Could not believe this wasn't up yet. and yes you need to make some compromises with this mech, but what you get in return is a 55ton Lurmboat with ecm. Sure it's slow Playstyle: stay with the pack, just behind the frontline, providing ecm cover to your team and lobbing of the lrms whenever you have the opportunity. Don't try for the high damage, stream those Lrm's to rattle your enemy while your teammates finish him off. you can also exchange a ML for Tag if you wish ( I'd run it with tag). Disclaimer: I don't actually have this yet, but I'm running a 3m in a similar configuration and I will often get 500+ dmg rounds.
Welcome to the Builds part of mechspecs! Please post the link this way: You get this link: http://mwo.smurfy-net.de/mechlab#i=300&l=168b162dd7747228048fe2560e9a54aede7e9855 and add "s" behind "http" Code: https://mwo.smurfy-net.de/mechlab#i=300&l=168b162dd7747228048fe2560e9a54aede7e9855 Wub-Wub! My thoughts on the build: 1) Too hot and you can't really fire much without cooldown. 2) You don't need that many JJ for a LRM boat. 3) A bit of a waste, really. Sure you have ECM, but you can't use BAP to help speed lock. 4) You should think about your ammo placement, really. My take on a ECM LRMboat if you really need it. You are faster, more armor, get to tag, have a decent snipery weapon. More ammo, decent dps with it, good cooling that allows you to fire forever. You can keep firing better with 5.6 sustained dps (vs 4.69 of your build)
When I saw the quirks for this mech I thought that they'd be perfect for LRM spam. I've tried 3xLRM10 and 4xLRM5 and I'm not sure which I like better. The 5's leave way more room for ammo, the 10's punch through AMS a lot more easily. I'll have to play it a lot more to figure out which I like better. Either way I have 2 medium pulse lasers to try to kill lights that decide to get cute.
First night - 3 LRM10s, 2 ML, ECM Not all basics. I had a feeling that ECM with a good LRM boat would be awesome: