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@Simon - That is very kind of you, I appreciate it! I am kinda surprised this guide still gets peeps using it, considering how horribly outdated it is lmao! Even so, I am very glad that it still provides some assistance, so thank you all for coming and checking it out, and Gimmie Awards if you like this guide! As of this post, I have 1 total. =P
I'd agree that the Coolant Vent skill is worth a mention as it allows hot mechs to fire that much longer without the need for a cooldown turn. It is a very useful skill and makes the Brawler build much more viable for front line tanks or hot skirmishers like the non-lostech Griffin's.
As a side mention Master Called Shot at Tactics 9 with a Marauder will get you to 35% headshot at as low as Gunnery 3. I've tested this with the rare pilot Arclight who starts with Gunnery 3 and Tactics 8. I don't know if Gunnery can go lower to still get the 35% as I've never had a pilot with that mix of skills.
I like 2 mechs in the 'Lights Phase' and a Phoenix Hawk medium/LR small Laser knife fighter is just brutal, and Raven of course because 'ECM or go home', even get a few kills from my Raven from time to time but they are mostly support.
My LeRM boat I run 3 LRM 15 or 20 racks (depending upon the 'Mech) to land killing blows, knock targets down, and remove evasive pips.
Finally, I was running a similar build on a King Crab as I do with my Bull Shark, going Dual-Gauss with 10 SRMs and ER Medium Lasers to decimate opponents at any range, though my Royal Marauder is MUCH better at headshots, and quite a bit of fun decapitating almost any 'Mech.
One last question, in summary which pilot builds do you recommend for a Lance?