Oh and something to do for funsies.
Take a chassis that has a lot of missle hardpoints located in places with a lot of slots. Strip away most of the armor and load it with as many high capacity LRMs and supporting ammo as you can.
Put a pilot with high tactical (indirect fire bonus) and gunnery (weapon hit chance bonus) in it.
Make sure the mission isn't a mission that makes it difficult to avoid contact with other mechs.
Park the mech behind a hill or mountain (no line of sight to enemies) and far away (to avoid sensor lock) and rain down holy fire on your enemies.
You want it to be almost impossible for the enemy to retaliate against it as it's very much a paper tiger. All that ammo also makes it a walking bomb.
It's both satisfying and amusing. However, note that this will make it almost impossible to recover much salvage as the missles will pummel every part of the mech. Also since missles hit multiple times each shot, there's a much higher chance for an LRM salvo to critically hit a weapon destroying it in the process. That also makes it unsalvageable.
For those new to Battletech, critical hits operate differently from other games. It is not a %chance to do more damage as with other games. Instead, once a mech's outer armor is breached you start doing damage to the mech's internal structure.
Once you are damaging the mech's structural armor, there's a %chance to hit a component (weapon, heatsink, ammo, etc.) located in that location. The more items in a location, the higher chance a shot will critically hit an item instead of structural armor. Each item still has the same %chance to hit based on how much space it takes up.
In the case of weapons, heatsinks, etc. the item is first damaged (reducing effectiveness) and then destroyed on the 2nd hit. In the case of ammo. Ammo will explode and cause further damage.
Sometimes this will result in that location being destroyed and potentially doing damage to adjacent locations.
Regards,
SB