The Timber can do this, but the Summoner ain't be worse in this class I thought. I am right, he isn't.... UPDATE April 2016: latest iteration of the build: First builds: This is basically the 'Zeus' build by Solahma ported to the Summoner. Like that one you've got strong long range pinpoint on a jumpy chassis, which is able to dedicate a whole side of the mech for shielding purposes. Finally, 23 DHS... Feel free to either user 2x AMS (nice for moving in a group) or to use some SLas for short range punch. Older builds: Spoiler Or... all of it. Only recommended with doubled basic skills.
The difference in cooling is the heavy mechs' selling point, though. Although we know Smurfy's cooling isn't very precise, the difference between 50% and 41% is huge. EDIT: Enjoying the one with dual AMS plus dual MG atm, but will try a version with either cSLas or cSPLas as backup as well. TC1 should be a given than as well, although this would cost another DHS. Needs testing. Anybody tried this thing already?
You mean the difference between 47% and 41%. Its one mech I rarely have heat problems in once doubled tbh but I agree you're trading profile for armour and more heat sinks.
@Aylek Shiny and newly improved due to the quirks pass. The AMS and MG versions gets a nice upgrade cortesy of the almost obligatory Prime Right Arm which now gives a 10% Energy Cooldown: Personally with 10% cooldown on those very hot running weapons you could always go the risky approach and swap the MG's and AMS for 10% torso turn angle (yaw) and 3 more double heat sinks: Bear in mind you no longer drop heat when in the air its worth considering.
I'd go with the last one in CW any day, for sure I wouldn't bring MGs and I'm not a fan of AMS, plus on a build like this 2 or 3 more DHS really matter.
I was trying to be subtle as to my preference. That said the dual AMS does have good uses as just had to sit through a match where they had at least SEVEN primary cLRM boats plus a defence cordon and spotters. They were really coordinated and good at keeping gaps/responding to pushes. Painful....
5/5, I've been using a strikingly similar build on my Summoner for a long time. It's a joy to pilot in CW, especially against the IS Large Laser Meta. Here's my version of The Hammer, I've taken to calling it "Jupiter".
Thanks for the review and rating. As a small update, this is my current version of the build which I am still enjoying on my Prime (I) variant.
It is one of the best designs I think I've ever thought of, wish I'd thought of it first, lol. I prefer to max out those DHS though rather than bring better secondary equipment, my mech could be used as an ice machine when it's not on duty. It can also pretend that the Adder Prime is its spirit animal : p
Oh wow... did anybody already play this one after the (minor) buffs to all the PPCs from yesterday's patch (April 19, 2016)? Will post the latest version of this monster incorporating the current quirks later today when I am home.
Aaaaand here it is: You definitely want to use the 'Prime' RA because of the awesome cERPPC quirks located there. This in turn means the backup cERSL have to be replaced by a single cERML. The reduced heat of all the PPCs means we can easily skip a cDHS in favor of a TC1, increasing the effectivness of our main guns quite a bit. Note that the cERML on the RA means we can tick the lower arm actuator there, resulting in fully articulated cERPPCs on the LA as well.
The revised 'Hammer' build in all it's glory - finally with the shoulder hardpoints I've been waiting for since buying the SMNs a lá carte 3 years ago. It's missing out on the AMS, but the new STs are simply too good to skip. As this isn't possible with the original hardpoints, I will create a new thread based on using the hardpoints implemented by the 2016 customer appreciation reward mechs.
My revised Jupiter build (derivative of the Hammer build) in it's still mostly unchanged glory - finally with the Bushwacker patch, the arm PPC Summoners have stolen all the PPC quirks from the Torso Summoners! Huzah!