There are a few things holding this build back. Let's just go step by step:
First, Laser AMS. It
seems like a good idea to take an AMS with no ammo limitations, but in practice LAMS-
especially IS LAMS- just generates far more heat than it's worth. For the same exact tonnage and crit slot requirement, you can take regular AMS and a ton of ammo, which will still last for quite a long time but adds
no additional heat. It's a much better deal. The only time I'd even consider LAMS as an option is if I had
only cool-running small-bore ballistics (AC2, AC5) or LB10X as the rest of my armament. That's an easy swap-out to make.
Second, as Gagis mentioned, there isn't much synergy between your weapons. Lasers like to run in batteries of the same or similar type, with similar durations and range brackets. The LPL is a short-mid range weapon, while the LL is a mid-long range weapon. The LPL's shorter burn duration does you no good because you still have to wait out the LL's longer burn, so all you get from it is the one extra point of damage- not really worth two extra tons; better just to run a pair of LLs or a pair of LPLs and fully commit to one or the other. LPLs
do pair well with ERML, but that's really advice for a build with four or more energy hardpoints.
Third, a single LRM launcher isn't much of a threat. The cycle time is too long, the throw weight is too light, and the tonnage is too heavy compared to other launchers; all you get is the range, which likely won't matter because your other weapons can't reach that far, and enemy AMS will likely devour the whole salvo before it can land any significant damage. If you want a missile launcher with some reach, consider running MRMs instead, and practice leading them on midrange targets. If you
do want to keep the LRMs- which isn't recommended on an IS assault- you will want to commit to the weapon system and fill all three hardpoints with launchers.
Fourth, engine size. 80-ton assaults are in a pretty sub-optimal place, so they really need to be able to move and keep pace with the heavies to see consistent success. Their best 'role' is adding a little bit more throw weight to a push, which they can't do if they're lumbering along in the backline with the 90-100t assaults. 60-70kph is a good speed range to shoot for, and speed tweak (mobility skill tree) is generally a good investment. Try to run a 300 or higher rated engine whenever you are able to- and, with the IS 80-tonners, make it LFE if you can. The extra tonnage is worth the extra risk, and LFE strikes a good balance between STD durability and XL weight savings in most 80t builds. Also, consider this: the Victor doesn't have any CT or head hardpoints, so there aren't really any advantages to surviving beyond the loss of both side torsos in any case.
Fifth, jump jets. While you won't get a whole lot of lift out of them, they
do help with getting around maps, allowing you to scale up walls when you'd otherwise have to go around. Additionally, 'Mechs can turn slightly faster while jump-jetting, which is a great feature for assault 'Mechs to have when fighting smaller, faster enemies. Since the Victor
can take jets, you will always want to take at least one just for the mobility benefits.
So, here are a few suggestions for Victor builds, which cover several different playstyles the 'Mech is suited for:
1.
Classic brawler (AC20+3xSRM6A). Here you give up any midrange or longrange ability in favor of a punchy, focused, cool-running alpha strike up close. A bigger engine helps you close the distance faster (~65kph stock, 70+ with full speed tweak). Ignores the energy weapons altogether, because in this case they'd only get in the way by overheating the build in the middle of close fights. If you still want to keep the AMS, then take the Operations skill tree for cool run and drop the two extra heat sinks in favor of AMS+1t ammo (and add half a ton of AC20 or SRM ammo with the rest of the savings).
2.
Midrange brawler (3xMRM20+LB10X). With this, you have some reach but you also still have the ability to just power through other 'Mechs in a close brawl. You could run 2xMRM30 for the same tube count, but MRM20s give you a tighter pattern (read: better damage focus). The LB10X adds in some DPS that runs cool enough as not to get in the way of your missile spam, and also gives you a quick follow-up finishing weapon for when you open up components with the MRMs. Possible adaptations: You could drop the heat sink to swap out for an AC10 instead, for a bit of pinpoint utility, or else shave a little armor off of your empty arm and (
only a very little bit) from your legs and slap AMS back on.
3.
Hybrid brawler (AC20+MRM40+2xERML). The idea here is to lean on your MRMs and lasers during the early part of the game, and then stop using the lasers in favor of the AC20 when the range closes and the brawl starts. Again, you have some ranged trading ability, but you also have a nice big punchy alpha to fall back on up close.
4.
Midrange PPFLD (AC10+2xHPPC). This one runs hot.
Very hot. The ability to smack a single component for the full 40 damage is wonderful, however, if you can manage the heat. Unlike the first three builds, this one can't brawl. It is almost exclusively a midrange trading 'Mech. Step out, take the shot, get back in cover- and repeat. Lean back on the AC10 when you are too hot to fire the HPPCs, or if something gets inside their 90m minimum range. A bit of practice, and this is easily one of the most lethal builds for the 'Mech, but it is definitely an advanced-user build. Also note that, since all of your weapons would be arm mounted, you also have to worry a bit about getting turned into a stick- protect your HPPC arm by preference, because it's got 3/4 of your alpha strike in it.
5.
PPFLD brawler (AC20+2xSNPPC). Has the same alpha as the midrange version, but it's entirely focused on close combat (and lacks the minimum range handicap). The alpha might
seem a bit small for an assault, but remember- it's all going in a single component, unlike the missile builds which will scatter damage everywhere. I plugged a STD engine in this one because it
does run quite hot after a few shots in a row, and since you'll be brawling with it you
will at some point lose a side torso while you're running warmish. If you want to run faster and take the risk, LFE325 is the same tonnage as STD300 so you can just swap one for the other and keep the exact same number of heat sinks. I've run similar builds on other 'Mechs and had great results with them, but- again, heat management is key. When at high heat, the AC20 is safe to fire (you have more than enough sinks to deal with that) while you hold fire with the SNPPCs until your heat goes down. You still have to worry about having all arm mounted weapons, but at least here each arm has the same amount of firepower in it.
Edited by WrathOfDeadguy, 20 March 2019 - 05:36 PM.