The "Magnum" forgoes jumpjets and speed traveling with the mediums and heavies. It's heat and ppc velocity quirks allow it to wield the dual HPPCs without overheating too much. This mech is designed to peak out from behind buildlings and hide behind heavier mechs in the brawl. The 30 point alpha will punch holes in armors and blow components clean off of smaller mechs with one hit. For heat management remember that when you are standing still you dissipate heat faster. This lends itself well to the peak and shoot method, just get behind a wall and poke out on your firing side, quickly fire and then pull back into cover. By standing still you get better heat management and you should be able to fire from 1 spot 2 to 3 times. Take your time and aim, 2 hits in the same area will punch through the side armor of a heavy. The power of this build is the pinpoint damage.
Even if you switch to Light Ferro, you're still maxed at 152 armor (64% of total). I know I don't have the grit to pilot that.
Smurphy doesn't quite do the build justice. The 10K has a lot of armor quirks. I run 38, 38, 38 on my L, R and Center. I strip that non used arm which still has 16 armor because that is the minimum. The legs do suffer though at 25 armor each.
would be nice if they implemented the quarks as well as what it looks like after the skill tree is done.