I was running Victory Rabbit and I was a little unhappy with the damage out put. It wasn't terrible, but I always found it just didn't have a lot of punch. It still did rather well as a striker roll, but I wanted something that could brawl better. As well as fix the jump jet issues and AC/20 ammo issues. This is what I came up with.
Looks solid. I'd be tempted to trade a ton of SSRM ammo for a ton of AC/20 ammo, but that's more a matter of personal preference. I'd also move the stray ton of AC/20 ammo in the left arm to the head (or to the leg, and move the AMS ammo to the head).
It is incredibly agile and durable. Main weapons are twin Large Lasers and an AC/20. Secondary weapons are three SSRM2s. Group 1: Large Lasers, Group 2: AC/20, Group 3: SSRM2s. Max jump jets. Max frontal armor. Good heat. Zero free slots. Playstyle is point, shoot, flank, and brawl. Preferred targets are Heavies, Lights, and then Mediums. 500+ damage per game easy. Start with lasers, follow-up with AC/20, spam SSRM2s as needed. Chain lasers on hot maps.
impressive Firepower. I would definitely drop one JJ for an extra ton of Bullets. If you can load BAP to counter ECM.Mechs, then this build is really perfect. As it is i rate it 4 of 5!
Indeed, 3's a good number of streaks to have. It doesn't do that much damage, but even just having them will tend to make lights pick softer targets.
Skip the AMS, buff up the legs and add another ton of AC20 ammo so that spamming at 500m won't hurt that much. Nice build!
Call me crazy, but it almost seems like you should pack the JJs, BAP and the SSRM ammo into the LT in order to crit-pad the ammo. This would give you space to pack the AC/20 ammo in the head/legs (away from enemy fire).
Yeah, might be better... but let's face it: if you're getting critically hit in those zones earlier than you used up the ammo stored there, it probably doesn't matter anyway.