3rd iteration: new patch adds a unique +1 ML to heat scale group, which means you can fire 7xML without triggering ghost heat I've stripped some armor do add a 4th external DHS, further enhancing cooling With maxed cooling skills, 7xERML will become a lot cooler and viable _ 2nd iteration: maxed out the engine because this mech was very cool with a 4th DHS. If you still think you are too cool, replace a DHS with a TC1. ERML version: remove the 7th ML and replace the other 6 MLs with the ERMLs, otherwise with 7 ERML you will be too hot. Add a DHS or a a TC1 for a slight increase in range. Previous version: Pretty fast, nice alfa strike (beware of the ghost-heat), quite cool despite being a vomit laser build. Jump jets has been added for increased maneuverability in urban environments, so you have a higher chance to backstab heavies and assault. If you don't like them, you can swap both of them for a HS or swap on of them and increase the engine size to a XL245 or even a XL255
5/5, Simple, effective. IS gets all the best things. I did the XL255 version: _ https://kitlaan.gitlab.io/mwoskill/...031081830730000d86fd70f000080af2719#s=Weapons Fire groups are easy to manage: 1. Left click: torso mounted lasers 2. Right click: right arm lasers 3. Chainfire all. Pretty easy to alpha, also gives you the option to arm track or stagger fire when riding the heat, or firing a single laser when reaaaally toasty.