(left armor distribution for center/side torso default. Adjust as desired) Not made for alpha strikes. Need to engage based on ranges: 270m - 1km+ | AC5+PPC, 11.53 dps, 53% cooling 000m - 270m | AC5+MLas, 14.01 dps, 47% cooling Engage with AC5 at extreme ranges (1km+). Under 1km add in PPC shots (max dps at 540m). At 270m and under swap PPC for MLas. If the map temp permits, add in PPC shots when able. Under 90m refrain from using PPC for obvious reasons. Chainfire AC5 when targets are in the open for maximum cockpit shake. Leave grouped for snap shots or when trying to finish off a critically damaged component. Pros: - doesn't mix ammo types (every other build I saw like this used AC2+AC5) - can use either arm as a shield - still 100% combat effective if zombied - fairly quick for a mech of this size. I didn't want to go below a 325 engine - even if you lose a torso, you still have 50% of your other weaponry - PPC gives ECM disruption support (especially useful for pesky spiders where 90% of your AC shots will miss at range) Cons: - no weapons on arms means slow targeting & limited vertical engagement This thing melts faces. No JJ so not really considered meta even though it has PPC+AC. Will post score results when able.
Finally remembered to take some screenshots of some of my matches. Best brawler/long range combo I've driven so far.
I've been meaning to try it out, but I haven't played any MWO in the last week. I was never a huge fan of the Superiority build (2x PPC + 3x AC5) as it was too hot, and had no hitscan weapons to deal with quicker mechs. My goto build is still 3x AC5+ 4x MLas, and this seems like a good compromise in pinpoint damage, heat, and speed. Edit: So I had a few games in this build last night, though not as many as I would have liked. I think I like it better than the standard 4MLas+3AC5 build, as adding that extra 10 points into the alpha really makes for a great opening salvo at range.
I like this, very close to my own creation. A few things jump out at me. Low Leg armor; possibly the worst thing you can do with ammo in the legs. 1 good artillery and you're dead. Case; not required. Free armor in the arms being unused. Improved armor levels, heat efficiency and moved a few things around. Extra heatsinks serve to crit pad energy torso and increase cooling. Armor levels are at an acceptable balance, but still have room to shift 5 points either way. Dropped an engine level in order to gain a heatsink since crit slots allowed for it. effective time to over heat: From 42 to 56 seconds at range brawling time increased from 14 to 16 seconds w/ ppc. sub 90m: 32 to 40 seconds.