I'm having some fun with this build. It's a headshot machine, just aim in the vicinity of the cockpit and you'll score a jackpot more often than not! If you have any suggestions, let me know.
Since the DD comes with Ferro it's money down the drain, but you'll have more tonnage available if you use Endo Steel. With the extra room I'd either add a bigger engine, more armor or a little of both. This is probably the next build I'll try on my S (don't have money for the DD yet).
I only have two real complaints about this 'mech (aside from what Toya said). The placement of the ammo does not properly abuse the ammo consumption order. If you're married to packing the ammo in the side torso, weigh them heavier in the RT. Were I to make this 'mech, I'd put some in the head and CT. In general, I fear that once ammo explosions are implemented, there will be a day of reckoning for those who pack so much ammo into side torsos like this, and you never know when that feature will show up. The other point is that they leg armor is too low. If you're going to make the armor that low, at least make it 11 so that a PPC or an AC10 won't blow all the armor off. Or, ditch a ton of AC20 ammo to round out some armor in the legs (like 21 or something, so it can soak an AC20 shot). The legs of the Jager aren't thin, and this Jager isn't fast... so the legs aren't difficult to hit.
Thanks for the input! I'm relatively new to mechwarrior (just started with mwo) so I appreciate tips like the above. So far, I'm finding that people don't shoot for legs (on most mechs), and if you get hit there it's purely by accident. That being said, as you've pointed out, a "miss" would still shear the armor straight off my legs, so I'm surprised it hasn't happened yet. Once I can afford endo-steel I'm going to add a lot more armor with the extra tonnage.
I run with a group of guys, like UntamedZer0, on a daily basis and we have days that we specifically target only legs. (Kinda like a theme day!). So many people load their legs full of ammunition and skimp on armor and the like...BOOM! Another reason is that once a super fast 'Mech like the Raven RVN-3L looses a leg...well, slow moving targets are easy peezy to hit.. I agree with both Torabayashi and Archwright, speed and armor are your friend. Myth.:smile:
You are asking for HUGE issues with only 10 in the legs. Any light that circle of deaths you may accidentally discover your legs are week by a misplaced shot and then blamo, within 30 seconds you will be dead cause they will focus on that instantly; at least a competent light pilot will test for weaknesses.
I noticed you have no AMS ammo, also what happens if you lose your arms? All you can do is type "Pew pew pew" and make the enemy laugh.
1. don't AMSs start with ammo? 2. unless your using PPCs in you L&R torso the Jagermech pritty much dead any way without its arms.
My personal take on this is as follows: It's a lot of fun. It runs a little hot and losing a ton of ammo to an additional DHS is painful but makes the mecha bit more managable. Armor is solid but not earth shattering and neither is its mobility. This really is a shootist's mech. If you land your shots it's devastating.
I'm running a similar build on my Jager-S, however this one has less armor, but 1 ton more ammo, another heat sink, a bigger engine and an AMS. I'm using the 275XL because I have it, the preferred choice is the 280XL which weighs the same and gives a bit more speed. This is a medium range build. You don't have ammo to waste on Alpine Peaks Sniper Fests. You don't want to go dancing with the Brawlers, either, since this build has reduced armor. You stick near your lance (which you should be doing anyway) and as soon as you see a ripe target blow away with the AC-20 double. It requires judgement to pilot it. Even with my max armor Jager-S, focus fire takes me down quickly. So drive carefully, use the terrain, have a rock or a ledge or a building nearby to break line-of-sight and use it as cover. Your AC20s require a bit of time to recycle, so stepping out of cover, shoot, and cover again suits this build very well. Both weapons (ACs and MLAS) have the same optimal range, try to remember this. If used in the 270m range (+/-100) this thing hurts. A lot.
This is one of my 3 Jager mechs that I find highly effective. Pretty standard dual AC20 buld +2 ML's for a 50 point alpha. 1 shot kill any mech with a cockpit shot.
I've run this build on my Jager-S for some time, it's good but I find the lack of AMS has become a liability since 5-21.
You could do something like this: (dropping the C.A.S.E. and one AC20 ammo in favor of AMS) Also you can lower armoring in the legs and increase it in the arms and center/ torso's.
The Grimm Variant can be build on any of the Jager chassis. It'll fit the A, DD, S and the Firebrand so it is an extremely cost effective across all platforms while grinding the Jagers. Simply take the entire build off one mech and transfer it to another; no need to buy new engines or new weapons. This build is also highly effective. Even post nerf! Primary Configuration This is what I am running. Group #1: Chain Fine the 20s Group #2: Alpha Strike the 20s Group #3: Alpha Strike the Medium Lasers Atlernate Configuration The Alternate Config is a PROTOTYPE that I am experimenting with to increase the ammo available as well as add AMS. This is being done in anticipation of 12 mans coming out. Using the primary configuration I did this in a PUG drop
This is the build I am using! I tried the 4x MLas on my Firebrand but it just runs far too hot for sustained firefights. 5/5 for me. I wish it had more ammo but I will come back here and see what you did after 12v12 comes out.
This build works better in the S, simply due to the DD special 3x3 ballistic arms. But, If you have this mech, it is a cool running build. I run 4 ML, for more damage, but I'm a bit chain fire crazy. 4-5