Heat Sinks: doubles, no extras beside engine
Armor: 215/238
Upgrades: Ferro Fibrous, Endo-Steel, Double Heat Sink
Equipment: x3 Jump Jets
Weaponary: x4 Medium Pulse Lasers, x3 Machine guns with one ton of ammo
My main problem with medium lasers on light mechs is that it forces them to face a target for an entire second to get their full damage off. As a result, it often leads enemies to trade with them while firing. By swapping them out with pulse lasers, the build gets an additional 4 alpha damage, and burns significantly faster, increasing survivability and dps, at the cost of range and heat buildup. The shorter laser burn time also allows you to poptart enemies much more effectively, as you need less hang time to get the full damage off. As for heat, the standard double heat sinks in the engine are sufficient to a degree to so that you're not utterly crippled if you fire a few alphas, but you should be utilizing hit and run tactics anyway, so heat shouldn't be a major factor(if it is just chain fire). I dropped 3 jump jets because I find that 15 jump distance gives me the exact amount I need, if a little extra. It'll allow you to get around nearly all obstacles, perform evasive manuevers, and what ever else you need. Anymore feels a little overkill, at least in my opinion. Also dropped one MG to opt in for another half ton of armor, as I figured the 4 extra damage from the pulse lasers made up for it.
Just something new I've been trying, and I've found a good bit of success with. Feel free to drop any critiques, or add suggestions.
Edited by Capnflintlock, 13 May 2014 - 05:01 PM.