So now that quirks are here I started in order on my mechs.....Commandos are first up, I will say first off that for me at least, ECM allows me the luxury of not having to be quite as fast, I play my COm-2d to provide ecm for my team and to chase stuff that gets in our midst, or to BRIEFLY chase something that's trying to run away. I use the XL-190 in the COM-2d as its the only way to get any appreciable firepower on it (a 195 is slightly better but I don't care to spend the money for such a niche engine), plus IS streaks are just garbage now, too weak, you need to be able to put your srms where you want them. With the quirk pass, I have created probably the strangest damn mech in my whole hangar of 67 mechs.,
XL-190 engine, ECM, endo-steel structure, ferro-fibrous armor, standard heat sinks, 3 srm 4s, one small laser, two tons of ammo, and 160 armor (strip most of it from the head maybe a point or two from each leg or left arm, whatever you feel is best). Basically, you need the small laser for when you invariably run out of ammo, you need standard heat sinks so you have the crit slots to put ferro fibrous armor on AND get the laser plus the 2 tons of ammo. With double-heat sinks AND ferro, you run out of crit slots thanks to the 3 useless heatsinks it forces you to put on there to get to the minimum of 10. Believe it or not the heat isn't as horrendous as it will read in the mechlab, you shouldn't ever get into a protracted fight or be dueling firestarters in a commando anyway, but when the time comes where you have an opportunity or are forced to fight, you need to be able to hurt them a little. This build does that. Before today I would have never driven such a thing......but those srm4s are mean now that they fire so quick and with a IS srm 4 range mod level 5 on there, your srms now go out to about 340 meters!.
Edited by Scrotacus 42, 04 November 2014 - 10:15 PM.