So this was a build I threw together out of anger at repeatedly facing ATMs in Clan vs Clan Scouting. I let it sit in Scouting Deck 2 in favor of my Huntsman, but it wound up saving the team when the Huntsman was stuck in another match so I thought I'd share it. Half a ton of ammo is almost exactly enough to keep a single ATM mech at bay while your team deals with the brawlers first. Once the event ends, you'd probably want to ditch the AMS and half ton of ammo in favor of another heat sink.
Why the SRM2s? Do you find having that extra second of cooldown on some missiles is helpful enough to merit? Or is this just to dodge ghost heat while alphaing? That is cooler with the same alpha and a higher sustained DPS. Also, all missiles are on the same cooldown then if you wanted to Alpha. If you didn't want to alpha, you can fire is 2 sets of 3 easily or chain them for a pretty regular stream of SRM4s.
Honestly it just kind of slipped my mind since I was using a 9SRM2 build as a baseline and swapping ammo for bigger launchers.