HELLO FELLOW! I was surprised with the efficiency and power of "1x AC/10 + 1x AC/5" working together; and with more 2 LLas and 15 DHS acquire great synergy. Let's characteristics: -> Cannons (AC/10 + AC/5) never jamming! -> Cannons (AC/10 + AC/5) never overheat! In fact its reactor starts to cool. -> Cannons (AC/10 + AC/5) have good maxrange, allowing occasional fighting long distance. -> The combination (1x AC/10 + 1x AC/5 + 2x LLas) very powerful in middle distance or less. -> The combination (1x AC/10 + 1x AC/5 + 3x SSRM2) is "cold" in operation and devastating to their targets. -> With 3 SSRM2 the lights will flee like frightened gazelles! -> Their weapons hinder the return fire of the opponent. -> 15 DHS provides good sustained DPS. (last version). Ty All!
This is has always been an interesting concept for an Atlas. 2 big guns with different ammo type. Some have had success, others have failed. I would love for you, the OP, to post some screenshots with this mech, to see how you can do with this.
I think I would run something closer to this. It's only a few armor and ammo locations, but I do like the concept. I think a 5 star rating is not out of question.
Hi Brutal Fury, you asked for my opinion. Well, i like the concept. It's something inbetween the AS7-D-DC Evil Dude Mk III and the "Interceptor". But i think in real combat it has two flaws - 4 different Weapontypes leading to difficult/confusing usage and limited remaining Tonnage for either Armor or Ammo. How do you put the weapons in weapon groups? This here is my version: More AC5.Ammo, less Streaks. Tweaked Armor Ratio. I think this build is designed to be a Range-Fighter and only use the Streaks for Defense, so imo it's ok to have only 1ton Streaks. I think it's a good build, no question. But compared to the AS7-D-DC Evil Dude Mk III it's apparently inferior. No jam, but also no AMS and less Ammo/Armor. Have you tried this already?
Despite your request for my opinion I can only add so much now after all the other responses. Blagg's reworked version looks as good as this kind of hybrid can probably get. He also hit the nail on the head. Handling 4 weapon groups in the heat of a battle is pretty difficult. It probably works if you can manage those groups - and including SSRMs certainly helps here as well - but I guess many pilots will fare a lot better with a maxiumum of 3 different weapon systems or weapon groups. Beside the problems already mentioned there's another issue arising when combining different kind of ACs: bullet speed. When not firing at an enemy directly in front of you you'll have serious difficulties in leading your shots because of the different bullet speed. I like the concept of combining 2 different ACs, but only found combinations including an AC2 to be ultimately playable. Here are several builds I tried in spring / early summer 2013: It's pretty easy to lead with the AC2. This build is a variation to the classic brawler builds mounting an enormous STD350. Looking at it nowadays I find it to be extremly lacking because it seriously misses ranged punch. This thing was a monster on the battlefield for obvious reasons - before the introduction of the big maps, starting with Alpine in early summer 2013. Today? Not so much... it's a very slow mech without any ranged punch. Still fearsome on the original small maps, but pretty helpless on Tourmaline, Alpine or especially Terra Therma. The introduction of Alpine was one of the main reason I started to look at PPCs and LLas for the DDC's energy Hardpoints. Here the AC2 can be used in combination with the LLas for fighting at long range. Switch to the AC20 when closing in. Heat is definitely an issue here. The combined conclusion for each of the builds shown? Every single one of them would probably be better when skipping the AC2 and focussing on the other weapon systems or a bigger engine instead.
Thank you gentlemens , for having submitted their views ; through dialogue we can expand our knowledge . I will then comment on some points too ... * First things: I think the combination " AC/10 + AC / 5 " work as a single weapon . Yes there is a difference in the speed of their projectiles , but in practice it is insignificant ( 1100 m / s for AC/10 and 1300 m / s for AC / 5 [ only 13 % ] ) and will not make any difference in most situations . So , in my mind , I have to manage only 3 different types of guns (six different groups , single trigger button) . Pragmatic. * I think Atlas is in a very safe transporting ammunition in his arms ,however , torso and head are more dangerous storage sites. * The armor is already at a safe level . * An Atlas D - DC does not need AMS : the game is rich in coverage , and because of that , the LRM 's represent only a moderate threat ( including your team) . * The combination " AC/20 + AC / 2 " is not as good as, in this case differençe velocity between projectiles is very large , its main defect. * The use of " 2x AC / 5" sounds boring. * The combination " AC/10 AC + / 5 + 3x SSRM 's " have a high sustained DPS : 8.48 , may be triggered by a long period against nearby targets . Closely, the " 2x Llas " are used only if exist conditions thermal for this. This combination " AC/10 + AC / 5 + 3x SSRM 's " smashing targets very fast , with amazing visual effect ! Well, I suggest readers to experience the KOOLOSSUS (your version, of course) on the battlefield and see for yourselves ... Thanks for everything, see later frends .
As said before already it's a good and powerful build. But i see the Double (U)AC5 builds more effective - you can combinefire LLasers and Ballistics much longer at long ranges, has more Bullets for the same Weight for Ammo (crucial in long epic battles) plus more Armor and can have AMS, which is always good. It's a solid 4 of 5 stars for me.
Blagg you are a great designer and I highly respect your opinion, however, you omitted some positive characteristics of "Koolossus" in comparison with the "Evil Dude MK III". 1º (No Jam), 2º has a major alpha strike, 3º has the most DHS (15), 4º is more easier to use, 5º is more fun (because AC10 + AC5 requires less concentration to use) and 6º Both, the AC10 as AC5 have more accuracy than the UAC5 (go to MWO site and see the statistics of these weapons). The combination "2x UAC5" has a major (most) DPS, but to take advantage of this, the user would have to use them almost perfectly (avoiding jam and firing as fast as possible, which is very difficult). Well, in my mind I think what both builds are more or less equivalent, each with its positive and negative aspects ...
Hi BRUTAL FURY, hmm you have some good points. Compared to Double UAC5, your Ballistic Mix has indeed a higher DPS + Alphastrike. But you have slightly different projectile Speed, making the aiming at distant targets a bit more difficult - having less pinpoint, don't you think? Just imagine you have a Target at 500-600m range. Combinefired UAC5s is superior in that point. At Targets below 270m your Mix compensates this with more Alphafirepower & DPS. Even if the UAC5 jams, you should also consider it's Ability to Doublefire by Doubletabbing, which can make massive Screenshakes. I find AC10+AC5 Mix is to the contrary more difficult to use and requires more concentration, especially at distant targets. The UAC-Flaw (Jam) is annoying, but the Gun itself is not difficult to use. Just needs to be a little bit lucky. As said before, i never doubted the Power and Effectiveness of this build, but compared to the other similar loadouts, it has a bit lower Arm.Armor, 1 ton less Ammo (e.g. Streaks) and lacks AMS, which are three things, which can give you a Bonus, when you (+ your team) really need it. Don't you think? Blagg
Hello Blagg and frends! The 2x UAC5 are also difficult to use (avoid jam, but, shoot as quickly as possible, to get the advantage of these weapons DPS [2x UAC5]). Of course, using 1x AC10 + 1x AC5 together also presents difficulties (differences in the speeds of the projectiles), especially against the lights and fast mediums at larger distances, at this point you Blagg and Aylek are absolutely right. Well, it has been a privilege to discuss with you friends, thank you very much for the time, energy and knowledge expended to clarify this and other questions. I think that readers of this post have also liked because many important aspects were analyzed, perfecting our knowledge of the game. Ty and all the best to all.
This last nerf was of "embitter". Decreased the speed of the projectile AC10. But I keep using to devastating effect!! The next victims of "Machete" should be the AC5 and AC2 ... (Muhaha).
I would also comment on the modules used by me: ADVANCED ZOOM, CAPTURE ACCELERATOR, ADV. SEISMIC SENSOR and IMPROVED GYROS. Last thing: test before, after judge.