3xnihilo, on 16 February 2015 - 10:33 AM, said:
1b probably works well, but given the option of the 1b or the tdk, I take the tdk. Same boat as the the LCT 3m and 1e with the upcoming quirks. There will be good builds on the 3m but the 1e will do it better. Commandos suffer most from the hard points in my opinion. Being missile heavy is tough on such light mechs. You can't carry enough ammo to boat lrms and srms are too heavy to maintain good speed-ammo-missile tube ratios (so you can rarely take advantage of their top speed). Also, srm's are hard to quirk. Cool down and heat generation are the only ones that mean anything (and mostly that just means you use ammo faster) because srms already shoot further than they are effective because of the spread. This all means at the end of the day if you want lots of hard points and high alphas/speed you go with Locusts and if you want mobility/ecm you go with spiders. . . although I am not sure that spiders are really that great now that you have the PB for ecm and Firestarters for jumping harassers. Sad, because I love all of the <35 ton mechs, but it is hard to find a reason other than "just because" to run something other than a locust in that level. . . and honestly I think Firestarters are the only really practical light if you are just going for most damage/best longevity.
QFT!
Another srm quick that would be very very usefull would be "velocity" quirk.
Anyway srm, ammo dependent, is not tailor made for a light, and spl/mlp are a lot easier to use.