Useful Omnipods breakdown:
Basically get this if you want to mix it up when you feel like changing play styles.
D variant RT and LT - Give 10 bonus armor, use this if you find losing STs quite often
Prime variant RT and LT - Give -4% energy heat generation per ST, use this when you're more comfortable with piloting the Nova and looking to increase your damage output before overheating.
Prime variant RA and LA - each arm provides 6 energy hardpoints and -2.5% ER laser heat reduction. This is what makes the Nova a good ERSL boat.
S variant RA and LA - each arm provides 3 energy hardpoints, -2.5% pulse laser heat generation and -2.5% energy heat generation. This works best with pulse lasers but you'd only be able to mount 6.
B variant RA - this arm provides 9 bonus armor, 10 bonus structure, +10% ballistic cooldown, +10% UAC velocity and -20% UAC Jam Chance. As you can see this arm is really good with UACs.
D variant LA - this arm provides 9 bonus armor and +12.5% to Ballistic velocity, range, and cooldown. Gives best performance when combined with the B variant RA.
A variant LT and RT - provides AMS hardpoints and 10% AMS rate of fire each. A variant LT also provides 1 energy hardpoint
C variant RT - provides +5% energy cooldown and an energy hardpoint. Best used in conjunction with A variant LT. Don't buy the B variant RT because it have no quirks and has the same hardpoint configuration as the C variant RT
A variant LA and RA - each arm provides only 1 energy hardpoint but also gives really good quirks, +9 armor, +7.5% ER PPC velocity and - 3% ER PPC heat generation.
Which CT to get:
I'd suggest that you get the S variant CT because most CTs are almost exactly the same and since you're not looking to use the 8 set bonus anyways the S variant CT will offer an extra AMS hardpoint and another 10% AMS rate of fire.
Playstyle:
Most effective Nova builds are short to medium range, you are slower than a Stormcrow but you have 5 Jump Jets that will help you climb more obstacles will make you more maneuverable than the Stormcrow in maps like Canyon Network, Viridian Bog and Grim Plexus. You'll also be able to Poptart better than most mechs because of your 5 Jump Jets. Always look to get some verticality when maneuvering, to get from cover to cover, and to get closer to the enemy to use your weapons. ALWAYS take the time to aim properly. When sheilding, always watch if your arms is about to go (Red armor preferably), then switch to the other side, this will help you keep most of your damage potential. In my experience I don't get legged quite a lot and since you have those Mega-man like arms you'll tend to lose your arms more often than your legs.
Builds:
12 ERSL
http://mwo.smurfy-ne...7557fc0713d57dc
This build is what you'll go for when you need the most sustained damage output. The Nova with 12 ERSL can down an Atlas in about 6-7, 6ERSL volleys if its allowed to do so which is quite fast since ERSLs only have 2.25 sec cooldown (about 6 seconds if you manage to put all the damage in the CT). The Prime STs and Arms provide -13% energy heat efficiency, coupled with an elited Nova and 24 total DHS, you'll be able to fire between 7-9, 6 ERSL volleys before overheating. That's roughly 210 to 270 damage before needing to cool off. You can replace the STs with the D variant if you feel that it's necessary.
12 ERSL + 3 AMS
http://mwo.smurfy-ne...e741f5130ca969b
This is my go to build for the Nova. With AMS overload and +30% AMS rate of fire, this almost guarantees that enemy LRMs will not work unless they have a significant number of carriers in which case you can rush them either way. This build shines in Public Queue and will work in FP Invasion to some extent. If you want to be a team player then use this. It will also free up a module slot since you won't need Radar Deprivation, I personally go with the Target Info Gathering so that you can easily pick off components, 75% targeting time reduction with both TC1 and CAP. You'll only be able to fire 5-6 6ERSL volleys but I think the utility it provides is worth it. Repeat after me: If I don't use AMS, I lose all rights to complain about LRMs.
All in - UAC/20
http://mwo.smurfy-ne...fa5615d3a46180e
Basically you will put all your eggs in one basket, or in this case your damage potential in one arm. The Quirks you get for Ballistic and UAC weapons makes this a decent UAC/20 carrier. The extra armor from both arms also help in shielding.
6 MPL
http://mwo.smurfy-ne...b7581eb36958148
Like the first build except it has a lower beam duration and longer range. You have less DHS but the -18% total heat generation and higher cooldown makes heat difference between two builds negligible. Your damage output will also be lower but you'll also be at a less risk of being noticed since you're farther away and exposed for a shorter amount of time. Could also be used for poptarting.
2 ER PPC + TC5
http://mwo.smurfy-ne...d4562f46c449ff4
+45% ER PPC velocity. That's all you need to know to sell this build. You can downgrade the TC for more heatsinks if you prefer. This can poptart higher and better IMO than a 2 ER PPC Hunchback IIC-A since you have more Jump Jets and faster projectile but a little bit hotter, you'd still lose to hill hump though. Since you're a Nova, you'll also less likely be targeted than a Hunchback since you have a smaller stature. The mounts are really close to the cockpit and if you see the enemy you'll almost certainly be able to fire at them too.
Happy Hunting
Edited by NighthawK1337, 08 November 2016 - 11:55 PM.