I think I want a second JJ in here. Also, never ever downgrade the armor on vital party (legs, head) when you've got spare limbs to lower the armor on. Finally, dont stuff the legs full of ammo on medium mechs.
Head is ok. Getting a headshot is not that easy. So rip it down to 12 is usually fine with all things. Most usually damage is top down artie. Legs though, it is somewhat tue. My thought is that if you are not a zombie type and you get legged, ammo explosion or not you are going to last for an extra 5-10 seconds max as your other leg gets stripped.
Yeah, but why carry superflous armor on the arms, which are there for shielding only on this build, while leaving the head without maximum protection? It's like just 3 points less on each arm, but adds 50% of armor the the head.
This is my current version of this beast. By the way, I'll probably buy a second 2N as soon as it's available for CBills as I hate skipping Artemis in and out.
ok, so I finally purchased this mech, and I've had a go in it. Turns out, it really does wreak mechs. I killed a fresh Marauder in 2 alpha's, right to the CT. That was beautiful. That was when I knew, I had to revisit this build. I turned this thing into a basic TANK, and with no upgrades or skills, I managed games like this.
I switched to a light 295 as soon as they were available als haven't looked back. https://www.mechspecs.com/threads/grf-2n-hug-me-mk-ii-4xsrm6-a-ecm-2xjj-le295-variant.12331/