Personally I think you are trying to make this mech do too much.
Artillery is support function because it
supports other units and requires other units to
support it. The 'pure units' you hypothesize lack spotters which renders all but useless artillery's biggest advantage, its range. Ideally the enemy should come no where near your artillery units, usually because they are stopped by front-line troops or at least a security detail. This mech tries to be its own security, which means that when the enemy artillery-hunters come for it, it will be too busy to throw artillery missiles. Also, while its speed is not unreasonable for an assault mech of its tonnage, it lacks the ability to quickly displace itself in event of counter-battery fire.
The secondary (non-artillery) weapon fit looks pretty good though somewhat light for a (non-artillery) mech of this size, and the SRMs seem more of an after-thought. With the way I use artillery mechs in TT, I cannot help but consider the massive secondary battery to be a waste of tonnage, however. Likewise, the way I use most assault mechs the mass devoted to the artillery system and ammunition is at a loss.
I do, however, see possibilities. For example, make this an OmniMech--I assume you used all clan-tech since you did not specify which faction supplied the chassis and engine, but even if you did not the IS has long-had Omni-capability at this point in time.
Lancea-Prime. Strip out the secondary weapons to fit in a second Arrow IV system. That gives you fourteen tons to stock up on ammo and still fit in a decent secondary battery. Also consider a supercharger as base equipment, and/or AMS (perhaps multiple AMS) to protect against counter-fire (This will not do much for tube-artillery, granted, but those I play with often treat standard direct-attack Arrow IV missiles as 'single fire missiles' for determining AMS). If you use Laser AMS they can be used as micro-pulse lasers per
Tactical Operations.
Lancea-Alpha. Go the opposite route and strip out the artillery system and ammunition to make this a long-range direct-fire mech that can support your main thrust, or as an escort to keep the enemy away from your artillery mechs. This gives you sixteen tons that can be devoted to additional weapons, ammunition, and heatsinks. Beef up the SRMs, perhaps carry two SRM-6 each with a ton of ammunition, to serve as your close-in weapons. I liked the inclusion of the targeting computer, so retain that to make your long-range weapons more effective.
Lancea-Bravo. Strip out everything. The Prime is your longbow, and the Alpha your spear, this is your close-up in-your-face battle-hammer. Perhaps one or two weapons with longer ranges, but its primary focus is the short-to-medium range brawl. Its job will be pushing home the final assault that breaks the enemy lines and should be treated as such. Dual Ultra AC-20s come immediately to mind.
Lancea Charlie. Battleax to Bravo's battle-hammer. This is the close-in escort for those Lancea-Primes, and again focuses on the medium-range. Consider what units most often go after artillery and plan your weapon load-out to give these a very bad day. Also, remember that the enemy may have air-cover. LB-X-series autocannons give you options of both slug and cluster munitions (assuming the Primes cannot spare ton of ammo to carry some anti-air missiles).
Just an idea, but why have fun designing one weapon load when you can design a
dozen?
For that matter, how many torpedoes could one of these carry for underwater combat?
And as someone mentioned cost--the base model that you designed costs LESS than the Naga, the Clan Wolf purpose-built artillery mech.
Edited by Kael 17, 11 March 2014 - 09:13 AM.