_ Maximum alpha strike possible using both AC20 and SRM6 heat groups. With this new iteration this build is actually quite cool and is capable of alpha strike from 6-7 times before overheating and depending on map. With max ammo skills you will have 30 AC20 strikes and ~24 SRM strikes, for a grand total of ~1840 potential damage. Best used in defense when speed and bad hardpoint location won't matter that much. Previous iterations: _ Downgrade engine for max armor or for additional ammo, but I'm not sure it is really worth it. ALT: -1 DHS and slower for additional ammo. If you don't like the LE285, simply further downgrade to LE280 and add some leg armor _ _
I find that in the vast majority of situations in QP, SRM4+A is significantly superior to SRM6. The only exceptions are point blanc range, or when completely out of convergence and the spread is dominated by the distance between the launchers (your arms in ON1Va case) - even then it is a close call. While the alpha of srm6 is technically 50% more than srm4+a, the added damage is highly ineffective (or completely misses) due to the spread. The srm4 starts with a tighter spread which is further tightened by the artemis. The 4 missiles consistently produce a tighter pattern than the 4 central of the 6 missiles of srm6. Given that SRM4+A uses 2/3 of the ammo of SRM6, less heat, shorter cooldown, 1 less crit slot (adds up when you have 4 of them), the choice is easy. It is SRM6+A or SRM4+A for me, never SRM6 regular. Same tonnage, so replace 1 for 1.
5/5, I use the Artemis LE295 version and its very effective, Fire , Twist , Repeat! This mech has thick armour and awesome Quirks love it!