I always lead charges if I'm in a King Crab. 4x uAC/5 works for outputting 900-1200 virtually guaranteed damage when moving in a team, as I have so much armor and so much DPS that I can take on 3 Clan mechs at the same time and kill all three before ending up with yellow internals. Armor must be shifted to the front - trust your teammates to cover your rear, because if they don't you're dead anyway given how slow you turn, and you need every bit of survivability you can get from staring down superior numbers.
Ballistics have the highest sustained damage per second of any weapon type, and having 4 uAC/5s also means that the nonstop cockpit shake of being shot by that makes it impossible for your target to aim. They can hit you, but they can never hit any given component specifically unless you stop firing. As IS ACs are pinpoint, as long as you can aim, you can core CTs faster than any other build in the game possibly can.
Atlases in quad SRM6 AC/20 multiple medium laser type brawler builds have a greater alphastrike, but in sustained combat their DPS is only 75% that of the KGC's even before accounting for how they also overheat more easily, and those builds also have limited damage concentration owing to SRM damage spread. uAC/5 has zero spread.
Everything is dumped into ammo since in CW matches, I rarely live long enough to get into a situation where I run out of ammo without dying first as the lead Mech, but the KGC by itself does half my total damage in most CW games. After I'm down, usually everything is left with red CTs allowing for my relatively undamaged teammates to steamroll the remaining Mechs and the majority of the second dropship wave.
It's even more extreme in public matches when the opposing team doesn't get to respawn.
This kind of approach is not viable if pugging in a situation where your teammates cannot be trusted, however. Use other assault mechs for those kinds of matches.
Edited by Hayashi, 29 March 2015 - 02:58 PM.