Revision (downgrading an SRM6) Alpha spam! Sacrifice long range capability for optimum point-blank damage. The goal of this mech is to run in the enemy's face and chuck your horrendous amounts of ammo at them. POW POW.
Have you tried this? I am pretty sure it won't work half of the time given that the leathal range on this is about 200m (maps being randomly picked and this mech is very close range CQB). Also with the SRM6 spread that Mechspecs showed on video in the guides section you will miss with two missiles most of the time I believe. Your alpha strike will be all over the enemy and you can't really pinpoint. Going up against a fresh heavy that can pinpoint 3 LLAS or more, I am sorry to say I think you would loose even though you will hurt him bad if he comes within 200m. I hope I am wrong cause I like seeing extraordinary builds that go outside the regular thinking and this is a true shotgun mech.
Although the concept of "running" is somewhat strange in context with an Atlas, this looks not half bad. Although your damage is mostly all over the target, as Lan pointed out. It can work: I sometimes use LBs or SRM with the explicit intend of "damage-probing" the target, see where it suffers most then concentrate pinpoint fire on that part. I've taken down quiet a few "glass leg" built mechs who probably thought nobody would shoot at the legs in their mech's weight class anyway, only the first shotgun round showed them to be weak in that area. The downside is that you'll have to be frikin' careful when firing, with so much spread damage you'll likely do a lot of FF damage that will *not* make you popular in your team.
I don't actually own this mech yet, but once I get the C-Bills I will absolutely be giving this a shot. My thought process is if you literally ram into the enemy, focus-firing on one area will be a little bit easier
Here's a revision on the build, downgrading one of the SRM6 to the SRM4. This allows maxed armor and a case. Those extra 2 missiles in the volley were pointless anyway. They just hampered the firing cycle and took up space.
They shouldn't hamper the firing cycle, the number of tubes only applies per launcher. So if you have 6 tubes or more, you can fire any number of SRM6s simultaneously. SRM4+2xSRM6 would cause a bigger hamper on it. I've seen this build done on a bit slower engine, but with Artemis (lets you hit a LOT tighter, and pretty much needed for hitting targets outside 140m) and with medium lasers on the arms (not much, but when you're low on ammo...). I think those revisions would make the build much more potent. As it stands, the shotgun effect is nice, but what really kills the enemy mech isn't spreadfire damage or sustained DPS, it's pinpoint alphas. That's why you generally see an AC/20 being used where it's possible to fit 2xUAC5 (theoretically double the DPS) or 2xLBX (more DPS, easier to hit), is because the pinpoint alpha is what takes off components. I agree with Lan. A 4xLL (or 5x or 6x, which are all common on mechs 60-85 tons) mech will rip this to shreds, both by increased effective range and higher pinpoint alpha.
Found it on a Twitch.tv stream: This thing will tear enemy mechs a new one (possibly even several) Alleviates some of the ammo dependency while still being dangerous. Seems like the kind of chassis you'd need to play carefully, and may be a risky prospect in a pug, but as part of a team this thing rapes face. Obviously you can shuffle ammo around to your heart's content. I love the look of this thing. Can't wait to get my hands on one
i think this "Armless" Monster is more effective at Fast Killing: besides, you can use the Arms as Shields at least instead losing them by just some little hits, giving the sidetorsos completely open to attacks. Blagg
I think it is worth adding 2 medium lasers, just for the DPS and to help strip the armour faster so the party poppers can do their job.