You never want to strip torso armor on a Light 'mech. Even a single point can make the difference between life and death when taking an autocannon round to the chest. So those builds you posted do have more firepower, but you will not survive to use it.
With missiles, there's really just two main kinds: lock-on, and dumb-fire. SRMs and MRMs are dumbfire missiles, while Streaks, ATMs, and LRMs are all lock-on. But don't get lost in the weeds with the individual weapon types: either you're locking onto the enemy, or you're not - the only thing that's different in how you use them is range. Not to say that the differences aren't important, but don't try to deal with all the complexity at once.
Similarly, you don't have to deal with absolutely every possibility when building a 'mech. Let me outline the general, step-by-step process I use.
Step One: Analyze the 'mech
Let's compare your
FLE-19 with a
FLE-17. Note that I've standardized both of them with the minimum required equipment so that MechDB will let me link. I also shaved down head armor to get to the nearest half-ton; so, let's see what we have: The Flea-19 has 6.5 tons left over for guns; the Flea-17 has 7, but it can also equip MASC - that brings the Flea-17 to 6 tons. Now we need to decide what the 'mech is generally good for: we're looking at quirks and hardpoints in light of our available tonnage. The quirks that matter for build considerations on the 19 are range, velocity, and cooldown. We have only one energy and one missile hardpoint, but
eight freaking MG slots. That's a
lot of hardpoints, but it's also a tiny 'mech. We'll see.
The Flea-17, on the other hand, has only basic durability quirks, and a bonus to overheat damage - this is because the chassis wasn't found to
need quirks to be effective last time the devs did a balance pass for it. It's got seven energy hardpoints (also a lot for its size), but again it's a tiny 'mech. So looking at these 'mechs, the 19 has more range, and the 17 has a lot of lasers. This suggests possible builds! On our next phase:
Step Two: Throw Science at the Wall
At this point, we can sort of see what each chassis is capable of, so we start adding guns and selecting extra upgrades. We'll start with the Flea-19. The notable features of this chassis are its 8 ballistic hardpoints, extra range, and a big cooldown bonus. So let's double down; fill the ballistics with LMGs with a ton of ammo and see what we have; also plug in a good medium-class laser - eh, maybe an MPL. Oops, we're a half ton over, but we've got plenty of space left over - pop on Ferro-Fibrous Armor and viola!
Basic Flea-19 Build.
Now for the Flea-17; this one is actually a bit trickier. We've only got energy hardpoints, and a lot of them, so right off, single heat sinks are not going to cut it. Swap out the singles and put back 4 (we need them to reach the 10-sink minimum.) Now we've got six tons to play with, and it's time to go lazer shopping. You could easily put in 6 small pulses and call it good, but you've been having suvivability issues with your Lights, so let's go a bit longer-range.
Six MLs will work, but maybe we can squeeze more dps by mixing different lasers with similar ranges -
MPL/ERSLs. A little less range, but shorter laser burns, meaning more damage where you want it, and less time spent staring at your target. Pick a variation of weapons that suits what you're trying to do, and...!
Step Three: Monitor and Adjust.
This last step just consists of seeing how well your 'mech performs, and what seems to cause you problems. If you're still getting killed too soon, for example, then you might swap out to 6ERMLs on that Flea-17. If you find that you're consistently running out of MG ammo on the Flea-19, downgrade to a normal Medium Laser and put the extra ton into ammo. Always consider what you could have done differently or better, and give a particular configuration a few matches to prove itself before you change.
And that's it. Those three steps will get you to a good build on any chassis you choose to pilot. The game has a
ton of complexity, sure; that's part of what makes it fun. But you never have to deal with all of those moving parts at once. Break it down into "what's the next step," and it'll be much less overwhelming.
PS: Those numbers you're looking at in MechDB are sustained and maximum damage per second, respectively. So with the MGs and SXPL, you're doing the most dps - but you also have to get to knife-range. I'm recommending stuff with longer ranges because you'll be more likely to survive a mistake at a greater distance.
Edited by Void Angel, 19 December 2023 - 03:39 PM.