Simple, stupid, effective. This basically is the old Splat-a-pult loadout mounted on a 104.5 kp/h murder-machine with a low profile. Yes, we're missing both the JJs and the Artemis here, but the ability to get close to a target, alpha TWICE without overheating and retreat is marvelous. Such a funny and evil little mech.
OMG why have I not seen this before. I think you have just sold me on getting the Linebacker next. Looks like good competition for the splatdog.
You should if you like to be fast. Think along the line of a Clan-tech Dragon with more hardpoints and you're getting pretty close. This is acutally one of the few Omnimechs where I enjoy several different builds on several variants and KEPT THEM ALL... 2x ERPPC on the Prime, 6x cSRM6 on the -A, 7x SPL + 2x MG on the -B and 1x UAC10 + 2x ERML + 3x ERSL on the Hero.
I've decided that when levelling Omnimechs that I am going to keep the original omnipods just for variety. It isn't fun to run three identical builds its much more interesting to run with an artificial limitation. Certainly not max/min but fun
i used the same obvious max splat power build, but with 2 flamers in rt in exchange for 1 to ammo. the speed rly encourages flaming and splatting. however, im not using it without artemis anymore. i found the immense spread counteracts effective striking capabilites. if you use, say, 4 srm6a when backstabbing compared to 6srm6 without it, youre not getting less missiles on any single component, have less ammo depletion and less heat. so id also rather go for a pure d build with 4srm6a and some ml/spl.
5/5, Very high damage output in a tanky and fast mech. Gets extra effective in a group of these mechs, as you can easily flank the entire team and take their back armor for a ride. A group also helps to counteract a single unfortunate spread of missiles without having to wait for CD.