Thanks to @Excalibaard informing me of a third missile component on the VPR,... a jumping splat-mech. Finally a new mech to update our outdated "jump over atlas and core his back" to "jump over a mountain and Atlas, then core his back" Should perform decent in scout drops too
Jump over one Atlas, a mountain and another Atlas and core out his back. The Viper practically flies!
In Crimson, I took a run at the ship, jumped, and landed pretty much on the saddle. XD No joke, the mech flies. On any other mech, when you jump, the instant you start on your downward swing, no amount of JJ will get you back airborne. With the Viper, if you have JJ juice left, you can go back up. It's damn amazing.
A couple of problems - unless you want to take those omnipods off the D we can't currently purchase extra D 's just Prime/A/B. You'll also lose 15% accel/decal, 5% turn rate and 10% torso turn rate.
While the accel/decel might hurt a little, the turn rate and torso turn rate isn't a huge loss compared to making a nifty little splat boat.
Plenty of footage saved already. Playing Viridian without touching the ground floor. Jumping at sniper positions before the lights know where to scout. Getting on the HPG wall and causing havoc in new and unforeseen ways,... VPR is a sweet bird!
Not just getting up on the HPG wall. Casually getting up on the wall, saying 'Hey there.' to the light who had to work to get up there before blasting him to bits.
Literally getting on the wall straigth from starting position and shooting the light before he even gets near the wall. (edit* with the dual ERLL build)
I was looking at a similar idea, but I went looking at the VPR-C variant instead. Using the CT energy point with a flamer to go with the 3 srm6's.