Felio, on 29 July 2013 - 12:32 PM, said:
Someone on page 1 posited that the 4G had only the dubious advantage of being able to run two additional (1-ton) jumpjets. This, to my knowledge, is incorrect, as in the patch notes for the Quickdraw release the 4G is listed as having a 33% faster arm speed move rate as well as a larger range of facing for both the torso and the arms than the other two variants. If true, this makes the 4G the best suited for fitting a large engine, as drive-by style tactics are more effective with larger twist ranges and speeds.
Here's a source for the above assertions: http://www.nogutsnog...php?topic=355.0
The build I run on the 4G uses an XL360, two large lasers in the torso, SRM10, and medium lasers in the arms. I've seen quite a few builds on here throwing PPC's on the arms and that seems like a needless risk to me. Because the Quickdraw is so prone to being legged, I have peeled armor from the arms and left leg armor at maximum. So far this has worked well for me, as losing both arms amounts to losing just two medium lasers.
http://mwo.smurfy-ne...d74420ecc3e55fe
This build contains no jumpjets. A 55-ton mech may add jumpjets for 0.5 tons, while a 60-ton mech must use 1.0 ton jumpjets. Jumpjets are a pretty awful deal for 60-ton mechs: it would take 7 tons to give the 4G its full set. As a Dragon pilot, I am accustomed to not having them, and so this has not been an issue for me.
edit: For all my jumpjet hate above, I tried scaling down to an XL320 (you get one with the purchase of a Cicada 3M) and adding 5 jumpjets. It is perceptibly more sluggish, now moving around Hunchback speeds. However, I think the mobility added from the 5 jumpjets makes up for this. It comes down to personal playstyle whether you'd prefer to go 107 k/h or go 95 k/h but be able to circumvent hills, buildings, hop over enemy mechs, and so forth.
http://mwo.smurfy-ne...0029f96d6d3e0db
Edited by UrAllJerks, 01 September 2013 - 05:48 PM.