people have been experimenting with 3lpl + 3mpl on the awesome 9m;
this is my friend's build from last year, he uploaded a video in march (there was ghost heat still but he had no problems with it - deals over 1000 dmg)
https://youtu.be/sA29IxBobr4
this is another user, posting the same build to forums in may 2015
http://mwomercs.com/...-9m-wubmachine/
he's taking advantage of the lack of ghost heat now.
i tried this build multiple times since last year, and it was never convincing enough for me;
you can shoot 3 lpl for 31.5 dmg at around 450 meters give or take, as your main gun/weap.group -
and you have 3 mpl for 18 dmg as your secondary/backup and 'brawling' (when running hot) weapon..
or you can shoot everything for around 40% heat and 49 dmg which is not sustainable - you can do it a couple of times before you're running real hot. and if you miss that shot then god help your soul!!!!
however to me, it seems like aiming 3lpl with torso is a bit slow for delivering only 31.5 for that ammount of heat - even without ghost heat is not that great to be honest. the range on 3 LPL is also quite limited, it seems at around 500 meters you're already doing very little damage, and with the range module that increases 10% to like... 550? i know some people can do great with it, but it's not my cup of tea not being able to respond fire past that range.
it seems though, that after a while - experimenting with variations on this build, i came up with something that has more synergy to it's weapons and more range, with a sustainable 39 pinpoint main weapon group. (as opposed to main weapon 31.5)
funnily enough, the secret was in downgrading the third LPL for a ERLL (and i added a srm4 for extra punch) and optimizing the usage of modules here.
if you fire 1erll + 2lpl, the range goes well into the 600 numbers with good damage, since the erll is covering for the range dropoff there, for only 1.5 less dmg.
if you fire 2lpl + 3mpl, you dont get any ghost heat - in fact you get low heat all around for a 39 dmg pinpoint close range blast, and you can make them have almost exactly the same cooldown for the 5 pulses when using modules.
Spoiler
to illustrate - this is testing grounds; look how the 5 pulses shot at once cool down almost at the same rate, with only 14% heat buildup once the weapons cycle time is over - also, one or two minutes later, you can see how the 2lpl + erll work at ~600 meters (596 meters in the video), takes only 1 shot to rip a leg off a light mech at that range or blow a sidetorso. (minute 2:12) [well with stock armor values anyhow but what do you want it's the testing grounds...]
i know people don't like my builds, and they like to have only 1-2 weapon groups and only 2 ranges to work with (still not entirely sure why) so this build is not for everyone.
but for all practical purposes, this is clearly superior to 3lpl + 3mpl. it just is. (unless you're always alpha striking all pulses with 3lpl + 3mpl, but that gets hotter than what i'm proposing here - it's just not sustainable fire!)
i recorded a random match, even though it's not a particulary high damage match (have gone well over 1000 and often do 900+) i do take on a few mechs in this video and come out with 6 kills (although that battlemaster should have killed me if he hadn't changed targets for my leg)
if you torso twist between 39 alpha blasts (even though i sometimes forget to twist lol), this build really comes into it's own
EDIT: oops!! smurfy build to prevent sad pandas:
http://mwo.smurfy-ne...3c831e4507c732b
you can get rid of srm4 for more heatsinks, i just like to have that extra punch or low heat brawling tool when running hot.
Edited by Mazzyplz, 31 May 2015 - 12:48 AM.