This is the best, most balanced LRM Jaeger loadout I have found so far. Why not 4 LRM15s? Heat penalty, slots, weight, effectively less firing time. The 2 MPL plus MG have proved to be sufficient in defense, scaring away lights and killing the unattentive. (Just 2 MLas are useless!) One weakness of this loadout is the reduced armor, but if you play your role correctly this shouldnt be a problem. Oh and theres 1440 babies inside. BAP, Artemis, ASR and Target Decay are essential. A few consecutive results this evening in damage per battle: 580, 657, 917, 633, 902, 557. Always several kills thanks to Artemis.
several reasons: - only one AMS will eat up most of your 10 LRM salvo (good luck making 1 HP dmg shooting in between 2 or 3 AMS) - no BAP, no Artemis !!! -> huge decrease in effective damage output (not even talking about ASR and Target Decay) - only one ton more ammo does not make up by far for the lack of BAP and Artemis; I make more of my ammo - I give you credit for the buffed armor and engine, but speaking of LRM support, my overall loadout does better
I know the effectiveness of Artemis, but i find Artemis on three big Missile Pods on a 65tonner is a bit too much sacrifice of Heat Efficiency (11 Heatsinks only can be a pain on hot maps), Armor and Speed. I play many games with Quad LRM10, because 1. still can LRM40 on AMS.Dudes, 2. almost nonstop Spamming on nonAMS.Dudes (good for suppression). BAP is a nice have for LRM Boats, but not really essential (only more Range afaik). LRM10 is less spread than LRM15s, so Artemis on LRM10s is not so crucial as it is for LRM15s Believe me 2xLRM15+LRM10 @ 11 heatsinks on hotmaps is a pain. You can't really spam all your many missiles, due to waiting time for cooling-down. Have more Heatsinks = more sustained spamming. Your Weaponloadout is great, but i see a big tradeoff for the Firepower. And i totally disagree at your statement that it's take this one e.g. can hit Enemies with LRM30+A plus Double LLasers simultaneously at Mid Range plus at more Cool Efficiency.
points taken. guess its a matter of personal play style. yes, i sacrificed heatsinks and armor for LRM capabilities, but if i wanna run an LRM boat, it should be a proper one. and i run very well with it. the hot maps are really ok. i can fire LRM alpha quite a number of times before i switch b/w chain and alpha depending on situation. only short cooldowns in between. i was taking out a mech at half range on tourmaline within a minute max. my best match yesterday was in fact on the hottest map, tourmaline desert, with 917 damage, 4 kills and 4 assists. the loadout you suggested is pretty identical with my initial and intuitive loadout of this mech. but i wanted moar LRMs and ammo. the thing with the (ER)LLs is that you are exposed. i want to shred the big ones preferably without line of sight, yet still close by. you see, i am still convinced of the loadout. i admit that theres other "best loadouts" around. mine rocks for sure and yours may possible be played as effectively, if one knows how. check out a few consecutive results from yesterday evening:
i never doubted on the Strikepower of LRM40+A, so yes you can make high-very high scores with it. But i don't find the build is balanced or best because of the mentioned matters. you can even do LRM45+A with the JM6-A with even more Deadliness at Long Range: is it balanced? not imho though you can do high kill/damage scores.
ok, this is gonna get philisophical. especially since you are showing me laodouts i have already run. you see, after having tried many LRM loadouts on this mech, this has come to be 'my' perfect balance. ofc it derives from my style of play. be it as it may, this particular balance of LRM and defensive capabilities, keeping maneuverability and heat efficiency at a minimal acceptable level, has proven to be most effective for me. and the scores do prove the effectiveness of the loadout. sacrificing defense for even more LRM capabilities, as you suggested, has proven to be the wrong way for me (2ML in torso are a joke). having less LRM and/or less ammo was also not an option for me. i can fire for a long time, yet still have a certain punch with 40+A. so unless you show me a few good, no, better consecutive results of your JM6-A loadouts... nah, actually id call it 'my' best loadout anyways... p.s. before i forget. BAP makes you lock on much faster, i.e. you can often hit the ones that appear only shortly. combined with Target Decay it must be really mean.
This is missile support build that works awesome with a friend that tags targets. On average i'm getting 700+ dmg per round. You can drop the (machine guns and ammo) to get more ammo for streaks or lrms. The streak and machine guns were added to scare pugs away. This provides a balance to the no damage range (Closer than 180m) were most missile boat get harassed. The main key with this build is to make sure you don't waste lrms. It's not a awesome with 3000 + rounds of lrms. You have 48 follies of 30 lrms that you can fire (1440 rounds), with each miss you are losing 33 dmg.
I've been using something similar to the original build and I have to say, I like it more than the CPLT-A1(2xLRM15, 4xLRM5) for now. The builds deliver the same LRM 50 to target, but to me if feels like the Jagger does it better.. Plus the backup MLaser and MGs come in handy in late game when you are looking to crit seek or you dont want to waist your ammo on a light. The cat i might turn into an 6xSRM6-apult.