http://mwo.smurfy-net.de/mechlab#i=12&l=4d78347ce12b851421f8bd48906a8475d17375c7 Above is the PUB/PUG Version of the Grimm Variant CPLT-C1. This is what we used on the field to test our missile theories. A lot of people lately have been complaining about Missiles and how Hit Detection has really screwed them over; as of August 13, 2013 (when this video was made). Well we asked around and found a commonality in that a lot of boaters are GROUP firing all their missiles at one time. Our data contributors claimed that some of them were having less than 40% of their missiles actually register damage and some people claimed that less than 20% of their missiles were registering. Wow, Hit Detection is big time screwed for missile boaters! The problem is that if you are launching 60 missiles at a target in a group, and that group misses, then you just wasted 60 missiles. Rather than trying to go for high damage group attacks with missiles people should start chain firing their missiles and play the game of "Law of Averages". What we mean is that if you chain fire your 2 launchers 15 missiles may miss but 15 may hit and that is certainly better than an alpha group fire of 30 missiles and having all 30 miss. Yes? http://www.youtube.com/watch?v=wwpl_YtL16g RECOMMENDED ROLE: Indirect Fire Support TOTAL PRICE: 14,696,895 cbills DIFFICULTY LEVEL: Basic to Intermediate WARNING: If you have issues with HSR then use this build with caution. Hit Detection can screw you. STRENGTHS: Good amount of speed for a heavy! Allows you to move into position quickly as well as continually shift your firing position in order to react to enemy movements or back away from CQBs. Having jumpjets allows this mech to utilize vertical movement to secure optimal firing positions for your LRM support. Sometimes having the high ground really helps when bringing the rain! Good mix of Indirect Fire Support and Direct Fire capabilities. It is possible to fight at close range with this mech, using the medium lasers, although it isn't optimized for this type of combat. Having TAG allows this mech to cut through ECM bubbles and engage enemy targets with the LRMs from range. BAP also helps with negating ECM fields when enemies close allowing PUB/Allies to engage the ECM'd mech. 418 points of armor make this a tough mech to kill. Even with your missile pods (arms) blown off you are still capable of adding to the fight whether it be through your TAG, your MLas or even your BAP! Extremely easy for beginner and intermediate pilots to use. Once you learn the basic tricks (how to TAG with a macro, how to position yourself and how to chain fire missiles, you can rock out 500+ damage matches easily. Advanced pilots can do 800+ damage in a match. DRAWBACKS: The XL engine does tend to be a weak point, especially when you get ZOMGWTF Swarmed with light mechs. Once your torso armor begins to evaporate you are at an extreme risk of going pop. However, being that you are indirect fire support you shouldn't be in the vanguard anyways. Close Quarters Battles tend to be touch and go with this mech as it wasn't really designed for direct confrontation with the enemy. The Medium Lasers are more of a backup/secondary system. While it is possible to kill enemy mechs up close (as per the video) it should be avoided unless you are out of LRM ammo or being swarmed. High Damage Salvos (group firing) is seeing reduced damage across the board due to how poorly Hit Detection is currently working in game. Relatively expensive for newer players to assemble being that it costs over 14,500,000 cbills (due to all the upgrades required plus the XL engine). On top of that there are the cost of the modules bringing this mech over 20,000,000 cbills. TIPS AND RECOMMENDATIONS: Pilots are having to learn to chain fire/stagger their launcher fire in order to maximize potential damaging salvos. Some matches can see 1000+ missiles fired only resulting in 300 or so damage. It is imperative that you chain fire your launchers. It is recommended that you do so against targets without AMS. This reason for this is AMS can negate a big portion of your LRM fire so might as well maximize damage potential and mitigate counter measures by firing on non-AMS carrying mechs. This build can be discussed here: Michael's Grimm Variant [size=8pt]NOTICE: Due to the fact that hit-detection is totally random; any and all claims made by the op are based upon empirical evidence and not quantifiable evidence. Tests were done over several drops and, while the numbers differed, the overall results are the same. The OP accepts no responsibility if your results differ due to the fact that several factors affect the functionality of hit-detection; ping variation, grouped versus individual weapons fire, server load, a number, a letter, a symbol, a capital letter, the blood of a virgin, what day of the week it is and whether there has been a full moon in the last two weeks.