Hi everybody, I'm here to ask you guys an advice, since what I read on this place helped me improve my gameplay quite a bit I've played every category: mastered locust, mastered centurion, mastered jager, played 1 variant of atlas. I definitely enjoy the most centurions and jagers. I absolutely love balistic weapons. This said, I feel it's time I start some JJ mech. What would you advice me to play? And what build? Thanks in advance. Splendens Saint
This is the Blagg's Build thread I would suggest: http://www.mechspecs.com/forum/index.php?topic=4084.0 But his version uses a medium laser and I prefer an ER Large for the additional damage and ranged poke. This is what I run: http://mwo.smurfy-net.de/mechlab#i=110&l=c85e12e11451b9d2e4ee84b78baccf892efc732e In this mech you're a monster brawler but with the added long range poke that will help you farm assists (and thus c-bills).
Or Blackjacks. They are not all able to mount JJ though. But they are much more poptart-friendly than the SDH.
http://www.mechspecs.com/forum/index.php?topic=4732.msg31826#msg31826 This is all you ever need for Dakka Dakka and JJ. Seriously. Ask anyone who has played with me. I easily put up 600-800 damage consistently and can usually pull 1000+
@Michael, I personally run the versions with AC5s because I'm more of a point&click player (that doesn't want to cheese his way into an AC40 mech). I want to give it a try though, any tips on how to play (always lay down suppression fire f.e., even if you can't hit?)
Always go for the optimal range of the AC2. The mech is designed to do 1000+ points of damage (especially when using artillery and airstrike). You CAN hit from extreme ranges just to get someones attention or to get them to back down a hill for cover but to really score the damage you want to be within optimal range. Always use short bursts of the AC2s on the super hot maps so that you don't overheat them. I've found that sometimes, when you lean on them too heavily, they are super hot and close to shutdown when you need them most. 5 round bursts (with group fire) and then cool down until you are within optimal range and can pretty much guarantee that your shots will hit the target where you want then lay it on. Be wary that you have an XL engine and that your arms may soak some damage but will get blown off very quickly so use them as a one and done bullet magnet. Always bring your artillery and airstrike with you. I run Advanced Zoom, Improved Artillery, Improve Airstrike on this machine. The Advanced Zoom allows me to lay down suppressing fire when I am in 12 mans or even 4 mans. Sometimes it is more important to get the enemies attention than it is to actually damage them so the Zoom allows me to do this from extreme range. Save your arty and airstrike. A lot of guys are like teenagers losing their virginity and pop them off right away. Save it for that perfect moment when 2-3 mechs are all grouped up and standing still (usually happens midway through a match or later as people realize that death blobs might save them). You can do EXTREME damage to enemy targets when this happens often times blowing off components or finishing open mechs outright. Use your speed and maneuverability. Stick and move, stick and move. Don't stay still too long otherwise people will get a bead on you and put you down or send lights after you. Speaking of lights, you CAN kill them with the AC2s but it is always better to have someone close by working as a support mech in case lights come after you.