Me, being a fan of a LOT of less common chassis (i.e. Trebuchet, Kintaro, Commando, Panther, Orion, Quickdraw), decided to get the final Panther variant after cleaning out a few unneeded 'mechs for poor man's c-bills. This is what I came up with:
PNT-10P
Engine: XL 235
Chassis: Endo-Steel
Armor Type: Ferro-Fibrous
Heat Sinks: Single
Armor Values:
Head: 10
CT: 40
RCT: 4
RT: 30
RRT: 2
LT: 30
RLT: 2
RA: 24
LA: 9
RL: 32
LL: 32
Weapons/Equipment:
1x Jumpjet (RT)
1x Ultra AC/5 (RA)
1x SRM-4 (CT)
3x UAC 5 ammo (1x RT, 1x LT, 1x CT)
1x SRM ammo (Head)
1x External Single HS (RT)
This 'mech often suffers from internal claustrophobia when you try to fit an amount of weapons 12 tons or greater while trying to retain 100+ kph speeds. It just doesn't give you enough space using both upgrades, nor do you have enough ammunition. Single heat sinks? AC/10 or 2x AC/2? Forget it. Not enough ammo, too much heat build up, not enough dissipation.
Despite the lack of specific quirks for the UAC5, the existing quirks enable it to compensate for the expected jamming chance. I mean, 25% cooldown, range, and 20% velocity?! That's great! 750 meters with this thing, increased fire rate and velocity makes this effective at all ranges. With the quirked speed of 116 kph and a jumpjet for easier scaling, it has enough to dash to different positions and even brawl with heavier 'mechs.
But what about that SRM-4? Well, you can't JUST have a UAC 5. All that jamming, and no side weapon? Not a good idea. Some might say:
"Well, why not 2x SRM-2's??? It fires faster and is a bit more accurate, and does the same damage!"
Well, let me explain.
SRM-2 = 2 heat
SRM-4 = 3 heat
2x SRM-2 = 4 heat + faster fire rate
Keep in mind we ONLY have 10 SINGLE heatsinks, The SRM system will be our primary source of excess heat. Despite the tempting fire rate, that's a good 30% more heat pumped into a poorly vented 'mech. In hotter maps, it just cannot get rid of it. In brawls, the heat from 2x SRM-2's on hot maps will make it slowly climb until you're stuck at near heat cap and unable to use them. Then your UAC might jam and you're running around like a headless chicken.
Overall, despite its inevitable ammunition cravings, this build lasts pretty long surprisingly, and is good for many roles in supporting the team. I wouldn't suggest fighting other light 'mechs in this, but if you have the aim and patience, the UAC 5 puts the lotion on their skin.
Edited by MadHornet, 25 February 2016 - 12:30 PM.