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edit: Hmm, I'm not sure what I'd do with a Grasshopper in HM. My pre-HM build was 7xMLas, 6x(MGs or SLs). Most of the 'better' versions of those - pulse or ER lasers - make more heat and/or weigh more. And if you're making a jumping backstabber, you don't really need the ER ML's. ER SL's might be useful, so you could backstab from further away. Or fill the support slots with 0-weight MG's and upgrade some ML's to pulse? Or use the weight for some melee arm mods.
But that'd count as an 'endgame build', I suppose, with all those ++ and/or lostech weapons.
Way to good as a heavy scout and back stabber with Master Tactician and Bulwark.
If you know how to use it correctly - it will serve you through the entire game.
I decided to go with the Warhammer because it has the Increase Energy damage quirk and it moves as fast as the Grasshopper as well.
Everyone has a different play style. I run jump jets on every one of my mechs.
Currently I am running this Grasshopper build with 3 Atlas 2s with primary energy and ballistic weapons (This is one reason why the mech has TAG).
Grasshopper:
9 Heat sinks
1 Heat bank +20 +10
Cockpit mod +3
Tag +20% energy & ballistic
Gyro +3 hit defense
1 Large Laser +10 dam + 3 acc
4 Medium Lasers +50% crit +3 acc
4 Flamers +5 heat
4 Jump Jets
This build is used as a heavy scout (It is always forward) and it lays down Tag on a target then goes for overheating and backstabbing enemy mechs. My pilot for this mech will always have Master Tactician and Bulwark.
Hope this helps, but again - you have to find a play style and builds that work for you.
Thank you Valen, that is an interesting build. I will think about it.