Building a mech for Scouting Mode, you need to take a couple considerations:
- There is no solid front line preventing a brawl from happening.
- If a brawl happens, everyone on the team needs to share their armor and support their allies.
- Close range weapon systems such as (U)AC20, SPLas, (ER)SLas, and (A)SRM will provide the greatest close range punch in the fight.
- Massed machine guns and/or SSRM and/or ATM are not the worst idea, but they are far from ideal.
- Any weapons beyond close ranged systems, especially LRMs, are more often than not detrimental to the team.
- Ammunition supplies must last long enough to dispatch at least two mechs (but I have had to carry enough times that I carry enough for more than 4 mechs worth).
Huntsman:
I call this one the Arbitrator. It uses the Pakhet in order to minimize the spread of the torso SRM arrays. You can essentially two shot a leg, or even a torso of your choice from the front if the enemy pilot is silly enough to stand still. An Active Probe is there to counteract enemy ECM, as well as speed up target info gathering to better detect weak points in the enemy mechs' armor. The TCMKII is there because the tonnage could not be filled up, otherwise. However, it does boost the range of the ERSLas a bit, as well as increases crit chance ever so slightly.
As for why ERSLas instead of more SRMs? Hit detection, and precision shots. Sometimes HSR borks up, and a pure splat build will do terribly. The lasers give you an option in these cases. It is also useful for pruning limbs off of smaller mechs. Further, this configuration has zero ghost heat, so there is no need to juggle weapon groups, unlike the octo-splat configurations.
Being SRM based, it is somewhat weak against mechs that have more compressed hitboxes or present smaller target profiles, as SRM will spread and, as a result, deal less significant damage to any one specific component.
Additional Note:
I am aware Hunchback IIC are popular in scouting. They are solid options, however their side torsos are extremely easy to isolate compared to the Huntsman. You are far more likely to lose your arms in a Huntsman before your side torsos, whereas the HBK-IIC is likely to just have a side ripped clean off. From a survivability standpoint, therefore, the HMN pulls ahead. That said, most organized groups will aim for legs, regardless of the mech you run.
Secondary Additional Note:
A similar build to the Pakhet configuration above can be achieved with C-Bill pods. This places the 4x ASRM6 in the arms and the ERSLas in the torsos. However, given convergence issues, and that Huntsman arms are the first things to go, I would not recommend it too strongly. With C-Bill pods, you are better off with a 6x ASRM6 Huntsman instead, with 2/arm and 1/side torso.
BattleROM Footage:
Shadow Cat:
This one is Judicator. Designed to be a lighter, faster, more nimble variation of my huntsman, it is an absolute joy to pilot. It can be built on pure C-Bill pods, but I run it on the Mishipeshu only for the extra C-Bills and sweet paint job. LAP is there for passive ECM countering. It has surprisingly good range on the jam, as well, actually. Useful when you need to tag a light for the team, but they are under ECM. Suddenly, that is not an issue anymore.
Just like the Arbitrator, being SRM based, it is somewhat weak against mechs that have more compressed hitboxes or present smaller target profiles, as SRM will spread and, as a result, deal less significant damage to any one specific component.
Additional note: You can safely remove half a ton of ammo and the LAP to add one more DHS if you find it runs too hot for you. I take the extra ammo specifically for 12v12 multi-usability purposes. It provides just enough longevity to make it last through most of a typical game. By the time your ammo runs dry, you've dealt gobs of damage, anyways.
BattleROM footage:
Nova: (Keep the Lower Arm actuators - Smurfylink deletes them)
This one is an old but reliable configuration. The Prime pods actually provide a sizable buff to ER laser heat generation. While the option is there to go to 12 ERSLas, instead, I rather the 10 as you can alphastrike once without overheating. It provides you with an "oh crap" option, or a swift termination if the enemy presents a weak point to you. The TC1 can just as easily be replaced with an Active Probe to passively disable enemy ECM, but the extra crit chance is nice to have.
Unlike the prior two mechs, this is a laser based configuration. This means that you can more easily surgically remove specific parts, however it has both a burn duration (meaning you cannot as easily shoot and twist away damage), as well as a higher heat generation (making it even weaker to flamers).
BattleROM footage:
Edited by Pariah Devalis, 29 August 2017 - 06:57 PM.