This build is great for light suppression and hunting. The speed and maneuverability of the XL engine with Jump Jets lets this mech make short work of lights using the SSRMs and MGs. The ERLLas gives some long range fire power and is good for catching someone trying to escape. Once the lights are gone you can play a decent skirmisher with some hit and run tactics, just remember you are vulnerable with the XL engine. The one thing I wish this mech had is another JJ. I think this mech deserves four JJ slots. Thank you to Kaosfett for helping me with this build.
Two things. It's been a long while since I ran that many SSRMs, but you might want more ammo. One this is for sure, though. You should try to find 1.5 tons to put in BAP, you don't want 1/2 of your firepower to be invalidated by ECM. You forgot to close your smurfy tag. The second one should look like this
Thanks for the feedback. I've taken this on several runs and I agree that BAP would be great. I haven't run out of SSRM ammo yet, I think 200 is plenty.
I would say that this and the Skirmisher build are the most "fun" ones for this mech. It's basically a finisher. This build is a bit easier to handle than the Skirmisher due to no LBX. I used a regular LLaser in it, but this mech shouldn't have any heat issues. @Aylek, how is the ERPCC working out? Hows the heat management? I haven't used it in a single build since they made 15 heat for it, but i can see how it can work here.