MWO Light Builds

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#1 Tue, 08/14/2012 - 08:37
PoltegIce's picture
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MWO Light Builds

Break them out

 

LIGHTs'

Thu, 08/16/2012 - 23:41
Cyllan's picture
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This build is not awesome or a huge change from the base build, but it's relatively cheap (get an Atlas 7K, strip the engine & put it in this Jenner).

Founders Jenner:

300 XL engine

4 Med Laser

1 AMS

13 Heat sinks

5 Jump Jets

224 Armor

-----------------

I'm experimenting with a build that uses 2x SRM4 or 2x SSRM2, but haven't really nailed it down. Will post later.

Sun, 08/19/2012 - 08:30
KuruptU4Fun1976's picture
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Cyllan, having 5 jump jets over 1 jump jet gets you nothing extra. knock the JJ down and do some more HS..

Sun, 08/19/2012 - 10:10
PoltegIce's picture
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Thats  a bummer. I had assumed more jumps would mean greater thrust or at least more jj fuel.

Sun, 08/19/2012 - 10:39
Cyllan's picture
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It's true that currently there is no difference. My understanding is that at some point, they plan to implement something akin to the actual TT rules, so that 5 JJ will be better than 1. I didn't want to get used to a mech with extra heatsinks or whatever and then have to adjust to a slightly "worse" playstyle just because I had been making use of a loophole. I understand that I'm gimping myself a little bit by playing this way right now, but I'd rather be ready for it if/when they make that change, rather than have to adjust to a new heat limit or whatever.

(Of course, I'm also currently gimping myself by using a joystick + throttle, in the hopes that support for it gets better. I can play mouse + keyboard/throttle, but it just doesn't feel right.)

There is currently one use for having multiple JJs, which is that you have redundancy in case you get damaged.

Fri, 08/31/2012 - 13:15
CancR's picture
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My understang is that Each Jump set has it's own fuel supply, so the more you have, the more fuel for jumping you have.

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