I do have back armour btw, that is just stock smurfy armour. For security reasons I haven't shown my actual armour distribution, and I'd advise others not to do so either.
That's the thing FLG 01, I went through that iterative process for a solid week exhausting almost every conceivable combination (From laserboat to splatboat and everywhere in-between), and those 5 1/2 extra tonnes were distributed in a myriad of different ways, and the most effective is the combination I have presented. For me targeting without bap and cc is akin to trying to target in a hazy fog, with your flight stick trapped in a foot of mud, that is literally the sensation I get (which is not good considering I use a kbd and mouse). As I said, Its Like swapping from a sharp sword to a blunt butterknife. With cc and bap I can select a target, and less than a second later it is a crisp solid LRM lock, without cc and bap I change target and get to watch the seeker noodle around flakily for 15 seconds when I could be launching mssiles...
As for having more ammo, I try not to waste a shot, and generally make sure as much as possible of the 1050 LRM hit a solid assault mech, which accounts for 550 to 700 of the total damage output per match. I have found any more than this amount leads to the LRM10 launchers being unable to dispose of the entire stock within a timely fashion before match end, and often leads to "explosive" end-game scenario's (also the case if LRM5 is used instead of LRM10, I'd have an appreciable amount of ammo left over from the 6 tonnes with no way of firing it in time before the end of the match, coupled with the fact that this would just make the enemy assault mech angry, and not really hurt it in any significant way....).
As with adding additional heat sinks, the 3xLRM10 being chain-fired does not produce overwhelming heat, neither does group-firing the Mplsr (spamming both at once is another matter, though I rarely find I need to do this more than once or twice in a match which is mitigated by the coolant flush). I have tried adding extra heat sinks in lieu of the BAP and CC and gained no "useful" margin of advantage from it.
The Idea behind splitting the launch system between 3x10 instead of 2x15 or 2x20 is that; in the time it takes to reload a single LRM10 I have launched 30 missiles and am prepared to launch another 30, that's 60 LRM in flight in the time it takes 2 LRM10 to load, by the third LRM10 Reload I have 90 missiles in flight, all of this being further enhanced by the lrm10 cooldown 5; which means face-to-face, a 3xLRM10 Archer can out-launch a 2xLRM15 archer substantially, and can out-launch a 2xLRM20 Archer by a mile.
Another advantage of the 3xlrm10 is the resolution of fire, I can stop firing at a target that becomes obscured or destroyed, and maybe lose 1 or 2 salvo's in flight at worst (predicting when to shoot and not to shoot is half the fun), where as a 2xlrm15 and 2xlrm20 missile system must commit to it's target with batches of 15/30 or 20/40 missiles respectively, consequently losing a far larger portion of missile stock to dud shots.
The main reason I decided not to go the Artemis route is that I want to take advantage of Tag and Narc bonuses provided by teammates, this makes things much more interesting, and helps out the little guys with much needed assist bonuses, also an ALRM10 won't fit in the ct. And if it came down to a choice between ALRM5 and ASRM4 in the CT I'd probably opt for the ASRM4... better to just use std guided lrm10 for maximum module boostage, coupled with the glory of striking down a well tagged or narc'ed enemy (preferably from Beyond Visual Range, cause you know how assault mechs like being pumbled by things they can't even see...)

.
The thing to remember about Smurfy is that it doesn't take into account the mode of fire when calculating the sustained DPS and heat generation of chain-fired LRM10 (it assumes an alpha strike use of the weapons, which would generate a ghost heat penalty), and it's not taking into account the buffs gained by modules such as the LRM10 Cool-down 5, so it cannot be relied upon for an accurate representation of true DPS and heat management qualities.
Edited by Drunken Skull, 28 July 2016 - 08:37 PM.