I'm using a 300XL engine right now, with 18 DHS and an ERPPC, 2xLL and SRM6. I don't see how the FF internals will work in this mech and give you any sort of space to work with unless you're not running an XL engine - seems to "pigeonhole" your build unless you want to pay for upgrading/downgrading when tinkering.
My assessment:
1. 4xLL - damaging, but very boring. Heat was fine, actually reduced the DHS to 16 and filled the tonnage with AMS+ammo, more armor. I like at least one weapon to give some "oomph", a nice bit of screen shake, and LL don't quite do it.
2. ERPPC - I'm on the fence about this weapon. On the one hand, at 600m, it's a stand-up weapon with only a few hit or convergence issues. It's got a fast refresh time (good) and it certainly gets someone's attention if they get hit by a blast. Two and they're scrambling (even Atlases). Close combat, I'm not sure it's worth the extra heat. See my notes below.
3. 3xML really does some good damage in brawling range. I'd really want a 350XL in there to switch to ML.
4. LRM5 or LRM10 could make this a good support mech, but then you lose the close-up and personal punch that SRMs can deliver when things get close. I've given a 6 SRM to the face on a couple of lights and even with lagshield, they **** really quick instead of staying in your face.
5. While I haven't gotten the spacebux together for it yet, I'm really looking forward to the 350XL engine. Using a 360 seems like too little gain for the downsides if you are frugal with the bux. I'm casual, so 6 mill is a bit of work for me.
The other posters pretty much summed it up, IMHO. Mobility is key for this chassis. I think once I get it closer to 90kmph, survival will be much easier. Losing your arms basically finishes you in most of the energy-heavy builds, so going for the 4xML and UAC or Gauss build might be the best route, as you have enough weapons without your arms to carry a fight if needed.
I personally like 3-4 weapon systems, but I also have a MX500 mouse with 6 accessible buttons. Once I go over 4, it's harder to keep track of stuff or utilize all the weapons. On this mech, you really can only manage 3-4, so that works out.
Basically,the Flame is a highly flexible mech chassis which can be geared for brawling, support, or striking. It's speed possibilities actually make me want to get to master. I've never been interested in the DRG chassis before this, through 4 months of closed beta I never bothered to master it. This one really makes me interested in continuing with other DRGs, I'm just not sure on the Fang's layout.
On a tangent:
I'd really enjoy this chassis more if the ERPPC was a more reliable weapon. Seems like 1 in 10 shots (even stationary) it does no damage, even though it appears to hit the torso/arm. In close combat, this becomes very evident. I've shot through a mech's head at close range and it apparently had a convergence/arm location issue where it flew between a phract's arms and totally missed. While visually I can identify the convergence issue that occurred (and it was user error), it's not as reliable as a laser weapon. As far as the long-range experiences, even 1 in 10, make you doubt what you see sometimes. I have an AC phract, and I don't get the misses like I do with the ERPPC, and since they are both "projectile" in nature (and both arm-mounted), I have some questions about why the behavior is so different for me from one weapon to the other. Granted, this is experience from about 50 matches thus far.
Edited by Lanessar, 27 December 2012 - 07:45 AM.
	



						
				

						
				

						
				










								

