NOTE: Had to change original build post fixed-JJ change. Went from (cLPL, 2x cERML, 2x cMG, cECM, cAMS, 3x JJ) to (cLPL, 2x cERML, 2x cMG, cECM, 2x cAMS, 2x JJ) I can't say I'm a fan of pulse lasers, but in this case, it works out because the beam duration is the same for a lpl as it is for the erml's. As this is a close team support build meant to harass while your teammates get good shots off, the timing of it equaling each other makes sense. You can drop 1 DHS for TC1. Similarly, if you don't want the 2nd AMS, you can pick a 1/2 ton ammo of your choice.
This is now a duplicate of http://www.mechspecs.com/forum/index.php?topic=6962.0 which seems unfortunate because I think the other one was originally a different build and then was edited. :-(
Haha, well, when Blagg makes 342345 builds, bound to duplicate one of them after going back and forth with small changes...
I have been using builds almost exclusively off MechSpecs but have never felt compelled enough by a build to bother making an account and rating it, much less comment on it. However after playing this build for the 50win challenge I have to rate and comment on how much I like it. I am a total noob and that's not being modest, I intentionally play with armlock on because I am bad at aiming with my arms >.
With the nerfs to cERLL, this has become my default build. I drop the AMS and run more heatsinks. I feel like 1 JJ is enough, and just need more heatsinks as well. When it's all said and done, I'm usually running 4 additional heatsinks, a 1/2 ton of MG ammo and 1 JJ. When brawls start and on hot maps, I'm always happy I run a little cooler. I may drop a heatsink, go up to a full ton of MG ammo and add another JJ because I often find myself wanting just a little bit more MG ammo by the end of the match.
I settled on something similar to this. I have I think 1 less JJ and only a half-ton of MG ammo, but an extra half-ton of AMS ammo and a second AMS. Very sold build. Puts out fairly good damage, can engage lights by your big boys to defend them, hits hard from a distance, and the MGs can pack some killing punch.
After experimenting and finding out how little I personally had the AMS be useful, I basically do this, but personal preference is 3 additional heat sinks, 1.5 tons of MG ammo, and 1 JJ. Mainly because having a full ton of unused AMS ammo asplode is no fun, even in a Clan mech with free CASE. I'm sure that now that the AMS is gone I will drop into matches where I need it, spawning a perpetual cycle of me modifying about 1.5 tons of the build between AMS, Heat Sinks, and JJ/MG ammo, but that's how things go
Ran this build tonight on my first game with a kitfox. 2 kills, 8 assists, 6 component destruction, 365 damage. I love this build.
I've found that since the nerf of every clan energy weapon and buff of the ERLL, I'm trying it out with 2xcERLL and finding it works well. I'm still not sure if the Clan Computer is worth it over an extra heatsink. I'm also taking MGs out for the extra ton. The nerf makes all clan weapons noticeably hotter.