AS7-D
Head
1 ton gauss ammo
Center Torso
300 standard fusion engine
2 additional engine-mounted double heatsinks
2 medium lasers
Left Torso
4 double heatsinks
Right Torso
1 gauss rifle
CASE
1 ton gauss ammo
1 double heatsink
Left Arm
1 ER PPC
1 double heatsink
1 AMS
Right Arm
1 ER PPC
1 double heatsink
1 ton AMS ammo (placed here because the right side is protected by CASE)
Left Leg
1 ton gauss ammo
Right Leg
1 ton gauss ammo
Tactics: Use range to your advantage. Fire from locations with a clear field of fire out to distance, but with good cover nearby. You can brawl if you have to, but your damage will be a bit sub-par up close. However, this is compensated for by your ability to stack 35 damage into one location just like a gaussapult can (or 45 up close if you include your medium lasers). Make sure you wait for your weapons to converge before firing, and also bear in mind the firing delay and projectile travel times for your PPCs and gauss.
When running this setup, you must carefully manage your heat. Generally, you'll rely on just your gauss and PPCs, firing them all as a group since they have similar firing and projectile travel characteristics, then waiting to cool sufficiently before firing again. The medium lasers are there for when you absolutely must get the maximum damage on target as soon as possible. They are also useful when you're running too hot to fire your PPCs; at these times, firing just the gauss and the medium lasers will allow you to cool sufficiently while still dishing out some hurt. The medium lasers are also useful if one of your side torsos gets shot off, allowing you to remain a credible threat.
For weapon grouping, I generally group my weapons as follows:
Group 1: 1 gauss, 2 ER PPCs
Group 2: 1 gauss
Group 3: 2 ER PPCs
Group 4: 2 medium lasers
As mentioned above, group 1 will be your go-to in combat. Groups 2 is for use when running hot, and you can add in group 4 as well if the enemy is close enough. Group 3 has a special purpose: extreme range sniping. With an 810 meter optimal range and a terminal range of something like 1.5 kilometers (possibly further; I haven't looked at the stats lately), this will often allow you to fire on the enemy base from spawn at the start of the game on maps such as Forest Colony and River City, sowing confusion amongst the enemy as they move to get under cover.
EDIT: Group 3 is also quite useful for helping take down pesky Jenners and the like (due to the ease of aiming with the arms), though I still try to use group 1 for that; I sometimes core lights in 1 volley if I aim well enough.
Please note that thermal vision is pretty much required if you want to fire at extended ranges.
Anyway, hope you find this useful.
Edited by Wrayeth, 17 November 2012 - 08:25 PM.