https://mwo.nav-alpha.com/mechlab?b=93c45405_BAS-B Group 1 - 3x ATM 12 (about five ghost heat) Group 2 - 2x ATM 9 and 1x ATM6 (zero ghost heat) Group 3 - chainfire Do not alpha! Very good positioning required. Alternate with more long range. https://mwo.nav-alpha.com/mechlab?b=7671817b_BAS-B Start with LRMs, finish with ATMs as range closes. Remember ATMs no longer do 3 damage at 120 - 270 meters. ... 0 - 120 meters: 0 damage/missile 120 - 245 meters: 2.5 damage/missile (down from 3) 245 - ~480 meters: 2 damage/missile (should be, had to eyeball that one from the in-game graph) ~480 - 1100 meters: 1.6 damage/missile (up from 1.2)
Insane but I love it. BAS-A might be interesting with the ECM + JJ in the CT. A single JJ can sometimes make the difference between getting your missiles to clear low obstructions, especially the arm mounted launchers.
Reworked the LRM and ATM hybrid for -5% heat from arm quirk. https://mwo.nav-alpha.com/mechlab?b=bcb81e7a_BAS-PRIME
https://mwo.nav-alpha.com/mechlab?b=621b9544_BAS-B Added back a heatsink after this match. Was cored and pushed it a bit too much. The minimum range of ATMs has been shortened. Be careful for friendly fire if someone passes in front of you... ...or if your team is attracted to red smoke.