Why put an AC20 on the 5M and not the 2H or 2D2??? Because with 5 jump jets you can soar over buildings, hills, rocks and mechs before you drop in and blast people with the boomstick. Blagg's 'Mo Speed' version: The proposed 2D2 build (I think?) - Weapon positions mean you can shield with the right side of the mech and only worry about losing on laser.
I guess that depends on how you want to play it. When I want to dance I take my 2H. This build is great for running escort with an assault. Stay right behind him and when he picks a target to engage you fly around putting very large holes into the weak points in the armor. AMS helps keep you and your assault buddy alive. I wouldn't mind more speed, but once you drop 2 JJ, why keep the 5M at all?
This build is a lot of fun, I ran out of ammo on this round though. Might drop some JJs for another tonne of ammo perhaps... I find the 5M a far superior chassis to run this build because of the lasers all on one side of the mech, better for corner peeking then poptarting with the cannon. Plus you can drop a lot of armor from the empty arm. I went with the STD 275 suggested by Blagg, was good for chasing down a lone atlas
I think I'm going to try out a slower build (not by much after elites) that packs more ammo as I've run out of ammo quite a few times. And an AC20 with no ammo makes me a sad panda
Because my 2H is running triple AC/2, my 2D2 is running Streak Skirmisher, and the 5M has 2 energy hardpoints in one arm for poking around corners and less ammo dependency (than the 2H at least). But mostly because the first two reasons, and I wanted to have an AC/20 SHawk so that left the 5M by elimination.
I switched to this build last night. I only had time to run a couple of matches but they were both interesting. I used the STD275 engine build instead. Essentially this is a Hunchback 4G that can fly -- far and fast. My first mech I bought was a 4g so I was right at home. First match I did over 300 damage, 3 component destruction, 3500 exp, and 8 kill assists. Took both arms off an Atlas and a left torso off a Jagermech. The 2nd match didn't do so well but I did have fun giving a Stalker some hell. I kept jumping over his head and twisting around and landing right behind him and wallop him in the back. Took all the armor off his back but a friendly Dragon stole the kill. Overall I'd say this is an effective build. I'd say this is a toss up with my usual AC/5, SRM6, SRM4, med laser build that actually has a slightly higher alpha. Plus a better mix of damage at long/med/short ranges. There is no denying though that the AC/20 hits hard and is good for popping mechs that have an exposed slot. Definitely a build where you want to hang back, find that target of opportunity, hug terrain to get in close, and then leap in for the kill.
I'm using Blagg's version on my 5M and also on my 2D2 (although I take off 1 ton of ammo and add more left arm armor on that one). Killer build when you let your team mates soften them up then sneak jump and KAPOW! with the Boomstick! 5 stars for me. STD engine allows for survivability, AC20 and MLas allow a great deal of firepower to be concentrated in one area and the heat efficiency is pretty bang on!
The great thing about the 2D2 version of this build is that you can put the AC/20 and the energy weapons on the same side of your mech. This allows you to twist your right side in to soak damage (essentially allowing your right arm and right torso to be shields with nothing of value in them). You can't do that with the 5M (at least not without losing your lasers) because the lasers are on your right arm.
It makes me smile when I see someone else in this on the battlefield. Well, one energy weapon at least. I see the draw. I've updated the original post with Blagg's speed version and what I believe the 2D2 version is for easy reference.
The entire idea of this is to be better than the hero Blackjack. So, more JJ, a Shield Arm, and a STD engine make this mech (IMO) better to play in than the BJ. This is my take on your build.