First off i hate XL engines but here goes: Here is a mech I just thought of to have two range options for this build. The thinking behind it is to be able to stay at a long range from the heavy action and do damage with the LRMs and ER Lasers by waiting for the lock and shooting the lasers at the same time. Same goes for the SRM and MLasers except for the lock since srms are direct fire and are more of a shotgun than missiles meaning you basically have a LBX8 for much less tonnage. Yes, i know, it doesn't sound as cool when you shoot it but does the job just as good. Since it is a hot mech I group like this: Group 1 = LRM + 2x ERLas Group 2 = SRM + 4x MLas Group 3 = 4x MLas (for when your target does not cooperate by lining up) It is a hot mech but you only use the weapons according to their ranges. If you look at smurfys weaponlab you get the idea. Please rate to measure it against the STD engine version. And please feel free to add modifications. I am anxious to know if Artemis is really needed for this kind of build or one can get away without it. Thanks.
Here is the STD engine variant. It is more specialized since the SLaser range is 180, but it is good cause by then you can group the SRM4(LBX8) with the SLasers due to short distance from you to target and not be dealing with the lag of the SRM. please vote and rate if you feel like it. Or insult me for being a dumbass and liking STD engines better. Then again my second favorite mech is the Grid Iron with XL and keeping the Gauss.
Low rating from me. The equipment is excessive and a lot suffers from it. - The speed is that of a heavy, while it doesn't have the armor as one. - The heat efficiency is abysmal. This means that you'll be forced into range-separation. ERLL and LRMs only past 300 m, and medium/small lasers + srm in close range. This is a lot less powerful than a more focused build is able to bring, which probably also has more dissipation than 11 heat sinks. - Having to equip small lasers on such a slow mech is not getting you anywhere near the range required to use them effectively. They deal 0 damage at 180m, and the max at 90, dropping off in between. This means that beyond 120m they're not worth the heat and do very little. I'm not considering the XL variant as being this slow with an xl in a hunchback is a bad idea. XLs are fine if you can actually use the speed though. And another little thing, setting up control groups for this thing must be a pain. Three major flaws (though somewhat intertwined). I know it's supposed to be a 'multi range jack-of-all-trades' kind of thing, but I've seen better attempts at those.
I've removed the poll from the thread. Build sheets can be voted upon and commented upon. We don't need MOAR polls
So basically, lets see if I read you correctly, you would consider the following two mechs great builds: This long range specialist that can brawl when he runs out of ammo or someone gets too close and this close range specialist that deals damage up close and personal
Those are some good builds indeed (though I wouldn't put Artemis on just 2 LRM10s). Also they're two different builds both already uploaded on the forum in some form.