Decided to try and make a quirk build for this raven and I found one extremely tempting to try. However I have not yet tested it but by numbers, it seems like it is amazing.
Probably one of the builds for the 4X for sure. And you know what? It's even better when using at least one jump jet... I also rearranged some of the armor. You should always use full armor on your light mechs' legs, RVN arms can be downgraded armor-wise, though. Getting a head shot in a RVN is pretty unlikely but for a strike, but I usually prefer near full armor there anyway. It's a vital part for the mech...
I find 1 ton of ammo for the MG's and SRM6 is great. You don't use the SRM6 unless you need that extra punch to take out armor. Heck, you don't even need A+. The JJ get me out of may problems, so I have to max them out. But that's just my opinion.
I've been trying messing with the same load out, though like Vergere with the 5 JJs, takes some getting used to going to a fast light from normally playing an indirect-fire support heavy lol
This is the load-out I use except I sacrificed one JJ for another 1/2 ton of SRM ammo. If I don't have 25 volleys, I feel naked. I group the machine guns and the SRMs together and bore in on the unwary. The damage this thing does is sick. My issue with the original post? Spending 2 tons on Artemis seems foolish considering any light mech's weight restriction. I'd rather spend it on weapons or heat sinks, then just get closer before firing. But, hey, whatever works for you.
Remove the artemis and it's one of the better builds I've seen for this sub-par mech, but crit padding can be improved if the jump jets are all moved into the SRM+ammo torso, though.
This variant really shines as a support mech, escorting your assaults and heavies, providing them (and yourself) with AMS, and you are fast enough to do a bit of scouting to give them knowledge of where to set up or move to (assaults are slow, so assisting them with good directions and enemy locations helps tremendously and saves time.) And you are also there to fend off any lights trying to circle around your cumbersome assaults. I found I ran out of ammo on my SRMs often so I added another 1/2 ton and another half 1/2 ton MG ammo as I found I was conserving a bit later on in the match. The extra MG ammo is useful IMO as MGs are great for distracting and frustrating the enemy with its constant *tink* *tink* *tink*(surprisingly effective), as well as for shooting unarmored components. MG fire often turns your targets focus to you as I think the annoying sound angers them, allowing your heavily armed fellows to focus less on torso twisting and focus more on shooting. When this happens get cover for a few seconds so you dont get blown away and then get right back in there. I like SRM4's for the shorter cooldown, so you can launch more accurate volleys. The SRM6 usually has about 2 missiles go way to some other direction (Artemis is just too heavy for a light), so its almost a 4 effectively anyhow, and its a full second longer on the cooldown. SRM4 on this variant with quirks is only 2.55 seconds, so you can loose volley after volley MAX engine, almost max armor, and 2x JJ's.
5/5, IMO best core build for this variant, minor changes for my personal optimization in comment above. Great building!
Excellent build. I have a variation from this as well. This is so agile and can really put some damage to the enemies faces.