When the SRMs' damage was upped to 2.0 per missile I was probably one of the more happy MWO players because of the rejuvination of my A1. 3x SRM6 + 3x SRM4, AMS, fast, lots of ammunition. Happy pilot here... But it wasn't for long. Variants like the A1 took quite a beating from the ghost heat implementaion, and the Kintaro Hero is hit by this as well. By the way, who doesn't smell some irony there? However, new rules require new builds. This is what I came up with today. After using 2x ALRM15 + 4x SSRM2 for quite some time (and this is the Champion's loadout, isn't it?) SSRMs where nerfed as well. I tried to fit in 4 ASRM4 instead of them, but it simply didn't work out, as I wanted both AMS and BAP in the mech. Double Streaks plus double ASRM4 are still some nice firepower, and now that 12 vs 12 is life, a Cat shouldn't be going alone somewhere anyway. Sadly, this is still nothing more than a comprimise, and it's one I am not fully satisfied with. At least it's a viable build for taking the A1 to a ride from time to time.
I wouldnt play this build. For me too slow, too few JJ, too few LRM.Missiles, not viable Streaks nowadays. Better play this:
As I said, I am not satisfied with the build as well. I posted it for showing some line of thoughts required after all the additional rulings & penalties introduced recently. Your's a build I thought about as well, but I didn't liked it in the end. The A1 only got 6 Hardpoints and I somehow think that not using all of that few must be a mistake. Another idea of mine was going down to just 1 ALRM 15 and use 4 ASRM6. The ghost heat of just 1 additional SRM6 shouldn't be that devastating.
Its not easy to use all of the 6 Hardpoints, if you want some LRM15s + Artemis. If you dont care about losing Artemis for more Pods, then maybe this one: