You've got a single nice high energy hardpoint and a three torso missile hardpoints... what is the absolute meanest damage you could throw out while maintaining good mobility and juuust enough heat management? _ I've been finding ERPPC's pair quite well with ATM's. Seems like they wouldn't, but they do - the ability to take down stealth/ECM is very helpful. ATM's work best in combination with JJ's, but this ground pounder has enough mobility to get into good firing positions. Your ideal situation is you get a lock on a hidden target via a UAV or a team mate's lock, then you peak and dump your 96 points of damage out, then MASC back behind cover. You've got plenty of ammo, so fire your ATM's at pretty much every opportunity, even long range. If you keep firing the ERPPC, things get hot very quickly. So lay off the ERPPC when you're getting hot. You do have an absurd amount of ammo, trade 1 ton for 1 heat sink if desired. Skills: https://kitlaan.gitlab.io/mwoskill/...000000000000000e86f77bfc60880af271b#s=Weapons Max heat skills to keep the DPS pouring out. Max range nodes to increase the damage envelope of the ATM's. A few nodes on the sensor tree to help with ATM's maintaining their lock on targets that retreat to cover. Double UAV, double artillery strikes, 1 cool shot. Like all ATM builds, you can get shut out if the enemy has an excessive amount of AMS and ECM. However, if you are able to maintain 2nd line and fire salvo after salvo, you will raaack up the damage.
I would think about trading the cLAP for a LTAG. Faster lock from the LTAG could be very helpful. Does the range on the cLAP really help with ATMs?
In theory they say Active probe reduces your lock time and reduces the time needed to defeat ECM. LTAG would be nice, but honestly it is more of a distraction (for this build). Just focus on landing the ERPPC and dropping the missiles. The LTAG may make you put in more facetime than you actually need.
Active probe does not affect lock time. I'm not sure TAG does for the user anymore either unless the target has ECM
Tag helps with counter Stealth and ECM. PGI may have taken away the "accelerates missile lock" and not bothered to update the information. cAP/cLAP/AP increases sensor range, speeds up targeting data (paper doll info for enemy mechs) and can detect shutdown mechs when in range....ooo. I believe probes can also counter 1 ECM within their range, but not Stealth. This matters if you have Streaks, since nearby ECM would otherwise make it unable for you to get a lock. If there are two nearby ECM mechs or a stealth mech, you are still out of luck.
My understanding (guaranteed correct or your money back) is that TAG gives other friendlies missile locks as if they had line of sight, even if they don't. It also can break through ECM and I believe reduces lock time if ECM would be increasing it. As Remover said, Active Probes can counter a single ECM but have no impact on lock time and I don't believe can benefit other friendlies aside from acquiring a lock that they can share. With no official PGI documentation, you have to search back through the patch notes to find where they detail how all this currently works.
Skilling up this build I got a 7 kill, 1,116 damage, last man standing hero game: https://imgur.com/lJR5wnY Had only about 40 skill points on it, and no consumables yet. I think TAG is unnecessary.