
Mech: Centurion CN9-AL
Speed: 81 kph
Armor: 338
Damage: 42
Armor:
Head 18
Right/Left Torso: 37
Rear Right/Left Torso T: 11
Right Arm: 32
Left Arm: 32
Center Chest: 48
Rear Chest: 16
Right/Left Legs: 48
Upgrades:
Ferro-Fibrous
Endo-Steel
Double Heat Sink
Artemis IV
STD 250 Engine
Weapons, Ammo, and Heat Sink Placement:
2 x Med Pulse – Center Chest
2 x SRM-6 Artemis + 1T SRM Artemis ammo – Left Torso
1 x AMS + 1 x Double HS – Right Torso
1 x Double Heat Sink + 1 x Flamer - Right Arm (Flamer is optional, read below)
1 x SRM Artemis Ammo - Right Leg
1 x SRM Artemis Ammo + 1 AMS Ammo – Left Leg
http://mwo.smurfy-net.de/mechlab#i=2...0811257f576c46
How to play:
This is an expensive build with all the upgrades so I had put it together over time. However, it is SOLID! This build takes a serious beating and even after both your arms get blown off, which people seem to love to focus on, you will still be able throw down all your DPS. The AMS gives you added protection from missiles but you're not invincible against them so use cover! The flamer is just there for fun. I rarely use it because they don't seem to work as well as they should, but it looks really awesome when in use, so I left it. So feel free to do what you want with it. Statistically with it equipped your heat dissipation looks bad. BUT, if you don't use it you don't have to worry about the dismal heat dissipation stats. On the warmer maps you will have to watch your heat build up (obvious), but on the other maps you can alpha several times and still be ok. Just be smart. With it not in use your heat dissipation is just fine. If you do choose to drop it you can use the extra slot and throw some more SRM Artemis ammo in your right leg.
Also, as a Centurion pilot you should never find yourself out in the open and alone. The tank is enough to take a beating but if you find yourself surrounded by several enemy mech's you'll still go down. You have to play smart. Stick with the Assaults. Your speed will allow you to circle your team and take down the enemy mechs that get separated from the herd. Keep in mind that your back is a bit on the weak side, so try not to have your back facing the enemy. I'm also not a big fan of medium lasers. I know they are more heat efficient than the pulse lasers, but I think the pulse lasers have a greater advantage in that they do instant damage versus spread out damage. I'm rarely in a fight where I my opponent will stand still for me so I run with MPL's. The DPS on this build makes it easy to dissect enemy mech's and rack up some extra Cbil's which helps to recover the added expense of putting this build together. I especially love taking on the light mechs that think they can just easily dance around me....till I hit them with the MPL's and give them a face full of SRM's, then they rethink their decisions.

My armor logic is as follows. Up until this point I followed the left arm at 0 armor theory. Well, after I put this together I had the extra tonnage and all my slots were taken up so I thought I would see how well it works by throwing some armor weight into my left arm. Turns out I love it. As I said several times already, this mech takes a serious beating. Most people are used to the left arm melting off (which does give the enemy player extra cbills), but I've found that having the extra armor in that arm works really really well with how I play. Also, the added weight doesn't effect things negatively so...why not?
So all this to say I'm having a LOT of fun with this mech. I would love to hear some feedback on this build. Any comments or suggestions for improvement?