As mentioned in another thread, this is a great build for the grinner. As I thought later to myself, how is this not uploaded yet? Feel free to add a TC1 somewhere o.s. for even more range.
5/5, Best build for the grinner: you can safely poke outside ECM spot range (once maxed ECM skills) and has enough speed and firepower to backstab and flank the enemy team.
5/5, I don't pilot light mechs very frequently but i had to pick this one up as I am re-reading the Blood of Kerensky trilogy plus the ECM is very attractive, my first game using this build i topped 500 damage and 2 kills with no skills, i don't see myself changing it anytime soon.
5/5, Great build, i often almost feel myself ashamed of how annoying i can become with this..but just almost
https://kitlaan.gitlab.io/mwoskill/...c6200000000000000000050a7fe9c820101#s=Weapons Weaponry: max heatgen, max laser duration, max range, max cooldown (I don't usually max cooldown on laser vomit builds, but this build is exceptionally cool, so you will benefit from max cooldown) Survival: left branch, all armor nodes Mobility: only 4 nodes, 2 acceleration and 2 deceleration Sensors: max ECM, max seismic sensor Auxiliary: almost maxed air/artillery strikes EDIT: in fact, being extremely cool, you can try to completely ignore heat gen and skill into mobility instead, but I'm not completely sure the heat will be manageable. Spoiler: MechDB values _ On paper it should be: 72% heat efficiency and 10 alpha strike coefficiency are very high values, so despite the additional ~10% cooldown, you shouls still sit around 62% cooling efficiency which is high ALT skill tree (no heat gen, no auxiliary, no seismic sensor, max speed): https://kitlaan.gitlab.io/mwoskill/...c62101cf37f000000000050a7668c000000#s=Weapons