Different Omnipods: RA, RT, LT:S Very long-range focused build (how could you not, with all the ridiculoutastic ranges on clan weapons), with versatile loadout. 4 ERML in arms give you good pinpoint control. 2 CUAC2 give fine shake, especially with the added damage swarms from the CLRM15s.
I like it, first run 700 damage, 2 kills, 9 assists. 2nd game - 600 damage, 3 kills, 6 assists. Also with no skills unlocked at all. Fun build, I love the clan UAC2's. Doesn't have trouble with heat and plays simple with only three weapon groups.
Good to hear you're enjoying the build! If you're relying on UAC2s most of the time, I made this too: [RT LT:S] You lose 0.5 LRM15s (because 3xLRM5 = 1 LRM15 with shorter reload), so will have more trouble with AMS. and you lose 2 ERML turning them mostly into a supporting weapon. However, you'll get another UAC2 and more ammo. You get JJs as well. Gave it a separate thread. http://www.mechspecs.com/forum/index.php?topic=7042
i will test this build, looks very good. i came up with a similar loadout with a couple more rockets and MG instead of UAC2
If you get 4xLRM10 as your only real main weapon, you'll need much more ammo. Try taking only 1 ton ammo for the Machineguns (2000 is usually plenty for 3 of them), and putting the others in LRM ammo. Maybe remove a Jumpjet or 2 as well. for more ammo/an extra DHS. Then youll have a scary lrm boat brawler going.
considered and done, i wasnt really thinking about the ammo-issue as i was focused on the weaponloadout. i removed one JJ in favor for an extra DHS, the jumpdistance might be good enough to reach some good spots
fix with d torso.. so many of these old builds are fixed with d torso and will rise again when its released for people who just want to spend cbills... well not complete fixed since no ballistics in the Ds
This build looks good, too bad the JJs ruined it. I changed it a little bit while trying to keep to the original.