Runs pretty damn cool considering, debating removing 1 AMS and trimming some armour for a bigger engine, could use suggestions
Pretty new to mech building, but hows that looking? Managed an extra laser while keeping the two JJ's
Just tried the 5 LLas, Went fairly well. spent most of the time jumping and using the two high arm hard points, but it performed as expected. Gets very hot if you don't pay attentions. I had 2 fire groups: 1: 2 Arm LLas 2: 3 Torso LLas on Chain fire
I have run a similar setup on my Quickdraw QKD-5K (4 ERLL) and ghost heat really saps this loadout's strength. Before ghost heat you could put 4 lasers on a stationary target and do serious alpha damage to a mech's body part at range. Now you need 2 weapon groups to prevent shooting up to 55-60% heat, so no more than 2 LL at a time. The enemies tend to move after the first shot, so getting subsequent shots on target can be problematic.
This is the most obvious build after the quirk pass. As I liked 4x LLas on the K2 back in the days this is my new go-to build. Catapult Jester 65 (3) - Large Laser Range 7.5% - Energy Range 7.5% - Large Laser Heat Gen -7.5% - Energy Heat Gen -7.5% First iteration got 2 tons of AMS ammo and 2 SLas in the CT, but which proved not to be needed. Besides this the 2 tons of AMS ammo ran dry on Caustic Valley. Modules: - LLas range (5) - AMS range (5) - AMS overload - Cool Shot 9x9 - Imp. Air Strike
Sucks that you're 1 slot short or running 2t ams+1DHS and had to pick up a 3rd ton. 6k AMS (with the doubling of AMS per ton) is quite a bit...
Indeed. But as I said, ran dry on Caustic Valley a.k.a. LURM-town. BTW, did they remove the 25% ammo warning?
Hm, the JJ's should have made you loose quirks if I recall right? Which, if any, did you loose? Does the mechlab tell you?
Its a tier 3 mech so 3 less 1 for jumpjet equal 2.... Large Laser Range 15% and Large Laser Heat Gen -15%. There no way to find what quirk would have been designed by PGI if it hadn't had JJ's.
Mech's only "lose" quirks insofar as they weren't given their full quirks. So the Jester has 4 quirks, but had it not had JJ, it would have had another, like the K2 got. The bigger question is why the A1 only got 2 quirks, instead of 4... But I'm not complaining. I'm refitting my Jester to this, though I think my current build has an XL350 in it. Might make it a little short on heatsinks though.
I'm going to be using this little gem It's at 50% cooling Eff. when all the elited, and that's good enough. No AMS, Bc Radar Dep. has become so standard to avoid LRMs, as AMS is becoming less effective with the increasing numbers of LRM boats. Coolshot 6 and 9x9, and LL cooldown and LL range let you really core some mechs in 2 shots.
I have been playing this as an agile support I have to say as its got great ability to hit targets hiding on roofs etc or fire surgically past people you pair up with. For me the engine and ability to constantly reposition/swivel/jump is really useful. Had several 5 kill battles despite competing with the current monster builds. Not found the 17 DHS version runs too hot in my role but then I'm trying to avoid being hit rather than soak damage and all out DPS so its possibly a bit different. I'm after careful surgical strikes. The dual AMS is too valuable to me currently, particularly with the ability to switch them off as required, and in fact I'm using a module to boost that aspect as I only need range and cooldown on the large lasers.
I created this build as an experiment, and it has performed surprisingly well for me. Everything but the bare essentials is stripped to fit four large lasers and the biggest engine possible. Its speed gives it a lot of survivability when used as a flanker, as you can easily outrun the more serious threats, and the fast torso twist lets you spread incoming damage VERY well. And of course you can never really go wrong with 4x LLas, especially when it aligns with the mech's quirks