Nope. A single jump jet will get you anywhere you need to go - you get three seconds of thrust from your first, then 1 additional second for each extra jet. The first one is very worthwhile, but after that at 2 tons each, it's ugly.
I'd prefer:
HGN-733C
2 UAC5 (vastly superior to AC5's; far higher DPS even accounting for jamming, and more importantly more than twice the burst damage)
2 LL's - Comparable to twice the ML's, but able to inflict harm alongside the UAC5's. What's more, the UAC's and LL's synergize well: In the around the LL's burn time, your UACs can fire 4 shells each - 40 damage worth. A pair of AC/5's will do 10 damage in that time. So, you fire both, then twist while your UAC's unjam and your LL's cooldown.
3 SRM4's - mine are working fine, no problem with dribbling missiles. 4's fire tighter than 6's, and faster.
STD300 - good speed,no XL popping issues
1 JJ - massive movement options increases, at a minor investment.
Not a lot of ammo, but here's the thing: If you take more ammo than you need, you throw away tonnage. This is enough to do 575 damage via ammo alone, then your two LL's - so you should be pulling around 800 damage done before ammo is a concern. At that point, you should be seriously practicing your accuracy rather than bringing more ammo.
Use the LL's for "Maybe I'll hit something" shots, and open up with the UAC's when you get a good bead. Stay at medium range initially (inside the optimal range for both the LL's and UAC's), then push in closer later and open up with the SRM's. Wide open, this mech outputs over 20 damage per second. That's a brutal, brutal amount of firepower.
Edited by Wintersdark, 06 September 2013 - 04:38 PM.