Yup, I'm using the same weapon layout as the Awesome build by the same name. It seems to works well. I never seem to overheat, so I think that I'll swap a heatsink or two for a BAP / Targeting Computer once they're activated.
not bad....if you don't mind having 3 on the same arm, you can get +15% more cooldown for 3 of the lasers using the B.
Its indeed a penalty not a bonus. Btw this is my take on this build: All the omnipods are PRIME. Theres TC4 if you dont like it you can remove it and add more DHS. I think the SRM6 will come in handy for some added close range punch. Same situation with the AMS as with the TC. If you dont like it remove it and use the tonnage on something else. I personnaly preffer AMS with the amounts of LRM boats running around these days and as a WHK youre big fat target for them. /Mard
This one is a bit hotter, but punches harder. You get one alpha, but as long as you stay on the left arm heat will (usually) stay neutral in a knife fight. All I did was put a TC2 in the CT, add a ERML in the right arm, and drop a few sinks. With the CLPL weapon module, it reaches out to almost 700m.
My version, can swap to TC2 for 1 more tons of SRM, but I seldom use it, just there for when it's absolutely needed.
4/5, Effective and solid. I leave one of my Warhawks with this setup on it. I don't like it quite as much as some of the LRM setups, but it can apply damage effectively at longer ranges than the LRMS can reach.
Mostly because I like the target information gathering speed and distance bonus over the small bonuses TC2 gives over TC1 in these aspects, plus being able to counter ECM never hurts in any mech. TC1+cAP vs TC2: 47,5% faster locks vs 32,5% 27,5% sensor range boost vs 3,25%
Yeah I use cAP's quite a lot and don't even mind the fixed ones tbh - just not used to the idea of it on a mid range sloooooooooowwwwww mech.