Or, with ERLLs in the torso to help with the long range problems: I'm currently in love with the versatility of the Battlemaster, and I've been using this build. I currently only PUG, and the well-rounded nature of this 'Mech lets me serve as a sturdy anchor to my PUGmates. The "Laserface" focuses on being able to match all opponents equally, by using the 2xLLs and 4xMLs in the torso against heavier opponents, and the SSRM2/arm LL against lighter 'Mechs. The name "Laserface" comes from the emphasis on alpha-striking with the torso lasers, and is a reference to a scene in RvB:
I like what you're going for. The only issue I think can see is that the SSRM2 + BAP might be better served as an SRM6.
I've used an SRM6 on this build as well, but in my practice, the BAP's ability to counter ECM combined with the SSRM2 served to assist the 1G's poor torso twist in order to eliminate scouts. Alpha striking with the 2LLs/4MLs serves well enough for me to combat heavies and assaults. I built this to serve as a "prepared for anything" 'Mech, given that I can't really count on others when I PUG. I'd certainly keep to the SRM6 if I played with a team, but for the moment I'm still a lone wolf, and this is the build I use.
Thank you for posting such a detailed response. I'll give this build a shot tonight (or sometime later this week).
I found myself not using the (S)SRM very much. In fact, I went through one match without firing it once. The difference between SSRM + BAP vs SRM 6 was negligible, damage-wise. I found BAP to be very useful for picking out targets at long range, but finding that I wanted longer-ranged weapons in the shoulders. Overall, I like the build. I can't think of any sold, obviously better versions. And yet, something isn't quite clicking... I will be working on variations and let you jungle what I find.
Based on the above comments: I made these modifications, because I didn't find the single SSRM useful either. MGs for a very heat efficient DPS increase once the armor is stripped. 1DPS regular per MG, but increases as you crit internals. I left the BAP in and replaced 2 LLs with ERLLs for the high up ranged poke. My personal favorite: Much more focused on brawling. Sacrifices the Long range BAP and ERLL to change the arm into a LPL, which is very effective at gibbing lights together with the MGs. I always get within this weapon range and this fits my playstyle very well.
I group my SSRMs with my arm lasers on builds like this, as opposed to keeping them seperate. Like so: Group 1:Arm LL + SSRM/2 Group 2: Torso LL x2 Group 3: ML x4 This lets me use group 2/3 against heavies/assaults, and group 1 against lights/meds, as well as heavies/assaults if my heat allows. With this, I'm using the SSRM quite often. I'll agree, though. On more experienced players, the SSRM is a little useless. I'll have to try the MG builds, though, I don't know why I haven't thought of that. I'll add ERLL versions to the OP, since I've tried them too and seen little difference in heat problems. I'll see how the two above builds work when my internet isn't so wonky, and update the OP accordingly. I'm keeping the BAP on there, though, it separates this build from a lot of others and always helps with ECM. I may remove the SSRM and replace it with MGs, I kind of like that idea.
You weren't kidding when you said this build was HOT. I'm tempted to do a build similar to this on the BLR-1D, I don't think that this many pewpew is sustainable enough, at least not without efficiencies.
That's sort of the sad reality of the 1G. Unless you use all of those torso hardpoints, you're better off with the 1D.
I've done a little bit of tinkering, and I've come up with this build: http://mwo.smurfy-net.de/mechlab#i=118&l=9900318a240f1b94f4bdca31d7a78223d46ca02a This version drops a heatsink and downgrades the engine to a 335 in order to add 2 machine guns and a half ton of armor to the left arm. The 2 MGs can help give that extra push against exposed internals, as well as "slightly" lower the dependence on heat. In battle, it functions similarly to the original build, as the speed drop and -1 heatsink don't make much of a difference. I haven't had any moments yet where the MGs have noticably saved my life, but they help. Regardless, it can still cause havoc: If you're willing to drop 2 million C-Bills just to downgrade the engine by 5 points, it's worth a try if you're already fond of this build. Also: You're not alpha striking, are you? LLs have a ghost heat threshold of 3, so firing the torso lasers, AND the LL in the arm will give you a massive spike. I'm having little problems with heat in this 'Mech, but that's with my BLRs' efficiencies being mastered. I'm still capable of using ERLLs to good use.