It has EVERYTHING. Maximum armor, maximum speed, AMS, 5 MLAS, 2 Artemis SRM6s w/3 tons of ammo.
Of course, you need Ferro and Endo to pull this off, and the DHS upgrade.
The only caveat to this... is heat. You have 11 DHS.
Typically people run around 14-15 for the 4SP, so this might feel a little more hot.
But personally, it works for me and is worth it.
Many people have the tendency to actually over-do the heatsinks at the expense of everything else. Certain builds you need to, and especially if you just "spray and pray" and don't exercise any fire control.
However, in the 4SP... you are an unparalleled hit-and-run brawler. IMHO, the extra heatsinks are wasted once you started choosing your shots more carefully.
I've topped the scoreboard on Caustic with this build, and fought in the Caldera.
It's all about knowing when to fire, and when not to waste a shot.
This applies to the SRMs for sure, but also to the lasers.
I have my grouped for each arm.... left mouse click fires the 2 left arm MLAS and the right does the same with the right arm. I don't fire the head mounted MLAS until I lose an arm or side torso.
The way convergence works, you can often waste a shot from either arm if you are peeking out from behind cover. Also, you might hit an ally with friendly fire if they are too close to one of the arms of your mech. So for me, I found this grouping really helpful.
Either way, on a normal heat map a full alpha only costs me about 30% heat, so you can definitely still alpha when you have a choice opportunity.
It's a great great mech. I love my Hunchbacks, and learned so much about the game playing them.
I just recently mastered the 4SP, 4P (my other FAV!) and the 4H and it never felt like a chore.
They taught me a lot about lasers, missiles, and ballistics.
With the proper engine they also let you strike fast and get out of trouble if needed.
Like with all mechs though, it is all about tinkering with the setups and finding what works best for your playstyle.

















