Broke 500 damage on its first run setup like this with no skills bought. I like it. Built based on suggestions from the discord folks. Since it wasn't here, I figured I'd share it.
Check your build: you have to 2 tons to spare, so you can fit a LE280 Also, after fitting a LE280, you can remove a DHS and fit another ERML, but then you will become quite hot... But you can manage to strap in a MRM20 instead of a 2xMRM10 for better heat efficiency and similar (or identical? I can't recall) spread LE280 3xERML, 1xMRM20, LE280 (better heat effiency compared to a 3xERML 2xMRM10: 37% VS 42%)
Hmmm. That doesn't seem right. I feel like I had them all spent in game. I'll check tonight to see if I miscopied something. Thanks for pointing it out.
Well, apparently, I just got sloppy and tired. Here's the build correction. JJ should be 4 and there was a ton of MRM ammo missing. Edit: I updated the original post. Thanks again for point that out to me.
I'm glad I could help. For the sake of fine tuning: Spoiler: Every change you can make to optimize this build without changing too much the playstyle BAP is pretty useless for this build: if you don't mind having a 3rd ERML you can fit a TC1 which will both increase your laser range, speeds up targeting data and increases the chances of dealing critical damage (at least for you lasers), which is what you most likely need. IMHO a third ERML is still better than a TC1 due to the fact you are very cool without it and a +5 firepower is kinda better than a +4% laser range. Do you really need 3 tons of ammo instead of 2? The short version is that you are achieving 2:42 seconds of uninterrupted fire, which from my experience is very unlikely, while with 2 tons of ammo you will have 1:49 minutes of uninterrupted fire, so in the latter case you will probably still have some ammo to spare. Spoiler: Some calculus Three tons are worth 900/1080 missiles (unskilled/max ammo skills), which in turn means 45/54 MRMs alfa strikes, so they are enough for 45 * 3.655 = 162 seconds = 2:42 minutes of uninterrupted fire. With such low RoF weapons I found out the sweetspot is around 20 (mid-short life expectancy) and 30 strikes, or 1:00 and 1:30 minutes of uninterrupted fire. With 2 tons of ammo you will have 600/720, which means 30/36 strikes and 109 seconds = 1:49 minutes of uninterrupted fire. Probably more than enough, considering you are very tanky light (with good armor skills, you will have the same armor values of a 50 tonner) and that I haven't calculated the +20% ammo due to ammo skills. 2xMRM10 +1 DHS are less heat efficient than 1xMRM20, while stile having same cooldown, (if I remember correctly) the same spread and using a total of -4 slots. In the end, no reason to fit 2xMRM10 over a single MRM20 if you have the tonnage to do so Spoiler: Theoretical demonstration and calculus A single DHS dissipates 0.15 heat/s (considering the unquirked MRM RoF, -0.15 h/s * 4.25 s = -0.6 heat) while 2xMRM10 generate 4*2 = 8 heat and a single MRM20 generates 6 heat... With the quirked RoF of MRMs, the difference in heat generation and dissipation will show up even more: -0.15 * 3.655s = -0.54 heat VS -2 heat Now that I think about it, Urbie has a heat dissipation quirk, but it's not enough: -0.15*1.18*3.655 s =~ -0.64 heat VS -2 heat Even if LE170 is -2 tons compared to a LE180, LE180 has +1 internal DHS which does actually performs better than a single additional DHS. I don't know the exact values and the exact calculus, but you can check it out by simply comparing your latest build with BAP to the following Spoiler: Smurfy test Do you really need 3 or more JJs? You can jump 39.4 meters with 4xJJ, with only 2xJJ you can achieve 17.34 meters or 8.67 with a single JJ. A single JJ is barely worth in a few maps and basically useless on most maps (if you only use them to reach higher ground: 1xJJ is enough for quick turning and disrupt enemy fire from time to time). I found out that 2xJJs are fine for most maps to achieve tactical advantage In the end, I would stick with mine version with LE180 and 3xERML... Spoiler ... or you can do something more jumpy but slightly hotter, compared to the previous:
Going down to one Jumpjet hurts a bit on some maps, but swapping up from 2xMRM10 to 1xMRM20 makes a massive difference. It's at least a 25% better heat ratio, going from 8 heat per volley to 6. And that stacks up fast. On the ammo side, I find that any amount over 600 is usually overkill.