Spiritual successor to Aylek's lighthunter shadowhawk. Swap ammo for JJs for personal taste. Use a TBR-C right arm and a TBR-P left arm to min/max for quirks. [size=6pt]Deprecated: 4xC-ERMLas, 4xC-SSRM6, Active Prove, 2xJJ 2xC-ERLLas, 4xC-SSRM6, Active Probe, 3xJJ
Works fine. First and only game I've played on it so far (no strikes). The 7.7sec cooldown will take some getting used-to. I was looking for places to hide inbetween SSRM alphas. Edit: Done using a deprecated build: 2xC-ERLLas, 4xC-SSRM6, Active Probe, 3xJJ
If I may recommend: Change a ton of SSRM ammo to 1/2 ton and add a Tag laser to the other arm. Last thing you need is an ECM light that you can't lock on to.
Good playstyle tweak if you prefer it. I don't think it benefits SSRMs as much as LRMs as it does not nullify ECM at jamming distance. That is the common distance you'll be firing your SSRMs from. However, clan SSRM ranges are 80m longer, so it would have a bit more deadzone value. I feel the active probe is enough to make ECM lights not a nuisance though. If a light is within SSRM range of you, they've already made a mistake and is staring at 48 pts of nearly guaranteed damage already. Tags are 1 ton, so you'll have to trade a ton of combined ammo and/or armor for it.
I've downgraded the SSRMs to 4s and upgraded the lasers to pulse. 7.7sec cooldown is just too long for my tastes. The 5.775sec on the 4s still feel long but at least are manageable. Better DPS from the ERLLas version if you prefer it. I am enjoying the clan pulses as their beam duration is more familiar and they have more range than the standard IS-LLas I used to run this type of build with. Game log: Code: Mode Damage Kills Assists Match Score Death Result Map Mechs ------------------------------------------------------------------------------------- -4xSSRM6, 2xERLLas- a 638 3 6 91 #2 W crimson 12-6 -2xSSRM4, 2xSSRM2, 2xLPLas- c 661 1 8 111 #2 W tourmaline 11-6 c 696 0 11 95 #1 W tourmaline 12-2 c 490 1 3 58 #2 x L canyon 4-12 c 595 2 5 76 #2 x L caustic 10-9 c 383 0 7 78 #7 x W frozen 11-8 c 621 1 5 78 #3 L crimson 7-8 -4xSSRM4, 2xLPLas- c 796 1 5 97 #1 x L river 6-12 c 596 1 ? ? ? W forest ? -server DCd-
I've used all of what I had remaining after a torso was blown off twice already. It annoys me that I can't put the ammo in the legs of a timberwolf. I've used all 400 of my SSRM ammo in my SSRM8 2D2 about 6 times out of my 107 games, so it is certainly possible to use 500 in an SSRM16 mech. That being said, with the game currently featuring so many high-alpha mechs, I don't feel like I am getting enough brawling time per game to use all 500. I think you would be safe with 4 tons, 2 per side. At least until the mech is elited and we get some of that cooldown time back.
Not terribly impressive, but I barely crossed the millennium mark. My team didn't fare too well, but I took out a few and we cleared our way to run away from their pack to take the win. Amazingly drew a game with 16/24 IS mechs. Used the 4xSSRM4, 2xLPLas in the OP. No strikes, 5/8 basic, modules: advanced target decay, target info gathering.