This is how an assault mech should look. Enough ammo to break 1k if you don't miss much. *Update for UV Arm Omnipods Updated for armor quirks on arms. More ammo per ton.
also 100% less crazy though It'd certainly fix the armor/ammo issues of the first build to a degree where you don't know anymore where to put the tonnage
Here you go. Dialed the crazy back a notch and a half, but shaved some armor on the way. Or if you need a bit more armor to be comfortable. Substitute ERML for SPL as you wish. Sane builds this way => https://www.mechspecs.com/threads/dwf-beast-2x-cuac10-3x-cuac5-tc1.9709/
Maybe something like this instead: The LPL has much nicer range, but at that point you're using ballistics anyway. 3 cSL deal 15 damage in 1s for 9 heat instead of 13 in 1.12 for 10, while weighing 4.5t less, which can be put in armor and ammo. With a max damage range of 200m that's not too bad. Shaving even more armor from the original build is a bit 3edgy5me. Also I think 3x cUAC5 needs more ammo. you have more weapons, their jam time and cooldown time are much shorter. 360 slugs = 180 shots = 60 shots per cUAC5. 2x cUAC10 in my version gets 240 slugs = 80 shots = 40 shots per cUAC10.
Sometimes it takes 1,000 damage to to get one stinking kill. Other times I can't break 200 damage and get three solo kills. Life is odd.
5/5, For me the 5-star build is the 2xUAC10, 3xUAC5 version: _ Make sure when building it that you put the Ultra 10's in the HIGHER of the two torso hardpoint locations.
I still strongly recommend going just 2xUAC10, 3xUAC5. 6xERSL in the arms are hard to get on target and the extra heat isn't worth the 30 points of long-duration laser damage at pretty short range. Focusing on pure dakka lets you get excellent heat management and plenty of ammunition for excellent midrange dakka power.