Sufficiently fast, brings ECM, dangerous at all ranges. What's not to like? cLBX10s can be swapped-out easily for regular cACs or cUACs, if that's how you roll (see below). P.S. I find the "DevilGhost"'s top speed ironic.
These are other variants of the "DevilGhost" -- all very strong. Pinpoint cACs/cUACs in place of the cLBXs and a TC1. Brutal. As shown above, there is room for another DHS on the cUAC variants if the cMPL is down-graded to a ERML. Or if you need the speed, knock down the cLPL to a cERLL and ramp-up the engine. This allows for a bit more ammo as well.
The "DevilGhost" honed to a razor's edge: MAD-IIC-D "DevilGhost" (2xcLRM15, 2xcUAC10, cMPL, cSPL, TC1, ECM, cXL340) Top speed, strong armor, sufficient ammo and heat sinks, can engage the enemy at all ranges, TC1, and ECM for the team. Best mech in the game, imho.
Further refined: MAD-IIC-D "DevilGhost" (2xcLRM10, 2xcUAC10, cMPL, cSPL, TC4, ECM, cXL335) The high-powered TC4 provides crazy-fast locks and target info, even vs. ECM'd mechs. The +20% ballistic projectile velocity aint too shabby either.
With the introduction of the SkillTree, the "DevilGhost" gets a makeover: MAD-IIC-D "DevilGhost" (2xcLRM10, 2xcUAC10, cMPL, cSPL, TC2, AMS, ECM, cXL340) This is how I have mine kitted-out: SkillTree
Enough long-range tubes to make a difference, but not too many as to be a waste. The SRMs add some reliable short-range punch. Sufficiently fast and very well-armored, this mech brings strong support to the body of the team (AMS, ECM). This is my go-to mech. MAD-IIC-D "DevilGhost" (cLRM15+A, cSRM6+A, cUAC10, cUAC5, cLPL, cSPL, TC2, AMS, ECM, cXL335) Fire group 1 (300m-700m): both cUACs and cLPL Fire group 2 (180m-700m): cLRM15 Fire group 3 (<300m): both cUACs, cLPL, cSRM6 and cSPL I have found that having mixed-type UACs vastly reduces the potential of having both jammed at the same time. The 'UAC Jam Chance' SkillTree nodes apply to both weapon systems regardless. Additionally, double-tapping paired identical UACs often generates ghost heat. Mixed-types cannot. Here is my current SkillTree.
Cleaner, leaner, and meaner ... MAD-IIC-D "DevilGhost 66A" (2xcSRM6, cUAC10, cUAC5, cLPL, cERML, TC1, ECM, cXL325) SkillTree MWO Build Import: Ab7E40U1|m<2|e<2|7f|l^|l^|l^p11|XR|l^|l^|l^|0Cq11|lR|l^|l^|l^|l^rg0|RR|RR|fB|<Csg0|QR|eR|eB|<Ctj0|l^uj0|l^vB0|lBw707070 MWO Skill Import: a050307cc01cf5879bc0986c3bc6260c030730000e86f1350a7668c820103 Fire group 1 (0m-750m): both cUACs, cLPL, and ERML (standard poke) Fire group 2 (0m-750m): cUACs in chain (for arm-mounted UAV targeting) Fire group 3 (<300m): both cUACs, both cSRM6 (extra punch; lower heat, sustained brawl)
I understand why you'd drop LRMs, as the whole long distance indirect fire doesn't mach sense when most of your weaponry is Ballistic and Laser. But what if instead of SRMs we ran ATMs? Not sure if I have the ammo right. Might want to drop some ammo and increase the engine back to 325. Getting a tag is also an option:
I like your thinking. Here's what I came up with; I think it works well. MAD-IIC-D "DevilGhost 104C" (ATM12, cSRM6, cUAC10, cUAC5, cERLL, cLTag, cLAP, TC1, ECM, cXL315) SkillTree MWO Build Import: Ab7E40V1|m<2|e<2|5f|l^|l^p21|QR|eR|l^|6S|6S|7S|l^|mBq21|l^|l^rh0|RR|RR|fB|<C|lRsh0|eB|n<2|TCti0|l^ui0|l^vB0|UCw606060 MWO Skill Import: a850307dc01cfb87dbe0d874380e261c038730000e86f0230616381820103 [Note: Sticky-on cLTag at start of match] Fire group 1 (0m-750m): both cUACs, cERLL (standard poke) Fire group 2 (~121m-1050m): ATM12 (fire when tagged for best effect) Fire group 3 (<300m): both cUACs, cSRM6 (extra punch; lower heat, sustained brawl)