Ok this is a mech I have run for a long time and I absolutely love the stopping power this thing packs. The only true problem with this mech aside from ammo which I will discus possible solutions to is the short range of all its weapons but with a skilled pilot to use its speed, jump jets and the terrain to his/her advantage the range can quickly become a moot point. I have noticed it is a running trend for my mechs that they are usually light on ammo compared to most builds but I would attribute this to my play style, I am careful and pick my shots, if I don't have a good angle on the center torso I don't fire. Having noticed this I will give you several ways off the top of my head to fix these problems. It can have ammo troubles if you are not careful but there are any number of ways this can be fixed. One way to solve the ammo shortage is to remove Artemis and use the 3 extra slots and tons purely for ammo. I personally prefer the surgical precision of Artemis but that is purely my preference. Another way it to remove one SRM6 all together or drop all three down to SRM4s, again the choice is completely up to you. Also armor distribution is fluid, only the armor total is what I would pay attention to. This is just a template for you my fellow mechwarriors to play with and I think there is a lot of fun to be had with this one and plenty of laughs while your enemy is picking up the pieces of his face out of the dirt.
A few issues, leg armor should be higher on a jumping brawler, specially with ammo in the legs. Then we have the mismatch of missile tubes and SRM6 packs, you must get a weird number of volleys? Last, I think you should swap the streak ammo for SRM. It works better that way. Unless you want more sarcasm? Which is in abundance. Overall, I like the idea of the build and it is similar in tactics to the Quickdraw brawlers. Nice.
I put in the description that armor distribution is fluid and up to the individual pilot. As for the SRM and missile tubes that is not as big a deal as you might think. the primary reason you worry about tubes is to make sure that your LRMs fire in groups greater than 10 so they don't get shot down as they come down in a single column because AMS will knock down 5 missiles at a time. The short ranger makes AMS useless and as far as keeping the cross-hares over the target it not hard either. But again as I posted this is a template with plenty of room for change as I pointed out.
No, I am not worried about AMS shooting down your SRM's. I'm worried about time on target, where you have to expose your full torso to the enemy and suffer return fire. Rather then have one volley going off and then be able to torsotwist to take his lasers across your shoulders and arms, you are forced to endure as the SRM's finish firing. As a brawler, every moment you have to remain facing your target is a potential risk. You claim it is a template, fine, I am pointing out the potential issues on the basic version. That's what MechSpecs is here for, to help with design and think about positives and negatives. To find out what a person has to consider when they try a build. That's all.
what about this as a tweak to your build..? It addresses the missle volley issue, drops 1kph but adds a JJ, used MPL to deal more damage quicker then ML, BAP to get around ECM, increases ammo so you can take more shots, AMS for running between cover, and finally max armor like all true brawlers need... Quicker to fire and get back into cover was the goal of the tweak to your template... take less damage to stay in the fight longer. I think it's less then 1 dps you lose overall which I felt was a fair trade Nathan
Now with the new missile racks running this build is finally possible without spitting missiles in several salvos. Below is my take on the build and a skilltree. https://kitlaan.gitlab.io/mwoskill/?p=12af1f35-463f-11e7-ae4c-478adb436182&s=Weapons I still grabbed radar derp with 9 points in sensor but I'm planning to remove them in order to gain some extra weapon cooldown and maybe the second consumable slot when lurms become less obnoxious. I went for full survivability and speed tweak with extra torso twist since we're in a brawler. All the remaining points go in firepower to increase missile effectiveness. The firepower tree could be tweaked to trade some heat gen for some cooldown, depending on how you want to play this mech. Gameplay is pretty straighforward, shielding is not as simple as I first thought. Hard shielding with your left arm then your right arm can be dangerous since your ST can still be targeted. Right now I go for a mix of hardshielding with my arms and torso wiggling to spread damage between my three torsos. With all its quirks and the tree this mech can take a shitton of punishment without getting cored.