trim off .5 tons of armor and a DHS (or a JJ, boo-hiss) to get either one of those.

    NOTE: I haven't played the most recent build yet, so I can't say how well this works. It looks like the BJ has absurd-big side torsos, so I'm leery of loading an XL into it.
     
    Last edited by a moderator: Jan 13, 2015
  2. ULjiRA

    ULjiRA New Member

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    There you go, a solid brawler that can double up as a spotter if 1 of the ML is replaced with a TAG.
     
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  3. Thibideau Osis

    Thibideau Osis Star Lord

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    Hail,

    Really tried to stay alive without AMS last night and it was impossible. So here is my modification for right now, use cover and leg your enemy (concentrate fire).

    Staying Alive, Staying Alive....

     
    Last edited by a moderator: Jan 13, 2015
  4. Regina Redshift

    Regina Redshift Sass Elemental

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    I see your point about AMS. As of right now LRMs are overbalanced. I may not pack two tons of ams ammo in the future, but I can see packing one.

    Modifications to your proposal:
    .44 unused tons is tonnage wasted. I tried to fix that up by tweaking some things and trading two MLases for two MPLases.


    Tweaking my original proposal:
    I had to drop the 'mech down to (basically) stock tonnage and remove a precious jump jet, but I don't think this is hideous.

    28% Heat efficiency is still awful, but the LLases and all 4 MLases were not meant to be run at the same time. The arm weapons and torso weapons should be used separately. Get your long-range shots in with the LLases, then switch to the MLases once the enemy closes the distance. Or, use the arm LLas/MLas setup and fall back on the torso MLases should you lose one or both arms.
     
    Last edited by a moderator: Jan 13, 2015
  5. Blagg Zear

    Blagg Zear Star Lord

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    Powerful Laserbuild. Good for (Jump)sniping, though ERPPCs seem to be better (but also heavier & hotter). Max Speed, (almost) max Armor & AMS.


    Alternative with even better Cool Efficiency, but less Range:




    Blagg
     
    Last edited by a moderator: Oct 4, 2014
  6. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    SIX stars for that last build! Good cooling, good speed, some Jets to help maneuver, LL still have a 900m max range and you keep a fierce punch with six lasers and 36% cooling. Excellent! :D

    Chatt.
     
  7. enileph

    enileph Star Lord

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    My version. Would mind as well skim a few points of armor for another JJ and use up the last slot also.
     
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  8. enileph

    enileph Star Lord

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    My Version. A bit more DHS, AMS, some JJ.
     
    Last edited by a moderator: Jan 13, 2015
  9. enileph

    enileph Star Lord

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    My Version. A bit more DHS, AMS, some JJ.
     
    Last edited by a moderator: Oct 4, 2014
  10. Regina Redshift

    Regina Redshift Sass Elemental

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    How much does the XL engine cut into survivability (with the upgraded heat capacity and all)?
     
  11. enileph

    enileph Star Lord

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    Quite good really. The extra JJs helps alot. Also those extra DHS would allow you to fire more shots, basically long range fire with LL is a non-issue even on volcanos as longs as you don't spam, and you can easily do more than 2 continuous alphas, which would help you core your targets, or rip out his weapon arm.

    What I think is that if you move around alot then your damage taken is spread across your arm and torso, and by the time arms are falling your CT armor is gone and quite easily red also. By that time your output is minimal anyways, mind as well...

    ALPHA FIRE TIL YOU OVERHEAT AND GO MEET YOUR MAKER!

    Oh, you caneasily jump over most of the enemy laser fire, or at least spread it accross different parts. If you time your hopping well, then you can return with a well aimed and zoomed alpha just as you land, hopefully at the head of your target. I headshot some two Atlas that way (aim for that eye not the head, takes more than one alpha sometimes).
     
  12. Business

    Business Advanced Member

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    This one gets a high five from me! Here was my first round with the regular large laser version:
    [​IMG]
     
  13. don Zappo

    don Zappo Advanced Member

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    I really dig this build and its variants. It can definitely put out a lot of damage in a match if you're careful about things. Any thoughts on downgrading the engine to an XL225 to squeeze in another heatsink at the cost of a jump jet (while still having near-max armor). It doesn't *seem* like much of a downgrade as you lose only 4 KPH, but not having the XL225 I can't easily test it and see. Anybody try running their Blackjacks (or this variant) with an XL225 and actually notice a difference?

     
    Last edited by a moderator: Oct 4, 2014
  14. Business

    Business Advanced Member

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    My version
    http://mwo.smurfy-net.de/mechlab#i=80&l=6f935cedca631f5845774027af105739d7934d30

    And I don't care that it comes in underweight, I don't want to hear it. I'm having so much damn fun with this entire Mech chassis now, especially the BJ-1 and this variant, since the medium buff.

    [​IMG]
    http://i.imgur.com/k7eKfcf.jpg[/img]
     
  15. don Zappo

    don Zappo Advanced Member

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    Well, if you're going to short yourself some lasers and tonnage, why not do something like this? You'll hardly notice the lack of the 4th jump jet unless you spend all of your time jumping across canyons to get your jollies. Heh.



    One of the reasons I don't like builds like that on the BJ-3 is I feel like the BJ-1 can do them better. If I'm running a BJ-3 I want to use all of those energy slots or I'll just sell the mech and save myself a bay.

     
    Last edited by a moderator: Oct 4, 2014
  16. Business

    Business Advanced Member

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    Because I don't like the range sacrifice and the heat output of the pulse lasers in conjunction with high heat weapons like the ERLLs. Also, I have no more slots and I'm not going to sacrifice any heatsinks when I use the ERLLs so much and stay in the 75-95% heat range.

    That BJ-1 example is fine (minus the machine guns, which I loathe) and I love the BJ-1, but that's my AC20, 3 medium laser build. And yes, my jollies do come from jumping all over Canyon. It's a spectacular map for the BJ-1 and BJ-3.
     
  17. don Zappo

    don Zappo Advanced Member

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    Haha! Fair enough. It is a fun way to get your jollies, for sure. :) Makes me feel like I'm a jenner or a spider when I do things like that. I like all of your reasoning and it seems to work really well. My brain just has a hard time looking at a spare ton and half and letting it slide. It is hard to keep firing those ER Larges and not overheat so this is an interesting compromise to that problem.
     
  18. don Zappo

    don Zappo Advanced Member

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    BJ-3 Asymmetrical Wonder! (1x ERLLas, 1x LLas, 4x MLas, 3x JJ, AMS, XL235)



    I've been going between 2xERLLas and 2xLLas on this build, but I've been missing what each build has to offer. The extra heat from the ERLLas really makes it difficult to brawl due to heat issues, and the LLas make me sad for losing out on some long-range punch. So, in celebration of the trend in Blackjack asymmetry I've been running this build as of late! My main weapon groupings are:

    1) ERLLas + LLas
    2) LLas + 4xMLas
    3) LLas + 2xMLas (chain fired), or the ERLLas + LLas (chain fired)

    This allows some pretty good punch out to 900 meters (I rarely ever fire further than that anyways unless I'm just being silly on Alpine). Heat isn't an issue at this range as it doesn't generate much and you should be taking time between shots anyways to reposition to not get PPCed to death.

    This also holds up better in a brawl as it can hang out for 20-25 seconds if you just fire the second group before heat becomes an issue. If you can't stick around, then alpha and leave like before. It's very important to not abuse the alpha here as it really hurts the long-term damage potential!

    The third grouping allows this mech to run heat neutral (with elited out efficiencies). If you're really strapped but still want to stick in the fight, just fire this group until you have to leave or you cool off. If you really want to push it when you're closing on the heat threshold but not quite there, just fire the first grouping instead of adding a MLas to this group as the heat is almost the same and keeps things a bit simpler.

    The LLas is really the workhorse in this build as you can see. That's fine with me as I think LLas are one of the best weapons in the game. In a brawl, never forget to be jumping and twisting. You're a whirling dervish in this build and need to spread out damage everywhere!

    P.S. - I thought of starting a new thread for this build because I feel it plays differently than the BJ-3 Laserman, but it is soooo close build wise that I tagged it on here. Hopefully it still gets exposure!
     
    Last edited by a moderator: Oct 4, 2014
  19. Mech Commander

    Mech Commander New Member

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    This is just a budget version of a sniper BJ. Being a noob I found myself struggling on a cbill side so was looking for something that can work well with a minimal amount of investment needed.

    As a result you have got a mech that does not run too hot if you lay off the trigger occasionally and watch that map to bail in time.

     
    Last edited by a moderator: Oct 4, 2014
  20. Excalibaard

    Excalibaard 101 010 Staff Member

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    How about this? Standard engine baby! (if you lose both arms you're still worthless, but it helps if you only want to lose one side)



    Of course you can make it symmetrical if you want, I prefer the convergence of the same weapons at the same side. With full masteries is still takes you 58 seconds to overheat with only ERLL, 42% is a wonderful figure
     
    Last edited by a moderator: Oct 4, 2014
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