The KTO-18 makes for a good Medium missile platform since you have both the hardpoints as well as the tube Count, but it lacks jumpjets. Judging from what you wrote in the OP, i would suggest something similar to one of these builds:
KTO-18 pure missiles :
Artemis with a 35 tube count and many relatively small launchers (higher attack speed on smaller launchers) guarantee a pretty mean missile spam with great tracking strength. This, however, comes at the cost of having no backup weapons for close range and limited ammunition - you are more dependent on your team.
KTO-18 Allrounder with 25 tubes and LPL:
Trades Artemis and 10 tubes for AMS, more ammunition and close range backup. The Large Pulse Laser will give you a solidt close range punch against damaged mechs and especially Lights at the cost of having 10 less Missiles per salvo and the lack of Artemis.
A few general things to running a Medium missile mech*:
- You need sufficient speed to be able to position/relocate fast enough. How much you really need is debatable but i personally would not want to go less than 80km/h with Speed Tweak.
- You want to have a sufficient number of missiles per salvo to break through AMS. 25+ recommended
- You want to stay relatively close to the enemy just behind your own team. Closer firing position (200-600m usually) -> less time for the missiles to hit the target -> less time for the target to hide -> more missles hitting with limited lock on time.
- get the Advanced Target Decay Module on your mech to increase the tracking strength with limited lock on time.
- Chainfire missiles against unprotected targets to increase the psychological effect but groupfire when there is more than one AMS nearby.
*note: i have limited experience with using missiles myself, so the information posted here is just the common denominator from various LRM related threads and my own experience.
Edited by Vulcan888, 14 May 2014 - 06:46 AM.