JM6-A Quirk Build (3xLRM15, 2xML, AMS, BAP, XL280)

Thread in 'JM6-A' started by Stoney, Nov 14, 2014.

  1. Stoney

    Stoney New Member

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    First post on the forums, but I've been a reader for over a year now...

    I've been re-examining all my load-outs and reconfiguring most of my mechs to take advantage of the listed quirks. I had been running Blagg's Heavy Missile Support build, but once the quirks were announced, I tried this out and seem to get a bit more damage in most matches.

    Weapons Groups (similar to Blagg's HMS):

    1. 3xLRM15 Linked
    2. 3xLRM15 Chained
    3. MLs

    Ammo is a consideration--in most matches, I'm going dry about 2/3rds of the way through. Could be some poor fire discipline, but on maps with little cover, most of them are hitting. 500-700 damage matches are quite possible.

    [Edit] Sorry, having trouble linking the build
     
    Last edited by a moderator: Nov 14, 2014
  2. Motörhead

    Motörhead Benefactor

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    if you need more ammo you can consider this
     
  3. PyckenZot

    PyckenZot Benefactor

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    My JM6-A has always run with 4 LRM-10s because of the "then-perceived" better missiles grouping on 10s as compared to 15s. I haven't been following discussions on LRMs lately. Has this changed? Otherwise I can change my A-build :stig:
     
  4. Motörhead

    Motörhead Benefactor

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    LRM 15 COOLDOWN: 7.50 % MISSILE COOLDOWN: 7.50 % MISSILE HEAT GENERATION: -10.00 %

    This build is for max use of the quirks, but 4x 10s will do. also LRM15 is the best launcher tonnage/fired with artemis.



    artemis variant is viable, too.

    Basically fires LRM15s like they were 10s.
     
  5. Stoney

    Stoney New Member

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    Set this up tonight and took it for a spin. Didn't run out of ammo, and finished up with 2 kills, 7 assists for just over 600 pts of damage. I like this better than my original. Its quick enough to avoid serious missile spam as long as you fight near cover.
     
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