Up to 1200 total damage / 24 damage alpha strike 6x cSRM2s You are able to fire faster but your jumpjet is less secure in your legs. It has a total of 600 missiles, which allows you to shoot 300 cSRM2 volleys or 50 alpha strikes. Of course, I include 1200 rounds as to make room for missing a few shots and still break 1000 damage, in case you are dueling other fast lights. You can make quite a few mathematically similar and symmetric spins-offs of this same loadout scheme (Up to 1200 total damage / 24 damage alpha strike) with some being more viable than others. It all depends on your personal preference, in terms of what weapons you want to have on what parts of the mech. Here's some examples below... (note: featured loadouts are generally symmetric) (note: all featured loadouts include cXLE315 and one jumpjet) Spoiler: More Viable 4x cSRM2, 1x cSRM4 A balanced approach which enables you to secure your jump jet in the center torso. 2x cSRM2, 2x cSRM4 One cSRM2 in each arm and two cSRM4 in the center torso... A balanced approach. You have less firepower for angled or elevated shots using your arms, but if your arms are blown off, your main arsenal is still in center torso allowing you to do a 16 damage alpha strike. Your jumpjet is less secure in your legs. Spoiler: Less Viable 2x cSRM6 in center torso only... It will be harder to land certain shots without weapons in your arms, but then again your arms can get blown off in this loadout and you can still do the same amount of alpha strike damage. Opposite layout with weapons only in arms, none in center torso... All firepower in your arms means you can alpha someone at an odd angle or elevation. Of course, if your arms get blown off you're SOL. You could remove a 1/2 ton of ammo from each arm, and then add an extra cSRM4 in the center torso to make a loadout like this... Spoiler: Up to 1000 total damage / 32 damage alpha strike Up to 1000 total damage / 32 damage alpha strike 4x cSRM2, 2x cSRM4 This is not recommended because although you will be able to deal damage faster, you will do less total damage as you have less ammo and you will also heat up quicker with bigger SRMs. You will have only 500 missiles, allowing you to shoot 250 cSRM2 volleys (or 31.5 alpha strikes including the two cSRM4s) - for 1000 total damage and 32 alpha strike damage. You can't miss any shots now in order to break 1000 damage. That's what really pulls me into MWO! There is so much customization and so many options! Let me know what you guys think, and also, let me know if I have missed anything! Any suggestions or improvements, please post em' up.
You may want to make the 6xSRM2 the main build and the others as variants. Highest dps, same alpha with lower cooldown, two weapon modules benefit all of your SRMs... Aside from symmetry, the JJ in the leg is not going to matter most of the time. If you lose the JJ, you will likely have lost the leg and will only have a second or two to worry about the loss of the Jump Jet.
You're right! I actually originally did have that build as my original. Upon writing this thread, I guess I was overthinking it.. But how's it going to be when the skill system changes? Edit* I remember now that I keep 1 ton of ammo in the cockpit in case an arm is blown off you'll still have ample ammo. I'll try decreasing it by 1/2 ton and increasing armor like your example and see how it goes. And furthermore let me say that I actually have lost the jumpet without losing the leg... it can happen. I find that if I get legged, (especially in this mech) having that one jumpjet really does help with getting around. thanks for your input