http://mwo.smurfy-net.de/mechlab#i=119&l=57c1e22ee9ba4e7f38769346c69e12b7ea4e94b6 I run a Victor similar to this (3 x AC2, 2 x LL) that has netted me multiple 1000+ damage matches, which I dearly enjoy (one of my fave mechs atm). This is the stuck to the ground version, giving up JJ's for a couple of extra ML's and 40ish more points of armor basically. 300 rounds sounds low I'm sure, but the Mech isn't designed to pour on rounds for days and days. It's a shoot 3-5 volleys, and then scoot type Mech, using speed to "kite" as much as possible. LL's can augment the AC2 often but I tend to refrain from that for heat reasons. Usually, it's AC2 at range, LL/ML anything closer. The 6pts in rapid succession work great especially on Mechs that are softened up, which is one of the reasons I love the 3 x AC2 builds. Just have to be smart and move alot to avoid target fixating and overheating, or getting bumrushed too early in a match. That being said, in sixty matches of the VTR, I've ran out of ammo twice before the end of a match....not too bad.
Soo damn hot! How about 18DHS & more Ammo: http://mwo.smurfy-net.de/mechlab#i=119&l=9a057490d4777afcd3bbe92f36369374303bfab6
Definitely a way to go but given my playstyle speed and constant displacement trumps DHS. Im running XL so prefer to kove alot. That being said, my alt config of this is to drop the mediums and go with two more tons of ammo. For whatever reason though, I rarely use even four tons let alone six. Quick, precise bursts in the right spot and then move. You really have to avoid fixating ona target to make the low ammo work.
Slightly cooler variant, the RattleMaster II http://mwo.smurfy-net.de/mechlab#i=119&l=d968e77917991a758a888b2101cbb6f2f86c6956