XL-190 engine, ECM, endo-steel structure, ferro-fibrous armor, standard heat sinks, 3 srm 4s, one small laser, two tons of ammo, and 160 armor (strip most of it from the head maybe a point or two from each leg or left arm, whatever you feel is best). Basically, you need the small laser for when you invariably run out of ammo, you need standard heat sinks so you have the crit slots to put ferro fibrous armor on AND get the laser plus the 2 tons of ammo. With double-heat sinks AND ferro, you run out of crit slots thanks to the 3 useless heatsinks it forces you to put on there to get to the minimum of 10. Believe it or not the heat isn't as horrendous as it will read in the mechlab (ok well it blows on the hot maps but like hey theres only like a 25 percent chance of that happening lol), you shouldn't ever get into a protracted fight or be dueling firestarters in a commando anyway, but when the time comes where you have an opportunity or are forced to fight, you need to be able to hurt them a little. This build does that. Before today I would have never driven such a thing......but those srm4s are mean now that they fire so quick and with a IS srm 4 range mod level 5 on there, your srms now go out to about 340 meters!.
Now granted, you could drop one srm 4 rack, go max armor, upgrade to a medium laser, and fit another ton of ammo on but you'll have to ditch ferro and maybe a half ton of ammo, and go double heat sinks.......but it depends on your mentality, if you don't expect to live long and you want a higher alpha my weird build works, if you look at it as maximum damage you can put out based on your ammo limitations, then you might as well do the latter build. I just wanted to prove you can still do crazy **** with the new quirk system supposedly "locking" you into certain things for each mech. Typically with the standard heat sink build in the group queue I averaged a kill and between 150-350 damage.
Edited by Scrotacus 42, 05 November 2014 - 12:18 AM.