60 firepower guaranteed to land, and an extra 11.25 from the laser. 350 missiles for 700 potential damage, and a long range backup weapon. It's hard to go wrong with this mech: good cooling, good range, wicked fast, and well armored. Makes a great light mech hunter.
I really like this build. I was running one as an C-SSRM6 boat. It gave me more ammo. I rarely ran out, but it would be nice to have that C-ERLLas for long range harrash/backup.
Now that the targeting computers are released do you think it has any use in place of the probe? Curious.
no, as the the tc is not negating ecm which is the main reason you carry a probe on a streakboat, at least in this case
Is the single ERLLAS really worth it when you can get much more ammos with a ERMLAS and the engage range is still ok for this mech? At the same time you also pump the low leg amor. Ok most of times you won't fire that much, but the games where you fire them all are those who are gonna end with crazy damage
The Firepower is impressive. But there are several flaws with this build: 1. Too hot with too few Heatsinks (on hot maps aweful) thus low sDPS Power 2. Long Recycle time of the SSRM6 Launchers 3. cERLLas Beam Duration Time Nerf 4. Too few Ammo for so many Launchers (will run out before half of most matches) Downgrade all of the Weapons to get a better Brawling Sustain Power: Since i don`t have the Mech i don't rate it, but i would say 3 of 5 for all the flaws. :sleep:
My take on this build. First some thoughts on the OP's build -Any guided missile centered build without both TAG and BAP/cAP is a huge fail imo. ECM will shut you down and your main weapons for good. Both are mandatory. -TAG is even more important given that you're always firing with LOS and the grouping of the missiles improves A LOT on TAGed targets and that the acquisition time decreases noticeably. -350 ammo when you're carrying 30 lauchers ammounts for less than 12 full volleys. Its WAY too little ammo. -Artemis is useless/unneccesary for this build, as it doesn't affect SSRMs at all. -Firing alphas from five launchers gives you lots of ghost heat. My modifications: The original build is nominally more powerful but much more limited and less flexible. ECM pretty much shuts it down beyond 150m. And 300 rounds of missiles without TAG means that a lot of the 600 potential damage will get spread and wasted into enemy arms and legs, when what you want is to kill ASAP. -24 SSRM alpha volley. Lower damage per alpha, but also far less ghost heat making overheating when firing full volleys a much lesser issue, allowing for more alphas to be succesfully fired, and better heat management in hot maps. -500 rounds of ammo allowing for 21 full volleys and nominal 1000 damage, just on the missiles. -TAG in the right hand to counter ECM at long ranges, decrease acquisition times and improve SSRM grouping. -Near full armor on the legs (I'm noticing Stormcrows attract a lot of fire to their legs so for a mech thats going to be exposed to enemy fire, it's priceless). -Retains the ERLL in the middle. TAG in the hand (easier to keep lights TAG-ed if placed there). Swap of positions is possible, and even losing the Prime head and going for a cERLL+TAG in the arm with the prime arm omnipod is also a choice. -Swapping the cERLL for a cERML is also a viable choice (specially if you use the range mod for the cERML) to trade for more ammo/heatsinks. Personally I don't do it as I think that having something with long reach in this mech is highly desirable, and because I don't have problems managing the heat of this build. You only have to stop firing the laser and chainfire the SSRMs. Weapon groups: Left click: cERLL+TAG Right clikc: TAG Middle mouse button: chainfired SSRMs 4: Linked fire SSRMs This machine is literally a Spider 5D or a Raven 3L nemesis. I can't recall the ammount of overconfident ECM light drivers who thought they could happily zip near my position at 150kph doing their stuff as they're used to, only to enter panic mode as soon as a 48 damage splat crushed their mech to bits. And there's no retreat possible: no matter their ECM your AP or your TAG will lock them again and smash them to bits in a 2nd volley. If that doesn't kill them it will leg them, and that's as good as kill them for any practical purposes. My most memorable moment with this mech was when a group of two Raven 3Ls and a Jenner jumped me in Alpine when I was mostly alone. I ended up legged and with one torso gone...but them three were splatted to death. I guess I don't need to comment on what this build does on Jenners, firestarters, or any other non-ECM light. Specially if he comes around alone. Also TAGing assaults pretty much guarantees that your 24 missiles will hit the torso. No TAG means quite some of them hitting legs and arms. With SSRMs you kill MUCH faster with TAG than without it.
Both of these points are wrong. TAG will allow you to fire though ECM outside of cAP range, but it will not effect the grouping of SSRM missiles. Meanwhile, in a known bug, Artemis effects the lock times of streaks, because the locking system is shared with LRMs, and it helps with LRMs, so it's worth it to have Artemis on any Streak boats.
This is my take on modifying the build. It offers more options in a battle, extending your range slightly. If you find yourself with too much leftover ammo at the end, you can swap out a ton for a double heat sink.
I made a slight tweak and changed out the ERLL for a ERML, and added some extra ammo plus a DHS. Already in love with it, I scrambled a few light mechs in my first match, and never looked back. It's kinda obscene how this mech is lighter than the Summoner, but can mount more tonnage in weaponry.
Run it with 5x cSSRM4 instead of 5x cSSRM6, couple more DHS, little more armor and a lot more ammo. Group 1: cERLL Group 2: 5x cSSRM4 Group 3: 5x cSSRM4 Chainfire