Here's my current main 4 Mechs:
Quickdraw (QKD-5A) with what I'm pretty sure is the vanilla loadout of 6x M Laser, 1x SRM4, 4x Jump Jet, 7x Heat Sink.
Jagermech (JM6-S) with 5x Heat Sink, 3x M Laser and 1x AC/5, but is also packing an M Laser++ (+1 Acc, +25% Crit) and an AC/5++ (+2Acc, +10 Stb.Dmg.)
Dragon (DRG-1N) with 4x Jump Jet, 2x MG, and another AC/5++ (+2Acc, +10 Stb.Dmg.)
Orion (ON1-V) with 1x SRM6, an AC/10++ (+25% Crit, +10 Stb.Dmg.), an LRM10++ (+25% Crit., +1 Stb.Dmg.), and an LRM15++ (+50% Crit.)
I mess around with some mediums when I want to test a strategy or throw a couple rookies on a milk run, but those four make up my core. They're usually piloted by the starting four, in order of their mechs above:
Glitch is 9 Gunnery/7 Piloting/7 Guts/6 Tactics, with Gunnery as the Primary skill and Tactics as Secondary.
Razgriz (PC) is 9 Gunnery/7 Piloting/6 Guts/6 Tactics, with his Gunnery as Primary and Piloting as Secondary skills.
Behemoth is 6 Gunnery/8 Piloting/9 Guts/6 Tactics, with her Primary skill being Guts and Secondary as Piloting.
Dekker is 7 Gunnery/7 Piloting/5 Guts/9 Tactics, with Tactics as his Primary Skill and Piloting as Secondary.
The skills and mechs seem to mesh nicely together. Behemoth is one of my favorites, since she's built 100% for slappin' fools.
After stopping pursuing the story mission for now, I'm essentially locked to farm contracts that are 1 skull to 2.5 skull at most with ease. Of the 4 starting crew, I will only keep Glitch, I think.
I also hire 2 recruits witi 2/2/3/2 skills and never level them up, which they start to gain free xp with Argo upgrades.
And I setup a power level lance for one unskilled mechwarrior to join.
My setup was:
1.
Sniper/Lancer. Jagermech with AC20+++, basically precision one shot CT killed of annoying lights and some meds.
2.
Sniper/Brawler. The 2nd mech, changes over time.
Vindicator with PPC+ and LRM5++, to
Dragon for punching and MGs;
Even played with Grasshopper for punching and more MGs.
End up with Orion with AC 10++, LRM-15++, and LRM5++.
3.
Sniper/Tactician. This one remained constant for a long time and is the mech for the recruit.
Centurion with 2x LRM20+++.
4.
Scout/Recon. This one remained strong, can probably be replace with Kintaro or Griffin of the similar setup.
Shadow Hawk. 2xSRM-6+++, SRM-4++, 1ML.
Skills:
Sniper/Lancer?.
Gut 5 (Bulkwark), and
Gun 5 (Multi-shot) and
Gun 8 (Breaching Shot).
I like this for when I get a decent mech that can field 3 weapons that can dish out +Stability damage.
My main character has this, plus 1 backup (Stag) mechwarrior.
Brawler?.
Gut 5 (Bulkwark),
Gut 8 (Juggernaught),
Pil 5 (Evasive).
I find juggernaught sucks at the moment for the -1 initiative versus lights and mediums.
Behemoth has this build, and she is replaced by Brawler-Multi
Brawler-Multi.
Gut 5 (Bulkwark),
Gut 8 (Juggernaught),
Gun 5 (Multi-shot).
Juggernaught stickk sucks, but the multi shot gives flexibility to shoot multiple targets to help strip evasion from lights.
A recruit (Venom) has this build and replaces Behemoth
Scout/Recon.
Tac 5 (Sensor lock),
Pil 5 (Evasive),
Pil 8 (Ace).
This is decent for when playing with Reserve and engaging lights and mediums, and some heavies.
But versus a heavy, a medium scout takes a pounding from indirect barrage of missiles (from Catapuls and Orions).
Dekker and Medusa has the same build, so they are back up each other.
I think this build becomes obsolete when not using medium mech scout.
Tactician/Missile Boat.
Tac 5 (Sensor lock),
Tac 9 (Master Tac),
Gun 5 (Multi-shot).
Early on, this is a missile boat skill build. But versus full assault, I think it can serve as scout/recon.
Glith has this build. And no skill recruits can take this mech for the power level missions.