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

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(Created page with "''BUILD:'' :800px ''SKILL TREES:'' *Mech Operations Tree: TBD *Armor Structure Tree: TBD *Agility Tree: TBD *Firepower...")
 
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''SKILL TREES:''
 
''SKILL TREES:''
  
*Mech Operations Tree: [[TBD]]
 
  
*Armor Structure Tree: [[TBD]]
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*Mech Operations Tree: [[Mech Operations Skill Tree (Config - 4) - 11 Nodes]]
  
*Agility Tree: [[TBD]]
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*Armor Structure Tree: [[Survival Tree Moderate (Config - 4) - 17 Nodes]]
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*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]]
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*Firepower Tree: Grab Missle Rack, range, and heatgen nodes. Duration will help with cERML duration if possible. High Explosive is also nice to have.
  
*Firepower Tree: [[TBD]]
 
  
 
''COMMENTARY:''
 
''COMMENTARY:''
  
TBD, why would you do this to a poor EBJ. You're a monster. Still better than LRMs though.
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Slightly better than [[ |LRM build]] with some drawbacks.
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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.
  
 
[[Category:Ebon Jaguar - EBJ]] [[Category:Incomplete]]
 
[[Category:Ebon Jaguar - EBJ]] [[Category:Incomplete]]

Revision as of 18:03, 12 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.
  • Firepower Tree: Grab Missle Rack, range, and heatgen nodes. Duration will help with cERML duration if possible. High Explosive is also nice to have.


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.