Original "Balanced-Boat" Version Alternate "Crazy-Ammo" Version by dropping AMS: Alternate "Cool-Coke" Version by dropping AMS: Alternate "MG" Version by dropping AMS: Guide Table of Contents - Introduction - Pros & Cons - Weaponloadout - Gameplay - Synopsis - Records Hello fearsome Mechwarrior Welcome to my latest build for the fierce JM6-A as Heavy Missile Support. The JM6-A was originally designed as a Heavy Missile Support with 4 Missile Bays for loading each up to 15'Tubesize Pods, but since it also has two ballistic and two energy hardpoints, it can be build with versatile Weaponloadouts. With this build i want to show you, that the JM6-A can be built+played as Heavy Missile Support very effectively. Especially now with 12v12 Players Drops it is in my opinion necessary to play the JM6-A as a Long Range Fighter and not purely as a Brawler! From my game experience i can tell you, that you will make better scores! Especially with this build. The Idea is based on the Quad LRM10 concept of my recent Awesome AWS-8R Heavy Missile Support Build, which you can find here http://www.mechspecs.com/forum/index.php?topic=3999.0. Have fun reading+testing this and enjoy causing havoc on your enemies. Pros: Strong Indirect Long Range Firepower + high DPS (Chainfire Mode) Decent Cooling Decent Speed Plenty of Ammo for Sustained Battles Backuplasers for Defense Extra Stuff: BAP & AMS Simply Fierce Cons: Only two Medium Lasers for Defense/Weak at Range below 180m Risk of using XL Engine/Requires safe Gameplay If you play properly, you rarely use the Medium Lasers, If you play properly, you can avoid damage by taking cover effectively Quad LRM10 is indeed not as impressive as Quad LRM15, but if you played the Quad LRM15 Build, you maybe have experienced that especially on the hotter Maps (like Mountain Doom) you will get overheated very quickly due to the annoying Heat Penalty Rule. While firing Quad LRM10 at once together is still very hot, you can keep a more sustained Chainfire Time. Besides dropping the size on all four Pods makes it possible to use the freed tonnage (8 tons!) for running a more safe Standard Engine and some extra nice stuff. Drop Prep In this section i tell you some general things about playing LRM.Boats, because there is nothing special about this build. So if you are familiar with playing LRM.Boats, simply skip this section. All other dudes, who are playing this role for first time or having problem to play properly should take a look at least. Weapon Grouping 1. Quad LRMs (Chainfire) 2. Quad LRMs (Combined) 3. MLas (Combined) Keep in Mind that you are running an XL Engine, so try to avoid damage at your Sidetorsos. Gameplay is as always with LRM.Boats - you stay in the third/back line of your Mob supporting the first line Mechs against incoming enemies with sustained Chainfire & finishing off heavyly wounded Fools with Alpha-Volleys ONLY IF you have a direct line of sight with Hard-Lock OR having someone, who hard-locks for you. Whenever you have the feeling, that you can't hard-lock on someone, don't waste Missiles! Your Role: Indirect Firesupport In the Early Game Phase you should tell your mates, that you play LRM.Boat and they should support you with TAG/Locks. The first enemies you will encounter are scouting Lights. Some of them will try to TAG your Team for their own LRM.Boats. If you see them, DON'T fire your Missiles at them, not yet! They are fast enough to get back to cover and usually you lose the Lock on them very quickly. I don't have to tell you, that you should NOT hunt the Lights, whenever they try to provoke you in close encounters in the Early Game Phase. Just scare them away with your MLas and stay with your Group. Primarly spot the more dangerous & slow Heavy/Assault Enemies, but also be patient enough to get the opportunity for a Hard-Lock. In most cases this will be when your mates are encountering the enemies in Brawls and having visual contact - this is your chance to start your Support! In the Mid Game Phase when both Mobs are clashing against each other, you still aim for the Heavies/Assaults to disrupt their Attacks with non-stop screen-shakes. While you are attacking with your Missiles, you should not let your own's guard down - with the visible stream of missiles you will attract some foes, who are aiming for killing off LRM.Boats. Always stay near environmental objects to quickly get behind cover, whenever you get counterfire. Torsotwisting for spreading incoming damage is a must to keep the damage at your Sidetorsos as low as possible. If everything goes properly in teamfights, you should be able to take out several fools or at least could deal enough damage so that your mates could kill most of the enemies. In the End Game Phase usually the Lights are the only left survivors. It is important that you still stay with at least one other mate, when you hunt the Lights, because smart Lights-Pilots would quickly find out that you are weak below 180m. Your Role: Indirect Firesupport Gameplay: Safe Attacks from third line, waiting for opportunities for sustained Heavy Missile Chainfire Rains finishing off wounded enemies with Alpha-Volleys avoid incoming fire by using the environment for quick covering Other Matters: communicate with your mates for LOCK-Support stick to your mates to have yourself protected against Attackers below 180m For further information about gameplay in Missile Boats, i recommend you to read this http://www.mechspecs.com/forum/index.php?topic=3356.0 It is an option to replace one MLas by TAG to lock ECM.Mechs, but i prefer Double MLas for better Self-Defense. Ok, now get your JM6-A ready and slaughter some foes. For any questions or feedback simply post me here. Some recent games with the original "balanced-boat" version As you can see the average damage is round about respectful 500 each match (with chances to go higher with the "awesome-ammo" version). Most times your first line mates will take the final blows on wounded enemies in teamfights with their faster direct fireweapons, leading to low Kill-Rates on your side, but that's ok - it's about successful Teamplay! Often you will run out of ammo with 1440 missiles in the End Game Phase forcing you to fight with your MLas only. So use your Missiles wisely! Blagg Zear
Tried to play 4x LRM15 build, but meh, too many drawbacks. Then traded one by one LRM15 to LRM10 and end up with something very close to this topic. Fits current meta pretty nicely! If you decide to try it, avoid alpha LRM-strike (and full alpha strike too). Ghost heat is not a joke :whacko:
Artemis only works with line of sight guys. So while it might be nice if you can look at your enemy to have a tighter spread, you should realise that's likely not going to happen all that often and you're basically wasting 4 tons of ammo, heatsinks or whatever you might want. OP is nice, maybe get a tag laser somewhere but having only 1 ML is also a bit bad
I know, but still worth to get it for the really powerfull effects it has, if u can find a way to fit in weight/space, and at a time u dont have to sacrifice anything. Here i dont think i have sacrificed anything of the build itself to get it. Its basically a tradeoff: 10 LRM tubes for the effect. Still a 30 LRMs salvo hurt, a lot, and if u have the chance for it to hit clustered... Other choice could be to simply add ur own NARC and 3 devastating chained LRM10s. I run something like that in my Orion -V. Again its a pure tradeoff. !0 tubes and ur MGs for the utility.
I intentionally make it happen as often as possible. Aggressive LRM was effective in previous meta and I believe it's effective in the current meta, maybe for slightly different reasons. I mean shooting not far from edge of minimum range.