Well, here's the
original build.
After the first score screen, jump to 7 minutes in as the first 7 minutes is all about using the battlegrid tutorial (and the fight never actually happens because base capture). After that, I am simultaneously commanding pugs (and a group of 3 players that are not specifically with me) through the Battlegrid and leading the charge head first, and leveling player after player after player after player with no pause in between, culminating in a final showdown against an Atlas in a weakened state where single well placed shot would have finished me, and win the game. The two scores, separated only by a single match in which nothing happened, were: 4 kills, 2 assists, 1,116 damage. 6 kills, 4 assists, 1042 damage. It is worth noting this is before the tier system and around the time of the PSR system, and during a time in which every match had grouped players of 2 groups of 2, a group of 3 + 1 higher PSR player (if the other team had a group of 4), or a group of 4 + 8 solo players. Grouped players were always in alpha lance, if you were in alpha lance and not part of a group, you were the higher PSR player. This means that teams were potentially much more dangerous than they are now under the tier system. As it so happened, though, my group of 4 were all using trial mechs which left me to carry a lot more.
Here it is again, this time in a group of 2 in actual group play (as by 2014 they removed small groups from quick play and so the only way to play together was against organized groups; still the game didn't allow naming of units yet but every player on each side has a group of at least 2 and likely more, meaning each of these groups had communication, friendship, organization, and I still did the best out of everyone in both kills and damage. The meta at the time is ballistic boats like the Cataphract 4x and SRM boats.
Fun conversations, actual action starts at 5 minutes in, action about. "Watch out for the 5 AC/5 jackass." "5 AC/5?!" "Oh, sorry 4 AC/5; there's an AMS in there too. (it looked like a 5th AC/5)" "Gotcha." Just systematically killing player after player after player after player without stopping as I'm going through this super hot map (which at the time was much hotter than the same map is now; it was as hot as Terra Therma, which is now the hottest map in the game).
For competition, the build is slightly modified in this 12 man group, using an AC/10 instead of the LBX at the sacrifice of 1 ton of ammunition and a little more heat. As such it cannot be played aggressively due to the rise in heat over time, but the need is no longer required with an organized group, 3 chat channels, and me being in charge of the assault group (I honestly wish we didn't split to 3 channels as the command structure would have been really, really cool. This was a full 12 man, which could only face other full 12 mans at the time.
Group is organized into Recon Lance (lights), Flanking lance (Mediums) and the Front Line (Assaults). Each lance commander can talk between the 3 channels, but all other lance mates can only talk within their lance. Recon lance is in charge of dealing with squirrels as they appear to try and distract the front line.
And here we are in another group fight, this time with 4 players. Again, the competition version which like meta mechs, will rely more on teammates to protect it when it gets too hot, so again it sports the AC/10. Terrain conditions of Cosmo Canyon are not favorable to this build. It still does the best of both teams though now damage is much better spread across the teams as are kills. I manage 3 kills, 2 assists, 568 damage and am only topped by what as not yet meta but soon to become the new meta, the wubmaster. This is the only video in which I'm killed using this build.
Now that gives you an idea of how it performed back then with the AC/2. It builds up a lot of heat, which matters now because the threshold back then was over 100 heat before shutdown. Now it's less than 80 and so I needed to drop the AC/2. Thus where the RAC/2 came in as a godsend. Either way there's spread from a DPS-based build. This is not a "twist and shoot" build so he mechanics of the RAC/2 doesn't matter at all. In fact, the jams of the RAC/2 actually remind me: "You should twist now and let the mech cool." So if anything it is improving my gameplay.
Will try to have some footage tomorrow.