Casual AS7-KR "Hipster" (3xLL, 1xUAC10, 2xERML, LE350)

Thread in 'Kraken' started by CarloArmato, Nov 6, 2018.

  1. CarloArmato

    CarloArmato Professional Potato Carrier

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    Good speed, decent ammo count, decent vomit laser build. You can make it work with an overall -10% cooldown and +10% range, so it should be a decent medium range pinpointy build that must not absolutely hill poke.
     
  2. renzor51

    renzor51 Advanced Member

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    I was just playing around with designing something similar. Lots of ammo (probably too much), and pulse instead of large. Missing the medium lasers, but also built to shield with left side. Can probably replace some ammo with more DHS.

    I'll be buying the Solaris pack and getting this guy whenever (if ever) I see it on sale.

     
  3. CarloArmato

    CarloArmato Professional Potato Carrier

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    Too much ammo indeed: on an AC10, 2 tons of ammo with skills are enough for 54 shots. With quirks, AC10 has a cooldown of 2 seconds, so can fire for a full 1:40. With UAC10 double you can potentially halve that time, BUT jams will happen and will completely kill your DPS. 2.5-3 tons of ammo IMHO are the right sweet spot

    Anyway, after trying out the La Malinche (this atlas build was theory crafted), I strongly discourage this build for 2 reasons in particular:
    • low and wide hardpoints
    • it fit mostly energy and missiles
    About low and wide hardpoints, the concept is simple: you can't free trade at range because you are slow and you have to expose most of your mech to shoot back. A ranged mech which can't fire back with partial cover simply won't work, especially if there is no ECM protection.

    E.g.: Wolverine WVR-6K "Poky Poky" (3xLL, 2xERML, TC1, XL300) + alt
    This mech has low and bad harpoints, BUT it can side poke on right and fire with eveything it got with half mech exposed. With proper positioning and by being very careful on enemy movement, you can work around those hardpoints and speed (in fact acceleration and deceleration) help greatly.
    Fafnir has a similar issue, but it has ECM protection to mitigate the bad hardpoints and easy to isolate hitboxes: it won't stop skilled mechwarriors to pinpoint the hell out of you once they know where you are poking from, but at least it will help for sure during the first trades.

    About energy and missiles, current assault meta favors DPS builds with good to excellent pinpoint (namely dakka builds). Lasers have decent pinpoint, but lack the sustained DPS because they tend to be hot (even more with cooldown quirks). Missiles are decent at both sustained DPS and damage (in fact they are the in the middle ground between ballistics and energy about damage / heat ratio), but lack the range and are no way to be close to be pinpoint (except point-blank / hug range).

    As I'm writing, the only IS hero assault mech I can recommend is the Cyclops Sleipnir (quad LBX10, dual heavy gauss, quad UAC5), so if I were you I would think twice about your choice: there are non-hero variants which are very strong and atlas (like the King Crab) is one of the very few mech I bought for nostalgia / bad-assery and sold them after some time.
     
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