Spheroid, on 20 December 2013 - 06:43 PM, said:
Large lasers are better with that speed profile than a mixed armament. Something slower needs mixed and something faster should boat mediums. Quickdraws of all stripes are going be engaging and controlling medium range distance in many fights. The TAG is to help the team take down DDCs and to max his match score. Also my build doesn't require making any structural changes or engines alterations since cost may be a factor.
I can respect that, but I'd prefer more sinks instead of a TAG, as the build itself doesn't have any LRMs to benefit from it. Of course, this depends upon if you PUG (random groups) or join a team (even one other person, probably with LRMs that you help support with TAG). Using the TAG to cut through ECM is only so effective without LRMs (gains you target data really, and maybe a rare support to LRM allies, AKA TAG bonus).
Large lasers are best when you are at range, which shooting farther away isn't bad for any build. However, with the speeds that most Quickdraws can get, combined with jump, you are going to be able to close in if you desire. Med lasers are well for that, don't weigh much, and if they can be stacked can be very intimidating to down right deadly. Breaking it up also avoids Ghost Heat, as you gain ghost heat with more than two large lasers. This also breaks up your weapons into two distinct groups, one for long range engagements, and the other primarily for short range work. This can assist with keeping a mech cool, with only a little self restraint. If you are running hot, but can duck and hide a little, 4 med lasers do 20 damage for 16 heat. If you are hot and can't get into cover, you can cool more by cycling just the large lasers, which the pair does 18 damage for 14 heat (provided whole beam duration is on target of course). As long as you only fire one group or the other, you will eventually cool down. With a little more skill, you can keep the two groups shooting at around 1.5x their cool down in tandem, keeping you with a stream of damage and running the hot "I'm about to shut down" line. If you need to, shoot just one system (whichever is best for range, probably Large Lasers if they are on your arms) and you will cool off enough to be able to shoot the second before too long.
I do commend and like the idea of making a build that is cheap and can work on any variant. What I tend to do is save up for an XL engine (in this case) before moving on to other Variants, then I will just shift that single XL engine across all versions of the mech, until I can at least afford to buy one for all of them (if I'm going to keep them all). Upgrades such as FF and Endo are not necessary, especially when you start, but they are helpful and come recommended (same with DHS).
I do agree of course that suggesting a standard engine can be very helpful (the stock engine if possible), as it is cheapest and can be done right from purchase of the mech. I'm mostly not agreeing with the third large laser (especially with ghost heat and a new player) and the TAG system with no LRMs to accompany it. Standard armor, structure and stock engine are solid recommendations to a new player to start. Though, I do think it is also good to make builds for "right now" and an "advanced build to look forward to when you can afford the upgrades". (I hope I'm making sense here, and that you understand what I am trying to say and take no offense, as none is being directed nor meant.)
Sorry for the lengthy post. I think this just might be a difference of experience and personal playing style. I just think that avoiding Ghost Heat, especially for new players, is more recommended.