Inflatable Fish, on 20 May 2014 - 12:28 PM, said:
something like this:
TBT-7M "Almost Hero"
the 1.5 free ton is the missing streak launcher in the RA.
You've got less than ten shots per ASRM launcher and no ECM penetration for the Streaks - that configuration looks like it's just asking for trouble to me. I'd rather go with something along these lines, meself:
95% Stock Prototype
Three tons for eight tubes is an order of magnitude better than two tons for twelve, and you tend to get better performance out of SRM-4s than SRM-6s anyways. Also managed to shave some armor off the limbs and face to pack the Beagle probe from the stock version back in there, though I couldn't find enough weight to get that fifth jump jet. Still only one ton of ammo for the Streaks, but that's worth 25 shots from each launcher. Should be mostly sufficient for helping deter ECM noids...but honestly? Not sure I want to mix launcher types at all on this sucker
Instead, I present A Funny Notion.
Yes yes yes, I KNOW. Hear me out.
For two tons and two slots over the weight of dual ASRM-6, you get the same SRM alpha as a dual ASRM-6 set-up, but with 9.34 DPS rather than the 6 DPS of the ASRM-6 set-up. The quicker cycle times on the launchers lets you engage faster targets better, and also means that you can correct bad aim quicker, or take advantage of momentary lapses in the enemy's guard more reliably. The arm-mounted launchers are also more nimble for brawling or fast striking than torso-mounted launchers are, without losing the ability to aim entirely the way Streaks do.
Alternatively, with 2xSRM-4 and 2xSRM-2. Your launchers are innately accurate enough to try and run without Artemis altogether, which could let you try something more like this. In this case you get the fifth jump jet, as well as getting the AMS back. You can either keep the original medium pulse lasers if you prefer the higher accuracy of the pulse beams, fit two extra derple heat sinks as I did there, or even drop a derple heat sink in exchange for a second ton of AMS ammo to provide the system some unexpected longevity. You still get all the same alpha as the dual SRM-6 machine as well as the increased DPS and responsiveness of the Artemis version, but trade some missile accuracy out for the support systems we had to rip out of the Artemis-equipped version.
In no version do we deal with Ghost Heat, or the bone-scattering effects of SSRM launchers. I'm honestly highly intrigued by the possibilities and intend to patch the game and crack open me wallet as soon as I get home here.