Stealth Armor to degrade long range weapons accuracy. Stealth Armor on a fast AC/20 build that gets up the other player's nose in 2 turns.
TSM to maintain mobility while being more aggressive on the heat curve. Plan your salvo pattern to go as high as +13 on the heat, and you'll still be moving around normally.
Is Tac Ops variable damage from energy weapons (pg 102) in play?
This makes me think that laser reflective armor would be a good idea on most OP/munch designs as a counter to standard munch designs.
This is coming from a guy who made a 100 ton quad with improved jumps jets, TSM and the armor/weapons configured backwards so that I could land super mule kicks.
I think Church14 is right about reflective armor. The table will be lousy with the stuff if the GM allows it. Seems like a good time to bring a melee build or two. As much as the idea of 35 tonner with TSM and a mace bashing a 100 tonner's virgin reflective armor makes me giggle, this might not be the best time to use TSM. Pending GM approval, go with supercharger, EI, and AES in the arm and legs. EI + AES will take care of +2 To Hit from the mace and also deal with the +2 PSR from a miss. Or go TSM, supercharger, and EI. All things to make players with reflective armor nervous. :-)
Other ideas, bring ALL the Streak SRM 6. If you can put more than 6 Streak 6's on a mech, the target better get real familiar with TAC/floating crit tables. Pair 6+ Streak 6's with good hole puncher, cERPPC :smirk: and you have a monster that will eat anything within 8 hexes for lunch. You could probably get similar results with iATMs, but even the Turkina Z firing HE missiles generates
only 29 hit locations.