Namesake Chapelle's Show skit at 4 minutes, 21 seconds! (linky!) The point of this build is to get the most out of the numerous energy hardpoints, without encountering Ghost Heat or having crippling range limitations. To do this, I went with 4 MLas on the torsos for longer shots (and so losing arms doesn't neuter you outside throwing distance), and either 4 SPLas or 4 SLas in the arms for maximum range of motion in light fights: SPLas dogfighter: http://mwo.smurfy-net.de/mechlab#i=139&l=77569840c9c0700285141ce5a58871082101e21d SLas cool runner: http://mwo.smurfy-net.de/mechlab#i=139&l=db04a77a11fdc3abca4cb852bf179a8d96f9e158 This is how I plan on leveling this mech, as it is the most variant specific loadout I can come up with. 6x MLas would seem to be better done on the FS9-K where all lasers can be on the arms, or on the FS9-S with dual AMS, or on a Jenner F with the XL300. Personally, I have doubts as to this build's viability, as the torso twist/pitch severely limits how well you can get your MLas on target.