Difference between revisions of "EBJ-B (Skirmisher - 6)"

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*Mech Operations Tree: [[Mech Operations Skill Tree (Config - 4) - 11 Nodes]]
 
*Mech Operations Tree: [[Mech Operations Skill Tree (Config - 4) - 11 Nodes]]
  
*Armor Structure Tree: [[Survival Tree Moderate (Config - 4) - 17 Nodes]]
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*Armor Structure Tree: [[Survival Tree Heavy (Config - 4) - 26 Nodes]]
  
 
*Sensor Tree : Focus on getting Target info gathering and target decay, 2 points of radar deprivation will also help in some circumstances.
 
*Sensor Tree : Focus on getting Target info gathering and target decay, 2 points of radar deprivation will also help in some circumstances.
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*Agility Tree: [[Agility Tree (Config 6) - 19 Nodes]]
 
*Agility Tree: [[Agility Tree (Config 6) - 19 Nodes]]
  
*Firepower Tree: Grab Missle Rack, range, and heatgen nodes. Duration will help with cERML duration if possible. High Explosive is also nice to have.
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*Firepower Tree: [[Ballistic (Config - 3) - 33 Nodes]]
  
  
 
''COMMENTARY:''
 
''COMMENTARY:''
  
Slightly better than [[ |LRM build]] with some drawbacks.
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Slightly better than [[EBJ-B (LRMs - 1)|LRM build]] with some drawbacks.
  
 
Somewhat heatcapped and short on ammo due to ATM's ammo per ton. DO NOT SHOOT PAST 500M WITH YOUR ATMs, the damage drop off from 2 to 1 damage happens at this range. Ideally you want to sit between 200-400m to get the maximim effective value out of all your weapons.
 
Somewhat heatcapped and short on ammo due to ATM's ammo per ton. DO NOT SHOOT PAST 500M WITH YOUR ATMs, the damage drop off from 2 to 1 damage happens at this range. Ideally you want to sit between 200-400m to get the maximim effective value out of all your weapons.

Revision as of 15:12, 15 August 2017

BUILD:

EBJ-B Skirmish 2F.png

SKILL TREES:


  • Sensor Tree : Focus on getting Target info gathering and target decay, 2 points of radar deprivation will also help in some circumstances.


COMMENTARY:

Slightly better than LRM build with some drawbacks.

Somewhat heatcapped and short on ammo due to ATM's ammo per ton. DO NOT SHOOT PAST 500M WITH YOUR ATMs, the damage drop off from 2 to 1 damage happens at this range. Ideally you want to sit between 200-400m to get the maximim effective value out of all your weapons.

Remember ATMs fly flatter than LRMS and you'll be more likely to be hitting teammates for 3 damage per missile in the back. Hold your fire unless you've got a clear line of sight.