pretty basic stuff, 5 lasers ecm+stealth armor, MASC; the AMS can be changed with whatever you want. https://www.nav-alpha.com/mech/#8JaVIV_FLE-20 to be fair, i don't know how much effective is the MASC, so i can't decide for the right engine for the build... with a light/standard engine, you could probably fit inside 5xMpulse and enough heatsinks whats your thoughts? looking at the quirks with a juicy +16% heat dissipation, you could fit 4 med pulse by removing stealth armor, the ams and with a single dhs. http://mech.nav-alpha.com/#uWmI32_FLE-20
i think you need 4 extra heatsinks with the 170 engine dont know for sure if build is possible maybe something like this could work: 5xERSL, ECM + SA, LE 170, TC1 http://mech.nav-alpha.com/#ET6oWb_FLE-20 smurfy link: Edit: added smurfy link
Need 4 sinks with the 170, correct. I've updated MechDB to enforce the minimum, along with tonnage, slot constraints etc.
Yeah. For max 170 you need extra 4 HS (learned that in the same hard way as you now). Remember to update with Smurfy when Flea will be available there.
after some tests, er small lasers feels... underwhelming with the kind of speed this mech can achieve. dropped stealth armor for a light ferro, changing the LE170 for the XL version ad putting 5xSpulse for great hit&run harassing. watching Baradul new gameplay video, he showed a 5xM.LASER build with terrific results: like i learned in my games yesterday, this mech is for eXtreme-corner-peeking-laser-vomit build by using the MASC for going in, shoot and going back. no ER version, too much heat. stealth armor is cool on this mech, but the lack of tonnage restrict yourself on very few options for weapon choices, you have to trade it off if you dont feel "enough damage" with the ER small lasers.
One of my buddies was running this and I had to try it. OH MY GOD IT IS SO MUCH FUN. Use your masc liberally and you become an invincible nimble little pest. This build and the 6xSPL FLE-17 are I think the most effective Flea builds. This one with ECM gives you an added level of survivability. Only drawback of this build is that after several pokes you will need to take a few moments to cool down. Skill tree you want: https://kitlaan.gitlab.io/mwoskill/?p=jsonbin1.5c2ade9c6265442e46fff879#s=Weapons Use those UAV's wisely and you are an immense help to your team.
That's the ECM flea I'm using and is definitely a pain in the ass for the enemy team when played correctly: shoot and hide, always try to gain a free trades and to diverge attention on you when someone is engaging your team mates. Once fully skilled, I'm pretty sure it can work very well even in invasion as a 3rd or last drop. About skill tree, I would max out heat gen and ignore coolrun because range is truly your best friend: you shouldn't be brawling with this little mech and anything dedicated for brawl will murder you if you can't out-turn your opponent, especially because of your longer beam duration and lowerd DPS compared to small / pulse laser / MG boats. Also, more than often you will have to shoot over your optimal range, so any additional range node is well spent despite the uselessness of cooldown, which is compensated by heatgen. Last but not least, due to the fact you shouldn't be brawling and you have skills into seismic sensors, it's pretty much pointless to skill into UAVs: I prefer coolshot (for those life or death situations when you are hot but you must kill someone before he hits you back, or when you can free trade and you need all the heat you can achieve in that short span) and airstrikes. This is the skill tree I suggest: https://kitlaan.gitlab.io/mwoskill/?p=jsonbin1.5c2f58707b31f426f850f1cf#s=Weapons
Agreed on range, on many builds with weapons in the 200-400 meter range I will go for full 15% range nodes; for some reason however I did not on this one. I strongly disagree that UAV's are not worth it though. You are a scouting mech, the eyes of the team. Your ability to sneak up with a burst of speed and pop a forward UAV that lights up the entire enemy team is an absolutely HUGE benefit for intel (in the 12v12 quickplay or group play setting). The ability to provide that intelligence is enormously more worth it than the temporary DPS bump from coolshots. Coolshots aren't what they used to be.
Sure. You can drop a single range node, drop airstrike and fully skill into UAVs. I would still skill into coolshots because in pug you never know if there is gonna be a hot map or not. I've just played rubellite oasis and this mech need a lot of time to cool down. https://kitlaan.gitlab.io/mwoskill/?p=jsonbin1.5c2fe74d2c87fa2730670f41#s=Miscellaneous
"Joybug" merged under "Stealth Speed" as weapon loadouts are identical and differences are only Equipment and so it is functionally an Alt. "Stealth Speed" was left as primary as it was the older thread.
IMHO only chumps run stealth. Or, if I was running stealth on this, I would probably do 5xSPL instead of 5xML. Should be cooler, and SPL are much less visually noticeable than the ML beam.
This. Stealth "real" bonus is being able to brawl without being targeted or spotted, which is why it is really noticeable when facing UAVs or jelly streak boats. Other than that and it becomes a waste of tonnage and cooling: over 270 meters with full ECM skills you can't be targeted, so IMHO there is little point for stealth armor if you ain't gonna brawl or use it to pop a UAV in the middle of the enemy formation.