Like a flying kick to the face. Second line, close support for scouting. Fire 3xATM9s for max alpha without ghost heat. If you lose a side, you still have 2xATM9s. Which isn't bad. Very gimmicky, but a very good chance to remove an enemy mech from the brawl in the opening salvo. You can fire ATMs without locks, but try to avoid using this mech on city maps. If something swarms you, ignore and fire away at another target in optimal range and soak as much damage as you can.