AS7-D-DC Evil Dude Mk III (2x LLas, 2x UAC5, 3x SSRM2, AMS, ECM, STD325)

Thread in 'AS7-D-DC' started by Aylek, Aug 20, 2013.

  1. Aylek

    Aylek Administrator Staff Member

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    Latest version:



    Older versions:
    - First update
    - Original version


    Description - Updated 2013-10-09
    1) Thanks to the UAC 'nerf', which of course lowered this mech's DPS as well, this AS7-D-DC suddenly runs pretty cool considering it's firepower.

    2) After the UAC's amount of ammo / ton was increased, the mech now carries enough UAC ammo as well as a sufficient amount of missiles for the SSRMs.

    3) The combination of double UACs and double LLs offers a lot of firepower. The Streaks are mainly there for scaring of lights or for finishing opponents. However, when fired in chain, they provide a steady source of cockpit shake when used together with the UACs. It might be appropriate to fire the UACs in chain as well for maximising the desired effect in such a situation. In the meantime the LLs are used to finish the now somewhat 'stun-locked' opponent.

    [size=8pt]Original description
    This build is a direct upgrade to the Evil Dude Mk II after today's buff to both my beloved UAC5 as well as to the SSRM2. Only battlefield experience will tell if the damage buff really makes the Streaks worthwile despite their spread.

    The build looks fine for me, although one ton of SSRM ammunition might has to be switched for another ton of UAC ammo because the UACs' ammo consumption should go up with their jamming rate decreased significantly.

    The latest build shows exactly this switch. On top of this, I shaved a ton of armor for adding even another ton of UAC ammunition.
     
    Last edited: Oct 6, 2014
  2. Leonhart

    Leonhart Advanced Member

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    Make sure to re-post how well this build works for you and if the difference in SSRM is noticeable. I KNOW the uac/5 will be noticed.

    out of curiosity though, ive been wondering if the new 3rd person can help something as slow and bulky as an atlas help navigate the field through small ramps and in between buildings and such so plz tell me, if you're willing, if 3rd person helps you.
     
  3. Aylek

    Aylek Administrator Staff Member

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    Works like a charm. At least for an Atlas.

    UAC5s seem to be the perfect weapon for them now, providing high DPS while able to stand enemy fire for quite some time and allowing the Atlas to simply push sometimes. Also the UACs kind of negate the disadvantage of the SSRMs when meeting an opposing Atlas carrying 3-of SRM4/6.

    I have to admid, though, that I am not a big Atlas fanboy anymore. Damn you, movement changes. ;)
     
  4. Leonhart

    Leonhart Advanced Member

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    Nice, thank you for posting back with your findings. for some reason, the UAC5 always felt like home in at atlas and never knew why...
     
  5. BearJOO

    BearJOO New Member

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    Hey guys,

    Nice build by the way. I run one very similar. The UAC5's are quite nasty. I usually run an ac/20 or dual LB 10's, but as soon as I tried out UC5's, I started hitting 800-1200 damage games. I have yet to try SSRM2's, right now I run 3 SRM4'S with artemis. I will have to give those a try.
     
  6. Aylek

    Aylek Administrator Staff Member

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    Update including my need for ammunition based on my preferred play style:

     
    Last edited: Oct 6, 2014
  7. Aylek

    Aylek Administrator Staff Member

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    Double update!



    1) Thanks to the UAC 'nerf', which of course lowered this mech's DPS as well, this AS7-D-DC suddenly runs pretty cool considering it's firepower.

    2) After the UAC's amount of ammo / ton was increased, the mech now carries enough UAC ammo as well as a sufficient amount of missiles for the SSRMs.
     
    Last edited: Oct 6, 2014
  8. Sgt Hatred

    Sgt Hatred New Member

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    nice. i have been running the same for a while.. with only minor tweaks.



    or if i feel stronger alphas > dps:



    just be sure to chain fire the LL's or you'll be roasted. it can get hot.
     
    Last edited by a moderator: Oct 6, 2014
  9. Spank n Uranus

    Spank n Uranus New Member

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    Just want to say this has become my favorite mech to play using this build. It's a blast. If I come in under 600 damage then typically its because I'm so slow I've not gotten to engage many mechs. I normally have about 800 though, with my best so far being two games with over 1000 damage.

    Here's the best match with it so far.
    [​IMG]
     
  10. knightwolf47

    knightwolf47 Active Member

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    This build is pretty cool. I've been running mine with a 300 engine because I've been spending all my c-bills on upgrading other mechs and can't afford anything better yet, but have similar results with it. I also have a BAP for quicker target acquisition. As far as the UACs, chain-firing does seem to work better than linking them. While it doesn't put as much damage out as quickly, it also allows you to maintain a near-constant stream of fire against targets, which either causes them to back away or get cut to ribbons if you can manage to keep your crosshairs steady. I usually keep the streaks in their own group with a linked setting for use against lights, but I'll have to try the chain-fire thing. Haven't hit 1000 yet but am definitely getting good numbers from it.
     
  11. Spank n Uranus

    Spank n Uranus New Member

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    I definitely chain fire the UACs as well. It gives a nice stream of fire down the battlefield for anyone long range to make them rethink shooting at me and anything that's up close it keeps them rocking. I typically only use the streaks if the UACs get destroyed or if a light comes running up. I've not tried chain firing the streaks but it could add a little psychological freak out when they're constantly being bombarded by them...

    I do like the idea of throwing a BAP in though. I may have to mess around and give that a try.
     
  12. knightwolf47

    knightwolf47 Active Member

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    The BAP, as I've learned from Cthulu Jr, is an excellent tool and should be equipped whenever you have the tonnage to spare, or can make room for it. Guided missiles gain locks much faster, for all other weapons you gain info about your opponent much quicker and are able to effectively direct fire more quickly.

    I'll have to check the whole chain vs group thing with the streaks too. When group firing them on light mechs it seems to take about 3-4 volleys before they are either scared off and/or a lucky hit is scored with either hobbles or destroys them.

    Another idea I've toyed with is replacing one of the UACs with an LB-10X (similar to the CTF-3D stock loadout) like so:
    http://mwo.smurfy-net.de/mechlab#i=17&l=659adb9c6bc029422f53ecf69b8e02ce1434be10
    Ammo placement is still being refined, but I did a couple runs with a similar loadout while experimenting with my Orions and observed similar psychological effects. This combo actually needs to be group fired, since the UAC cycles much faster than the LBX and jams easily, quite often resulting in the LBX actually having a higher rate of fire and running out of ammo much sooner. The combined rapid shake from the UAC and the flash-bang of the LBX are apparently quite disconcerting, resulting in an effect against a far larger enemy force similar to Han Solo's charge on the Death Star...but which unfortunately ended quite poorly... :(

    On an unrelated note, has anyone tried both the 300 and 325, if so is there any noticeable difference in turning and/or twist speed moving from the 300 to the 325?
     
  13. Blagg Zear

    Blagg Zear Star Lord

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    Don't have four different weapontypes in your builds or you confuse yourself with too many weapongroups. Groupfire UAC5 & LBX is kinda unsmart and ammowasting.

    About your question about the STD325: YES
     
  14. Aylek

    Aylek Administrator Staff Member

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    This. You should rather try dual LBX than mixing LBX and UAC5. AC20 + AC2 is a combination that works well in a DDC, though, but as Blagg said, four weapon groups require a lot of concentration.


    [quote author=Blagg Zear link=topic=3016.msg30821#msg30821 date=1386107754]
    About your question about the STD325: YES
    [/quote]

    Yes, yes, yes! It's like piloting a different mech. And did you ever use a STD350? The first steps usually feel like piloting an XL325-powered Cataphract. :D

    You can use a STD350 with this loadout as well, but you have to sacrifice the AMS and one of the Streaks. That's quite a lot if you ask me, but there are people out there who even want their DDC to be speedy. Better use the STD350 if you're going for a brawler build, but who am I to judge?

    Anyway, here it is.

     
    Last edited: Oct 6, 2014
  15. Bad_Cat

    Bad_Cat New Member

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    I go with the build of the author. I will not say a lot. See for yourself:
    [​IMG]
    [​IMG]
     
    Last edited by a moderator: Oct 8, 2014
  16. Bad_Cat

    Bad_Cat New Member

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    Will not create a new topic. I want to try this build here:



    Who thinks about this???
     
    Last edited by a moderator: Oct 6, 2014
  17. The Verge

    The Verge Moderator Staff Member

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    well bad cat, it doesn't look too bad. put the streak ammo in the head, and we have a deal. that, or move the AMS to the head, and then the streak into the leg.
     
  18. Bad_Cat

    Bad_Cat New Member

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    Indeed, had not noticed. Well, all still have to carry it in a separate topic.
     
  19. BRUTAL FURY

    BRUTAL FURY Active Member

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    Great loadout bro!, however, definitly is a good idea swith the ams for a bap. Ssrm2 need track faster and Lrms am a theat just moderate in last times (infortly i think), so...
     
  20. Spank n Uranus

    Spank n Uranus New Member

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    Anyone have suggestions for module slots? Right now I just have a cool shot 9x9, air strike, arty strike, and threw in an adv. sensor range I had laying around. I had thought about improved gyros, but I don't ever feel that I'm getting rocked hard enough that it's distracting. Normally I'm laying down so much firepower they're doing their best to retreat.
     
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