This mech makes a lot of sacrifices, but it is now the best for tanking damage in the game. With that +29 armor on the CT, +19 on the torsos, 15 extra armor on the arms, and 10 structure to to legs it is significantly more armor than an atlas. It can't alpha strike very hard, but it can alpha strike several times in a row. Even after the whole left side is lost heat is still maintains 18DHS and 58% cooling efficiency. It's not the most well-rounded mech, but it fits the roll of leading pushes.
And waaaaay too overcooled. Who needs a 66% heat efficiency? Get rid of most of the DHS and a little armor, you can fit an AC/10.
They both have a good point. A Heavy 'Mech can carry 3 LPLs to good effect, and even some Mediums can carry it decently enough. With an assault, tankiness is only half the battle; you want to be able to do some damage as well. And yeah, that much heat-efficiency is a bit of a waste, as it'll take you a full minute to overheat once you're mastered. I would take Enileph's advice and bring a couple of SRM launchers. The increased Alpha will be really handy in a tight brawl, and they are light enough that you can still keep the overall same build.
Too heavy if you want the three LPLas. 2 AC/5s + 3 (ER)LLas should work, but it's completely different (and for a long range firing-line mech, I'd probably use a gauss instead).
It would be nice in CW to have this guy able to jump up in front of omega with JJ and tank the damage if needed.
Updated: I'd be curious to try this version: Truly deadsided. After quirks, it would be the best tank in the game. Come to think of a it, a JJ might be nice to help with tanking/turning.
An update for the Civil War tech minded. I'll call it the "mostly deadside" A smidge faster with the popular LE325, a touch more armor, and a RL20. I retained 2 of the 3 JJs. 3, imho, doesn't buy you that much jumping, but I'll be damned if I'm going to run a HGN without JJs. I added the RL20 because nothing says "this component is disposable" like a rocket pod