This is my K2 Sniper which I run atm in PUGs and it works pretty well. ELIZA Originally it was a test for the 21. to implement BAP and AMS. In actual gameplay I found that, different to the eppc/ll build I normally run, Eliza has some advantages: - Way better heat managment. - As good/bad against lights as with ll. - Lower profile (no 400m blue lasersign to your position) - As fast and agile as possible with a cat (a bit compensation for soon faster lrms) - With BAP and advanced sensor range Im able to shoot at distant targets I normally cant see (is it a bird? is it a plane? No its *bamm* ... dead) - AMS against the many lrm boats which might pop up again - Max armor, actually space unused so lots of room for changes. (MGs maybe) The disadvantages are basically that I loose the possibility to alpha for 38 damage at medium range. This is big without doubt, nonetheless in current meta the time for the lasers is the time Im extremely vulnerable. Too often I get some big hits because I had to expose myself a bit too long to use my lazors. Also Im not a good player and moving to cover tend to force me to loose fokus with the lasers. Overall the loss of the ll is for my playstyle ok. On a sidenote: With 20% lrm speed increase AMS in current implementation will be even less useful as it is now. Not sure if wasting 2 slots and 1.5t for AMS is worth it after 21st. I also hope that the expected ppc nerf will not destroy this build. If they raise heat I can switch to normal ppc, if they raise weight I can compensate a couple of tons and even forced additionas slots will not kill this setup.
I would say AMS is now worth it more than ever. With the increase in missile speed you have more missiles able to home in on you faster, despite your transversal speed. If you move at a fast 45 degree angle to the oncoming missile your AMS will shoot down most of what you can't dodge. One thing I AM curious about is why you have BAP when you have no missiles and it's a PUG match mech? You never know for SURE any of your PUGGERS are bringing LRMS and since your mech can use the Mark I Eyeball to do your targeting for you why use up that tonnage?
What Mark I Eyeball? BAP is for sniping. The farther and faster I see objects the better I can react. As BAP and adv. Sensor Range stack I see oponents at circa 1.2k range which is extremely helpful at maps like forest colony and the one with the vulcan (forgot the name), environments where I have problems with contrast. After 21st I expect to have a lot more lrm in my PUG teams so cant hurt to run the setup now to check if its working as it should. I also run, as a test, adv. Target Decay. If I play peek-a-boo I hopefully dont loose lock on my target + the expected lrms will profit too. Also there is hardly anything useful left to waste tonnage. If I find BAP useless I just drop it, throw a bunch of MGs into the mech and try that. Maybe they arent useless anymore after 21st. Or the 19th heatsink.
Ahhh ok if you have run out of things to throw into the mech then cool, by all means. For me though, since this isn't a missile mech, and you are using it to PUG, I wouldn't use BAP unless there was literally nothing else to spend the tonnage on. As of the 21st BAP will be a counter to ECM; you don't have streaks on this thing so don't need to counter ECM because all your weapons are direct fire which means you can use your eyes (Mk. 1 Eyeball) to target your opponents visually. Still, if you wanna be able to provide support to your PUGs that DO bring LRM it would certainly be useful. I try not to target enemies at 1200 meters because I simply can't see that far. Sure the red box might be there but what if they are standing behind cover or even 3/4 cover? It is wasted heat for me but to each their own!