Not sure how much use the MGs will be since this thing spins like a dream, but they do come in useful when you come upon an unsuspecting enemy or helping finish off a fatty. STD Version
Here's my upgrade with new tech. HMGs really enhance the killing power when you're going to be up close anyway. If you don't want AMS, drop it for a DHS and 4th JJ
I've always had difficulty with this chassis for some reason. Shock's scores make me want to practice a little more looking good! Here's my LE version.
I'll testify to the HMGs being the bee's knees on this build. Pair them with the MPLs and it's 1k damage time. They're amazingly angry guns, and they eat internals like no one's business. You've just got to be willing to get in close and mix it up. However I'd recommend cutting down to 2JJ and adding a 3rd ton of HMG ammo for lonely PUG matches when you're forced to carry hardest.
Every mech with JJ has an inherent advantage IMHO. Using them to speed up your attack and retreat movements lets you move from cover to cover, with a straighter line. I managed this score by meeting a panter at a battery in the incursion mode, almost finished him off, but he got out of my line of sight. I jumped into the air, and dropped an air strike on his line of retreat to his base. The strike came and went, and I ended up with a kill! Legged that sucker, because he had no armor left on his legs. EZ kill, and I even managed my escape because I found cover after that jump by moving to the buildings near the battery. Picked up two more kills, enemy team eventually got wiped, and we won the day. Best damage score you can get!
5/5, Fun build with an angry play style. Get in fast with the ridiculous mobility for a trash can, jump over obstacles, target anything with open armor and laugh as you make your escape. No one expects this from a trash can.