Been trying Hunchies for CW.
GI -
here is the one I tried in CW, I saw a vid of someone doing 2MPL + Gauss, I tried 3MPL + Gauss you just need to be a good Gauss shooter and watch heat using the MPLs. I could put the dangerous AMS ammo in a leg but I figure if they cored my CT, might as well go boom.
4H -
running this, doing OK, if the heat seems too much, 1 ML could be removed for a ton more AC ammo, you could stick ammo in legs and remove CASE for beefing up leg armor to 47 each.
4J -
still have this from before quirks, served and still serving
VERY well and was the basis for other Medium LRM boats, only way I could see changing it is remove 1-2 tons ammo for 1-2 MLs when the LRMs go out. Still a lotta fun. There were SRM and pure Energy builds for people like Nightmare1 that do not want LRMs, look earlier in the topic for them. SRM version loses half the quirks LRM10 gets, Pulse only loses out on Duration quirk, you could even try running LL + ML for all the Laser quirks (Cooldown, Heat, Duration) with no Missiles just be aware the RT Energy mounts are low.
4G - turned it stock and cannot go back, the speed of the STD225 needed I just do not like, too slow.
4P - do not have anymore but could see doing my LL + 4ML version again, the LL loses only half the Duration & Cooldown quirks. Could even try LPL or PPC getting the Energy Cooldown & Heat quirks.
4SP - do not have anymore and would probably make it a LRM boat, it loses only half the SRM Cooldown, or go pure Energy again like those 4J builds, any Energy not a ML still has half the Heat quirk.
XL engines serving very well, another reason I do not try the 4G.
Edited by Wildstreak, 29 December 2014 - 07:12 PM.