I set up this build a while ago, and was surprised to see it didn't really have an equivalent here already. Low speed, high heat, no extra equipment - but immense damage output. It may not seem like it at first glance, but this is definitely a team-oriented 'Mech. As your teammates hammer a target towards you, you become the anvil against which it gets dashed into molecular particles. There are three basic ways to use this build: provide the killing blow while peeking around corners/over ridges; area denial; path-clearing(particularly in caves and tunnels). All are great fun. The arms and legs both have their armor values lowered. Stalker's arms rarely get shot off before side torsos. As for the legs, you only have one ton of ammo in each, and most PUGs don't go for Stalker legs anyway. Still, there is enough armor on the legs to keep you alive long enough to utterly annihilate whatever is standing in front of you. The heat is high, but definitely manageable once you know what you're doing. Use the LPL for initial engagements. Use it and MLs as you get closer. Once in SRM range, use the two launchers in your arms; wait half a second to avoid ghost heat penalties, then alpha. One or two repetitions will disintegrate anything in the game. On the same note, although five tons of ammo may seem low for five SRM-6s, especially considering their spread, the fact is I've run out maybe three times so far. The fact you're a slowly-moving wall of death means you shouldn't be missing too many shots - use your lasers for reaction shots, use the SRMs for when you have a sure shot and you want to make it count. And although I generally would not recommend putting a ton of ammo in the cockpit of a Stalker, you simply chew through that first ton quickly enough for it to not be a concern. Likewise, I would not normally put ammo in a Stalker's big-as-a-barn side torsos; but the fact you stuff them with so much other stuff makes ammo explosions exceedingly rare. The above build is the most recent iteration. I was initially running a build that replaced the MLs with MPLs. One of the highest possible alphas in the game. Alas, those four extra damage points were not worth the heat increase. Because you were so much hotter, you have to fire much more slowly, thus negating any possible DPS benefit. And since the majority of your firepower comes from SRM-6s, non-Artemis ones at that, most of it's not pinpoint anyway. So there you go. My favorite Stalker build so far. I've Mastered the 5M and 5S, and am nearing Mastery on the 3F as well. Initially I was certain I would keep the 3F, as its torso range is a huge bonus over the others. But now I'm not so sure. That fifth SRM-6 really does make a difference. Not only that, but this build actually maximizes the CT's energy slot, in a way that complements the rest of the build perfectly. Go forth and crush.
****** I was about to post my mech and then saw this thread. I think they are similar enough to merge into this one. Ill just copy/paste my original post down here. ****** This is an old mech of mine made before the ghost heat was implemented. And it was kinda over powered back then. (2 Alpha -> dead atlas) Maybe it is not a bad-ass as it was before but it still seems to work for me. Just don't fire 5 SRM6'es at once! You split up the srms in arm(2) and torso(3) groups. The huge downside of this mech is it's total lack of range and horrible speed (but all stalkers suffer from that don't they ^^) It is THE brawler. Don't expect to live long in a fight, if the other team decides you have to go, you are dead. It is up to you to take down at least 2 other mechs with you. And believe me, an 85 damage alpha and 21 dps lets you do just that. Weapon groups: 1: 5x MLas 2: 2x SRM6 (arms) 3: 3x SRM6 (torso) This a more all-round version with a little more reach. One of the SRM6 is replaced with an ERLLas and some more DHS Groups: 1: 4x MLas 2: 2x SRM6(arm) 3: 2x SRM6(torso) 4: 1x ERLLas ************ I like the mech in the OP too ^^ It maximizes the alpha strike. Why didn't you take artemis? I think it is worth the investment if you carry 5 SRM6. They make your mech a lot more usefull at ~250 meter range. OK, it is 5 tons.. you took a large pulse lasers and more DHS. I should try it. What about this, Biddy? Regular LL instead of pulse, more ammo, more DHS.