However, with some armor work, you can get to around 43-44 tons of pod space, which is a significant amount of firepower for Clan weapons.
Theorycrafting spread sheet stolen from Fupdup:
There is also a D variant and an H variant compatible with our timeline. The D allows for 6 missile hardpoints spread throughout both arms and torsos. H has 1 ballistic in each torso, and I believe adds a 3E RA to the mix.
Builds that I have identified
2 ERPPC, 1 UAC10 +2t, 2 UAC5 +4t, 18 DHS, armor stripped off RA and some off of legs Prime arm used for the UAC5s, ER PPCs and UAC10 are in the torsos.
2 Gauss + 4t, 2 ER LL, 4 ERML, 18 DHS, some armor stripped off legs
4 UAC10s, 6t ammo (you need some armor stripping here, quite a bit off the legs, and an arm stripped, which means you also need the H variant to go 2 in an arm and 1 in each torso.) Its a lot to squeeze in there, but 3 UAC10s and 1 UAC5 is weird and 2 UAC10s and 2 UAC5s is too light and is much better on the MCII-B.
ATM or LRM boat with the 6 Missiles.. LRM 120 possible with 10 tons of ammo and 16 DHS.. can change that to LRM 110 for an additional HS or more ammo. Can trade the LRMs for ATMs, ATM54 with 16 DHS and 10t ammo... something tells me that would be hot but its possible.
Those would be the ones I would try even though I'm not an LRM fan, 120 LRMs is insane.
So yeah, there are some deadly loadouts there. In the ways of quirks and base agility stats, there is enough leeway to give it some additional bonuses over the Dire to make up for the lack of podspace, and I think it is pretty likely there would be some help there. You can also tack on some JJ quirks like we saw on the Vapor Eagle to highlight that jumping capability and give it something to stand out there as well.
I think this mech would be a nice addition to the Clan assault line up based on both its potential to be unique if PGI does the right thing, as well as for the lore.
Here are some images for ya'll:
Edited by Gas Guzzler, 13 March 2019 - 10:38 AM.