Blackjack (BattleMech)

The Blackjack is a maneuverable, if slow, medium class BattleMech. So using those jumpjets and sticking with the group is key. For more on this sort of build, check out the Laser Vomit guide. I prefer this to the original, but I can understand why someone would be hesitant. Overview [ edit edit source ] The Blackjack is a maneuverable, if slow, medium class BattleMech.

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This build is fantastic for any sort of hill-humping and right-side corner-peeking, and can play it at all sorts of ranges. It can poke with the group just fine for sure, but if you manage to get a good wide angle on the bad guys and are able to hill-hump or even sort of poptart, you can do as much good for your team in disruption as damage.

For more on this sort of build, check out the Laser Vomit guide. The speed is kind of a detriment, but the quirks are great and it can really make it work with a m range.

This is one of the places where the awkward engine cap comes into play — if it was a or it could be really badass. This is the build meant for the BJ-3 by the quirks, and it really does work for it. For the most part, this plays like an ordinary poptart. For more on Poptarts, check out the guide. This gives up the high mounts, asymm, backup weapons, and some heatsinks, but it is a bit more durable.

If you are having trouble with the XL vulnerabilities, may as well give it a go. I prefer this to the original, but I can understand why someone would be hesitant. Can also run it symmetrically if you fancy that sort of thing. Keep your aim steady for the full beam duration to make sure you can really open up your target, and just keep up the DPS.

And oh boy is it good. Really, this is just such a solid build all-around. Just poke like mad and keep up the long-range DPS. For detailed info on playing Laser Vomit, check out the guide. This version gets a hefty bit of extra mobility through quirks and a slightly larger engine, but it has much lower hardpoints which I find unappetizing.

This plays a lot like the BJ-3 build above, with the main difference being that it focuses more on general low-mount poking as opposed to hill-humping and the like. So yeah, triple ERLL is a bit wimpy, but the Arrow pulls it off pretty nicely with the crazy duration quirk.

This is the sort of build that would be really cool if MGs were at all worth it. Pretty similar in most ways to the original, but gets a fair bit of extra power and range from the XL.

Try both, and see which works better! Was really surprised by the effectiveness. Almost all configurations feature Jump Jets and four Medium Lasers. The primary weapons change through all the different models.

The BJ-1 carries a mix of energy and ballistic hard points spread across its arms and torsos. The arm mounted weapons are quite high on the chassis, and will allow you to fire while mostly concealed behind cover. The ability to mount Jump Jets helps to offset the low top speed of the 'Mech. Read this 'Mech's full page here. It features a modified loadout when compared to the Blackjack BJ-1 , but it has the same hardpoints. It also shares the same efficiencies as the standard -1 in the Pilot Lab tree.

Mobility and heat efficiency are reduced slightly, but the design has more overall firepower. The BJ-1X was the original prototype of the venerable Blackjack. It was designed as a scout hunter, carrying four Flamers and four Medium Lasers.

No Jump Jets were fitted on this model. Later changes gave way to the production Blackjack BJ However, this presents a potential heat problem since all of the weapon hardpoints are energy based, similar to the Blackjack BJ-1X. The Arrow is the Hero version of the Blackjack and features a machine gun based load out with an additional Large Pulse Laser.

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