Be capable of mounting an arm-based TAG with lower arm actuators (so you don't have to look directly at the enemy in order to hold lock/tag them, useful for direct fire which can lead to a sitting duck effect otherwise, where you look directly at the enemy allowing easy CT shots on yourself)
Be capable of mounting at least 20 total Artemis LRM tubes without significant sacrifices performance-wise (with faster travel speeds LRMs are more about a sustained, punishing barrage at medium ranges, ammo capacity counts for more than launcher amount. This is because the main penalty for DPS weapons - having to stay exposed - is greatly reduced by indirect fire. This does not mean chain fire - AMS counters LRM's very potently now.)
Be capable of mounting jumpjets (in order to clear small obstructions when launching or when needed to help maintain lock on their own)
Be capable of mounting at least 1 adequate self defense weapon without significant performance sacrifices, or a cluster of smaller ones. (You will need at least sometimes to be able to defend yourself up close. If you get an ER PPC then you can also cancel ECM for your team, and is a bonus all around weapon for most engagements. ER or normal Large lasers are also great, a single LPL might be adequate if a clutch of medium lasers is not possible).
Be capable of fitting a BAP without significant performance sacrifice (BAP increases detection range for when you need to spot on your own)
Be capable of mounting at least 1 AMS with 1 ton of ammo for counter-support (You will be relatively close to the enemy to ensure maximum LRM accuracy, probably no greater than 600 meters, which means your fire teams and brawlers will need additional coverage - and you are vulnerable to occasional locks and counterbattery as well.)
Be capable of moving faster than most assaults and heavies while maintaining effective armor coverage and heat efficiency (You're support, should be able to stay in range of your assaults and rendezvous if you get separated, as well as be generally survivable.)
Now, the heaviest mech which can meet or exceed all these requirements currently is.... The much maligned TDR-9SE
Here is the build I have for it; TDR-9SE
You can clear obstacles, move at a decent pace for a support role, defend yourself, counter ECM in 3 different ways, lock quickly and bring plenty of sustained firepower. You should be capable of making a good show at distances sub 400 meters and still be effective out to 600 or so. As a bonus, although I don't consider it required, you have a shield arm on the left for those situations where you just happen to get focused. This reduces some of the penalty of running an XL if you use it well. As icing on this cake, you also avoid ghost heat by using 2 launchers instead of a higher count.
So, what do you think, what mech would you use, what features would you look for in an LRM mech that is both survivable, effective, and leans primarily on LRMs for its damage?
Edited by Monky, 18 March 2014 - 05:17 PM.