http://mwo.smurfy-ne...7065402ecc0d23d
The idea was that the pulse lasers do more pinpoint damage in a shorter period, equating to higher sustained movement and more forgiving to aim for high ping/newer players, lowering to the xl 285 only costs you 4.6 kph (still above 130 kph), you lose 1% heat efficiency from one less heatsink, BAP makes for quicker streak locks, and in my experience (in pugs) you hardly ever go through a full ton of ssrm ammo.
As I am cheap (poor), I have not tried this build myself. This is merely theorycrafting but if someone already has the components and would be willing to give it a try I would really appreciate it.
Thoughts?
*Update*
I gave this a try a few days ago and I liked the improvements a lot however, I knew I could do better.
http://mwo.smurfy-ne...c5ea1b8ca93cfe2
This bad boy is amazing!
I know what you are thinking... this looks like one hot build. However, if you chainfire the streaks, you can put out almost full dps even on a hot map like Caustic Valley or Tourmaline Desert with the occasional 1 second break after cooldown/recharge. The 3 mplrs more than make up for the spread from chaining streaks, and they absolutely wreck other light mechs without the massive overheat threat of a ppc/lrg laser/3 mlrs. The chained streaks also have the added benefit of increasing the shake duration for the guy getting hit, reducing incoming dmg considerably. Honestly, I haven't even noticed the loss of the BAP. The mplrs easily make up for the loss of reduced lock time and for whatever reason BAP doesn't seem to "counter" enemy ECM. I still can't lock streaks (won't even attempt to form a lock) without going to disrupt mode or blowing off a side torso.
Edited by J4G0, 07 June 2013 - 02:22 PM.