This build is fast 82.7kph with the new 50% range and 50% cooldown quirk for small lasers. I run it with 79tons with full armor, but you can up the engine and reduce leg armor if you wish. Note: my standard CGR-1A1 build is with small lasers which provides an additional -10% duration but shorter range (still has the 50% range and 50% cooldown quirks however). https://mwo.nav-alpha.com/mechlab?b=3df73418_CGR-1A1 https://mwo.nav-alpha.com/mechlab?b=aa677e0a_CGR-1A1S
5/5, Very nice build. With the last patch, SL have -65% Cooldown & +65%Rang. I propose my version using ERSL with a crazy heat management. If you want to play with regulare smal laser, I recommane to play this version. Maximum engine for maximum speed (95.2 Km/h) Standard Heat Sinks to completly forget any heat management issues Beagle active prob plus Tageting computer for maximum perception Laser AMS, because it will never stop working This mech is completly unique and crazy, I love it! cgr-1a1s
Some tips for this particular build Consult the previous tips post from "Small Hyper Turbo Rays Ultra" before, I will add some complement below. Laser AC 3.75 With this build, I use a pack of 7 Extended Range Small Lasers. The Quirks give this weapon a unique profile. It has a range of 385m it deal a little 26.25 dmg with a complete firing cycle every 1.49 seconds. Forget how you use lasers; the rate of fire, heat management, and range make this weapon like an AC 3.75 (referring to the damage of Small Lasers). So, these mini "autocannon" trade Pin Point Damage for a short Hit Scan of 0.64 seconds but eliminate velocity issues in favor of an Instant Hit. Moreover, this AC 3.75 has infinite ammunition. The range difference between the SL and the ERSL must be exploited. Going from 305m to 385m might not seem like a big difference, but it is significant. Staying within the optimum range just under 400m protects you from most of the arsenals used by Brawlers. MRMs will never hit you, an IS AC20 (like an IS ML) will do much less damage and will have a hard time hitting a Mech moving at 95Km/h at that distance. Similarly, the low velocity of MRMs can be dodged. It is important to exploit this range of 350/400m as much as possible with this Mech. Indeed, the ERSL generates significantly more heat than the classic SLs. 1.9 heat for an ER SL compared to 1.1 for the SLs. Firing all 7 simultaneously in alpha strike, we get 7.7 versus 13.3. So, that's 5.6 more points of residual heat to dissipate after each volley. As you can understand, use the mobility of this Mech to maintain this distance range as often and as long as possible. Moreover, unlike what is done with an Energy or Dakka build, any opportunistic shot below 700m is worth taking; you won't have an ammunition problem and only occasionally a heat issue. Don’t hesitate to use your strong heat capacity; your 14 tons of Heat Sinks (17 if you replace the Laser AMS and the BAP) are there for a reason. Enjoy yourself, open fire continuously as soon as a target presents itself. That's all for this build with 3.5 tons of armament on 80 tons of Mech.
Version with Double Heat Sinks, LE400 and Small Laser (Not ER). Can perform 59 Alfa before Overheating with no skills. cgr-1a1