3 weapon groups: 1 for 4 launchers, 2 for 5 launchers (or 4 to avoid ghost heat), and 3 to chainfire all 9. You aren't fast, just quick. 91 kph so stick with the heavies and assaults. When they engage a target, you dart around lobbing ATMs at them. If there isn't any AMS, chain it: It's almost constant with 9 launchers. If there's AMS around then use the other two weapon groups. No way around the fact that it sounds like a pea shooter but if you're in a brawl and under 270m you're dealing 81 damage every time you fire off your 9 launchers, and that's roughly 5 seconds.
@anamiac I don't shield really, not with this mech. Maybe if I was running something more like SRMs but with the ATMs I'm generally with enough bigger mechs' that I get ignored. The bigger launchers are cooker overall, but my idea here is just like a 7xLRM5 build, mostly harassment when an enemy is caught without cover, and to cause enough cockpit shake that they can't properly aim at your assaults. @Remover of Obstacles that seems to have been a pretty decent game for dealing damage. I can't remember my best in it, 700 some damage and a few kills I think.
@krevLL Usually the damage is lower and the kills are much higher. I was able to get some great positioning in polar and work the hills. The tighter spread usually works well for finishing. Also, very little AMS. AMS really hurts ATMs.