One of the many flaws the Oxide has is the hardpoints repartition on both torso and arms. The low pitch (only 20°) combined with the absence of jumpjets make the use of the torso launchers difficult on uneven terrain (this is especially true at very short range). That's why, based on the classic 4x SRM4s build (the "Freak"), I experimented with two builds in order to transfer as much fire-power as I could on the arms: - the "Freaker", equipped with 2x SRM6s on the arms and 2x SRM2s on the torso; - the "Freakerer", equipped with 2x ASRM6s on the arms. Testing is still on going, I don't know yet what build to prefer of the three. The idea behind this build, compared to both the Freak and the Freaker, is to deal less damage but more precisely. As well as having all the fire-power synced and with full vertical mobility. One advantage of the artemis is that you can expect to deal more precise damage, thus to need less ammo to kill. That's why I load only 4t, compared to 5t on the non-artemis builds, allowing for an XL295 engine. It's actually difficult to compare this build to the others two, since even for a similar efficiency it will deal lower damage and have the number against it. I personally feel I have better success with the Freaker, but I don't know how biased this judgement is. One thing can be certain though: this build is the easier to use. One key, all the launchers firing at the same place, can't be simpler. So in case if you definitely have issues with the arm/torso hardpoints, this could be the build you need.
I know its been a long time since you posted that build, but i recently bought a Oxide and i must say: I love that build. It may has not that punch as a 4x4SRM Oxide have but this one excels at Rockets on point at max. Distance. Sometimes you don't have enough time / cover to hug the big atlas leg so you have to cover-fire on maxrange! Thats when this Oxide shines bright like a diamond! Yours; a deeply statisfied Oxiderunner! See you on the battlefield.
I hadn't pilot this build since but I gave it another chance after reading your post. Well, actually I only dropped once (it was lunch time, food is important!). It was good (3 kills, 700ish dmg) but I not sure yet it it worth the trade. One good thing is the heat management, no way you overheat this thing. But I found the SRM6 reload time disturbing, strong habit of the SRM4 build and muscle memory made me move and trigger too soon... I also felt it lacked a little punch, but it may came handy when a precise shot is needed. I'll keep running the build for some time. Anyway, here's the optimized build I made, based on my SRM4 build with 6t of ammo (I traded 0.5t for more armor on the arms):