My personal best viable build so far that uses any MRM on this variant. The only reason for the title is that i personally despise MRMs: they are one of my least favourite weapons in the game. As I expected, this mech isn't very performing because has a long Time To Kill (I prefer my "hipster" with dual SNPPC), but it's very good at farming C-Bills and it's somewhat functional with 15 damage pinpoint and 20 spreaded but cooler damage. Thighest MRM spread and overall best pinpoint capability with ERML (2xLL + 1xMRM10 is worse), you still have 600 (or 720 with skills) MRM ammo and potential damage, ERML fits perfectly for the medium range pokes and has LE for survivability (no more game over due to a lucky double heavy/standard gauss on a side torso)... Light engine usefulness is kinda debatable, but it's still a plus and is needed to keep Ferro-Fibrous and 2 tons worth of MRM ammo armor due to lack of slots. Play it mainly a skirmisher, so poke and/or poptart only anything bigger than a medium, don't focus on other lights: you are gonna lose any trade if over 400 meters due to ERML damage reduction and MRM travel time and spread, which means this build is meant to support your bigger team mates.If you really need to engage a light, try to get closer at 100-200 meters, so you can focus properly and not waste MRM ammo. Hugh for no spread, but be careful to NOT hugh any brawler (or do so when you are sure you can one or two shot them) About skills, go for firepower (heat gen is not mandatory, this build is quite cool with the additional heat dissipation quirk), survivability (armor only), mobility (half speed tweak). Obviously, don't forget operations and consumables (or sensors). Final skill tree draft here Spoiler: 800+ damage, 4 kills (3 solo), 5 kill most damage, top damage ALT: LE engine version. Remove 1xJJ and the TC1. I've moved from the LE being the main build to the XL version because I died mostly by CT destruction, so as I stated previously there is little to no point to use a LE... Still, it could be a valid choice if you are able to manage to spread most of the damage to the side or dead side. Don't even think about using the MRM as a crit seeker: it's probably not gonna happen despite the skill nodes.
Great build. I think I've actually figured out an improvement, Carlo. The medium lasers instead of ERML's are just my preference, but note the MRM launchers, light ferro, and different armor.
Why? Two MRM10's take an extra slot, but weigh a ton less than 1MRM20, and it gives you the ability to lose one to a crit and still have another. All MRM's have the same spread and same cooldown etc., I think. A little more heat having 2MRM10 instead of 1MRM20, but that hasn't gotten in my way.
MUCH more heat and possibly more spread because of different hardpoint locations with the only thing it weighing less but what are you going to use it one if it already has enough ammo and armor?