Difference between revisions of "EBJ-B (Skirmisher - 6)"
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− | + | ==BUILD:== | |
:[[File:EBJ-B Skirmish 2F.png|border|800px]] | :[[File:EBJ-B Skirmish 2F.png|border|800px]] | ||
− | + | ==SKILL TREES:== | |
− | * | + | *Operations Tree: [[Operations Skill Tree (Config - 03) - 11 Nodes]] |
− | * | + | *Survival Tree: [[Survival Tree Heavy (Config - 09) - 26 Nodes]] |
− | * | + | *Mobility Tree: [[Mobility Tree (Config 05) - 21 Nodes]] |
− | * | + | *Firepower Tree: [[Streak Missile (Config - 01) - 33 Nodes]] |
− | |||
+ | ==COMMENTARY:== | ||
− | + | Slightly better than [[EBJ-B (LRM - 1)|LRM build]] with some drawbacks. | |
− | + | ||
− | 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. | 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. | ||
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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. | 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. | ||
− | [[Category:Ebon Jaguar - EBJ | + | [[Category:Ebon Jaguar - EBJ]] |
Latest revision as of 13:39, 11 December 2018
BUILD:
SKILL TREES:
- Operations Tree: Operations Skill Tree (Config - 03) - 11 Nodes
- Survival Tree: Survival Tree Heavy (Config - 09) - 26 Nodes
- Mobility Tree: Mobility Tree (Config 05) - 21 Nodes
- Firepower Tree: Streak Missile (Config - 01) - 33 Nodes
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.