You haven't lived . . . until you've tried . . . the "Wub-Oosh"! The 6xMPLs serve very well as a high-damage pin-point alpha, to core out in two shots whatever happens to be sitting within 400 meters in front of you. And the SRMs . . . well, they're essentially filler, to use up the tonnage I couldn't fit any more DHS into. But that said, they're great for a second volley when you need one; for an even higher alpha whenever you turn that corner straight into an enemy King-Crab's nose; or generally, for a more damage-per-heat-efficient weapon option, for those hot brawls on Terra Therma, Tourmaline, etc. Overall, this is a more than decent CQC brawler, with enough range on the MPLs to reach out 400-500 meters with relatively low cost. It definitely runs hot after just a couple alphas, no doubt about that; but it also has 24 DHS to drain that heat fairly quickly. The two tons of ammo have generally been enough for my needs, especially since the SRMs are really a secondary weapon, as explained above. (And if you don't understand why I used the half-tons of ammo, you need to read up on ammo usage priorities throughout components.) In the end, this is a build for those times when you don't know what to run on your Timberwolf, and you just want something fun to try out. At least, that's how it started for me . . . until I saw how effectively deadly this guy can be! Two successive matches from tonight, one right after the other.