When I first got the DRG-5N I decided I didn't need missiles. I wanted to use the ballistic slots to the max, playing around with combinations that included Gauss rifles and the popular 3x AC/2. I wasn't dealing the kind of damage I wanted to for a heavy chassis with the dragon's mobility, so I decided to work off of the 2x AC/5 model. The result was a 5.13 max sustained DPS with 375 FF armor and 37% cooling efficiency. This variant is the most versatile build in my bay. The AC/2 allows you to harass the enemy at a distance. The speed will get you where you need to go. Ultimately, this mech likes sitting on the edges of the lines and with other heavy and assault mechs. Use it to pummel enemies with the ballistic weapons and circle them, or simply mess up the aim of beam snipers. Ammunition is at a premium with this mech, though. Wise shot placement and judicious use of pulse lasers to continue dealing damage is key, though swapping the pulse lasers for medium lasers and extra ammo is another option.
Your use of ammo ratios is clever. If link-firing and holding down fire the whole time, you run dry with all three guns at the same time. However, I'd pack in twice as much ammo. Forget heat sinks, strip off some armor and viola: Just protect that right torso, or move around the ammo to wherever you get hit least.
That was something I was toying with, but the AC/5s usually expire before the AC/2. Keeping the ballistic weapons linked for DPS sake, the AC/5 timing usually catches up to the AC/2 during cooldown when maneuvering or changing targets. It's not a big deal that it doesn't work out unless you chain-fire, but it was a quirk in the rules that I wanted to check out.
I am intrigued by the combination of different ACs in this build, and I know it works because I got shredded by it or something similar the other day (maybe it was even you, SP3CTRE). I'd run it as Archwright suggests though I think. The OP build does seem a little light on ammo. Will have to give it a shot!
Clever idea does not come to a head! I have long been run in this build. Cartridges missing. Sometimes remain. The density of high fire me. But I put the XL280 and made more powerful armor average outstanding match for 400-500 dmg. If we play a platoon, then an average of 500-600 dmg. I norms.
As anyone, but this build is not for close combat, but for medium and long range. For melee I have Jagermech with two AC 20. Therefore, every point your armor in gold. I had a choice, I would pick it up: In principle it is possible to remove some armor and add ammo, but has made its choice in favor of my current build.
I love this mech and Bad_Cat's build. It is a beast at range and I have had several 1k+ matches in it. I have to say that being a fan of ballistic builds this is the king of my mech bays. It's greatest strength tends to be it's greatest flaw at the same time. All of that damage being placed in one location from the A/c's is devastating with that right arm, but loose it and you are effectively neutered. But great build guys, love it. 5/5