I bought the 9B variant to load 3 AC/2s, but I wasn't successful. So I tried this instead and it was pretty nice, lots of 600-700 dmg games. I'm not really a heavy/assault pilot and I'm not used to this kind of gameplay, but I sure it can be great on the hands of a good pilot. Nothing special to say about it. It's a bit slow, but I went for the safety, STD engine and CASE - try an XL at your own risks. One jumpjet looks enough for basic mobility (not be blocked on canyon). It's very good at mid range engagement, just need some discipline (jamming of UAC and heat from lasers), but it's very doable. AMS variant: (not tested yet)
Very solid build - I like the UAAC/LL combo a lot on my 'phracts. Seems like they transition well from early-game sniping to skirmishing later on. I like to alpha on the snipes (if I can), and switch to chain-fire once the brawl commences. I find I typically run through 100UAC rounds very quickly, admittedly using 3UACs on my Ilya. Does 100 rounds usually make it through a typical round with 2? Thanks for the build - I'll definitely give it a shot once I work my way up to Vics!
I'm running a modified version of this as my final 9B build with an XL. Gunnar - there is no way 100 uac5 lasts long enough in a match. 3 tons per uac5 (75 rds) is the MINIMUM you can get away with for a primary weapon. I originally tried: 1. 2uac5, 2ML, 2 streaks, ams, xl340 (I try to stay at range and the ML & streaks weren't really saving me if someone closed) 2. 2uac5, 2ML, srm10, ams, xl340 (same thing, I try to keep my distance as long as possible with the uac5's and I was finding myself closing just to use the srms). This mech definitely works and does well, but I'm using the 9S as my 'srm' mech and I try to make each of the variants unique to play. 3. 3ac2, 2 ML, 2 streaks, ams, xl350 (dakka was fun if you don't get focused on, but if the fight comes to you, you're in BIG trouble since you can't twist and do enough damage in short bursts with the ac2's not to be taken down in a brawl) and finally settled on this: A little slower than I'd like and doesn't have AMS which can hurt at times, but this allows me to stay at range when the UAC5's jam.
Oh, also, it's true that 1 JJ will do you ok on Canyon, but I'm finding 2 JJ is really needed to jump certain places on River City and Forest Colony.
I personally find 100 rounds to be enough. It happens that I run out of ammo, but most of the time it's perfectly OK. I'd add anther ton of ammo to be more comfortable, but I'm short. I agree about the lack of JJ in some situation, but same remark: with STD engine and heavy weaponry I'm short on tonnage and need to make a choice. One JJ is mandatory, but a second is kind of luxury.
Yes, on victors due to their weight 2 JJ is needed to actually get to where typical JJ locations can get. more than 2 is luxury. 1 jj= faster turning 2 jj= gets you most anywhere on the map 3 and 4 = just because you want to, but its not needed.
I am new to Victors, but, I have found with slower speed than I'm used to in using JJ, having 3 or 4 is actually very helpful. (Alpine Peaks, Canyon) Although, not at all necessary. In lighter mechs, I can use my speed to boost up a hill with JJ. In Victors, you really need to fly to make use of them. (IMO) Good build epikt. If I could use a UAC5 without jamming every other shot (my own fault, I know) I would build it right off! But I suck with UACs... A lot. However, you can use them to some devastating effect here! Chatt.
I would really hate to be dis-armed in this build, but I've rated it a 4-5 simply for the STD engine.
Speed plays a huge role in how well you get up crap for sure. I came up with my number of JJ theory after spending several hours in the training area on all the diff maps seeing how far the diff JJ can go and at what speeds you need to get where, etc etc. 1 JJ just typically gets you just shy of what your trying to land on. Remember, you are a really tall mech and gettin those feet over can be a pain sometimes. I would LOVE to always have 4 JJ goin or 50, hell idc, the more the better. But the reality is that extra tonnage is going to do a lot more for you in other ways than JJ. Just think when 12v12 comes out. Would u rather have 4 jj or that extra ammo or ams or something to help actually contribute to the fight? When it comes to efficiency i think " take all you want, but eat all you take." don't take more than you need and use that extra tonnage for something more useful. Thats why the Atlas-K is kinda odd...who really NEEDS 2 ams slots? hell, lotta mechs dont even use 1. As for only 1 JJ, imagine this scenario: You turn a corner in canyon networks and you come face to face with 2 assaults and 3 heavies on the enemy team. You clearly cant win this fight, but you cant turn around either or else you'll lose your rear CT damn fast. Thats when you remember you have JJ to turn to the side and jump over the cliff wall to safety. Right as you think you're gonna be fine, you hear "fuel at 25%," then its gone. You didnt make the full jump because you only had 1 JJ nor was the speed fast enough to get a running start because you are an assault, not a light. Now what?
Against 2 Assaults & 3 Heavies you'll just go out fast & like a chump... you might be able to burn some paint off...
I like the Weaponcombo a lot! It's like a Rifleman with JJs. Good Range. I'd run it with XL for better Agility.