JM6-DD Mister Plinkee (6x AC2, XL240)

Thread in 'JM6-DD' started by Truck Thunders, Mar 19, 2013.

  1. Vlad3060

    Vlad3060 New Member

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    With the bare minimum of 10 HS, I'd bump the engine size down one ton and remove a ton of ammo
     
    Last edited by a moderator: Oct 8, 2014
  2. Marec

    Marec Well-Known Member

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    Did you test it ? From the looks of it I'd say you're getting very hot very fast - probably fire those lasers in addition to the ACs once is enough. And getting the heat down might become somewhat of a problem. For being that heat critical it's not really delivering much of a punch, neither Alpha nor sustained.

    Edit: Who voted this a four star, when the original build couldn't even launch from the mech bay, missing heat sinks ?
     
  3. Hellhound

    Hellhound New Member

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    I totally didnt really pay attention when refitting the idea LOL. You're so totally right.
     
  4. Cthulu Jr.

    Cthulu Jr. Well-Known Member

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    Here's my take on it;



    450*2=900 potential maximum damage. Assuming you hit with 75% of your shots, that makes 675 damage you could do.

    If that, plus the cockpit shake, is not enough for you to turn the tide of a fight, pick a different mech build.
     
    Last edited by a moderator: Oct 8, 2014
  5. TheStrider

    TheStrider New Member

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    Here is my iteration that I've been running:



    The reasonf or the 210XL is that I already had one. :)
     
    Last edited by a moderator: Oct 8, 2014
  6. Michael

    Michael Grand Poobah

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    I've cleaned this thread up and changed the OP loadout slightly since you can not launch with 9 HS.
     
  7. MadTerrapin

    MadTerrapin Junior Member

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    Yup. One of the funniest moments in the video. Classic.

    MT
     
  8. m0thm4n

    m0thm4n Active Member

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    Do these macroed 4+ AC/2 builds still work with the ghost heat? I haven't seen many around lately.
     
  9. The Verge

    The Verge Moderator Staff Member

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    they have been modified to .55 to get rid of the ghost heat.
     
  10. LordGeom

    LordGeom New Member

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    Gotta love the min/max of this build...

    I saw a little room for improvement in the build.



    Take the the 2x C.A.S.E. out, you don't need them if you spread the ammo around. Ammo explosions are only 50% dmg in legs and arms.

    UPGRADES:

    Speed - Added 4.1 KPH. Your going to want this added mobility on the field. Chances are you'll fire till max heat, then need sometime to cool down. Why not also move, keeping the enemy guessing, increase your survivability.

    Heat - Added 1% Cooling. Now 10 DHS are inside your engine, giving you 2 HPS cooling each instead of wasting the 10th outside your engine in you ST. That's 3 slots gained and .6 HPS cooling with the DHS in the ST that you don't lose.

    Armor - Added a half ton of armor and redistributed the armor around the STs which will be the focus of all fire from experienced pilots familiar with Jager builds.

    Damage - These improvements also slightly add to your sustained DPS a round 1/3 of a DPS sustained. In an even turn, this might be the factor keeping you in the fight and your enemy down.

    Options - You can do several things by gaining that extra 1/2 ton. Including dropping another 1/2 and putting more ammo. Take some distance shots when you get them. 525 rounds of AC2 DMG will produce a maximum of 1050 Total DMG. 75 more shots and 150 DMG will make any mech a little soar, stressing the pilot and suppressing their fire. I see extra ammo as a bit of added defense.
     
    Last edited by a moderator: Oct 8, 2014
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