Thia can be seen as an upgrade to Streak Boy. My solution to the problem with faster assaults and other things. A single LLas increasing the firepower, while the TAG ensures fast locking for the SSRM. No AMS Version.
Now this I like. you can hit targets that flee from outside 270m, and go against assaults OK. 5-5 stars.
Here's an alternate approach for anti-ECM work; TAG is nice, but at the ranges needed to make it work, it's not very useful for helping your own streaks lock on. With an ERPPC, you can completely eliminate the ECM for a while, which I think is more useful overall. Yeah, you lose a bit of general support ability, but all the other perks of an ERPPC make it worthwhile, I think.
Nice suggestion. I have also tested that you may try to run this mech with as low as 3 tons of ammo, if you can control it nicely. The first two dons would run out easily in a regular match if you are working hard, the third ton you are half finished with it usually. But you may run out if a match drags on extra long I guess. Good thing that streak almost always hits. So if you risk it you can take out another ton of ammo and add another Las. That way you have some close range ability also.
spiders would take 4 volley to deal with. Then it is a matter of mercy killing. On a bad day they die before that.
And only by roughly keeping its crosshair inside a big circle... I refrain myself for giving it 1/5, because it is effective, but it's really a build for lamers.
You don't really need to, just combine the tag and alll streaks in the same weapon group, and sway your arms towards the spider. The lock is fast and the streaks will fire the moment it is locked-on, which is usually a short time. Even better if you have 360 lock so you know where the spider is going. Much easier when the poor spider is jumping up avoiding the LLas. The landing is almost always greeted by a volley of streaks.
Here's my take on this build. KTO-18 Max Engine and Max Armor with 3 tons of ammo. Have to take out AMS to make it work but that shouldn't be much of a problem.
In regard to HylanL27's 'Mech, I feel that 300 missiles is far too few...500 should be the minimum for anyone hunting fast lights with 5x launchers. That's just my opinion though...I really like the L.Laser on this 'Mech and I think I will outfit mine with one in the morning. The 360XL is a must in my opinion as well; I currently run with 2x Med.PLasers but I think I will make the change for the extended reach. Thanks for the post. Mythweaver
On ssrm ammo. 400 tons is a MUST. You will definitely run out if you have less than that. You can have a little bit more fun with 5 tons though. Oh, other than the typical lights/mediums, it is effective on hunting bigger mechs also, especially wounded ones. Chain firing ssrm is fun too. I tried a 3 ton build, and you will have to choose your shots really really carefully, and that cuts into your effectiveness. You may do fine if the game is just short, but in a long game you are left with a mech with weak Las weapon once ssrm runs out. For SRM though, I would prefer the KTO-19 instead, a bit more Las weaponary (read MLas), and a more balanced approach.
Been running with XL 295, taken from Raven 3L, ERLLas (assists + damage), TAG (faster lock), BAP, no AMS (if you are getting hit by LRMs much you are playing this mech wrong) The record was about 770 dmg and 6 kills, most of the time damage is lower than 500, 2-3 kills. However you also get killed easily if not careful - around 2 times I went to chase down the heavies/assaults, which were already badly damaged, and they just turned, saw me bravely charging in, and killed me with 1 AC20 shot to the side torso. Of course, there were also times when I killed around 3-4 mechs while being critically damaged. Basically high risk/high reward mech, living on the edge constantly )
This is the load out I feel most comfortable with. Good range with the ERLL and the TAG helps the SSRMs lock and makes me Spotting bonuses. http://mwo.smurfy-net.de/mechlab#i=95&l=9a3cd2d00c72eae6088d68346ca9ecfcce528fb8 With this build I actually use the Streaks as my main weapon and back them up with shots from the ERLL when the opportunity present. When I run the Streaks on chain-fire I have ZERO heat issues and the constant Bam Bam really unnerves most pilots. I know most of you will say the 300 rounds of Streak ammo is way too low but I chain-fire them and I usually only run out in the last two minutes of the match. Is it just me or do the SSRMs in chain-fire seem to hit CT about 75% of the time?