Jump jets, supercharger, TSM, battlefists, and a short-ranged (ideally pulse/TC) energy loadout that can precisely dial in your heat to a +9 under a variety of movement options. Variable lasers work best up close and nothing is more dangerous in the game than a highly mobile, mid-tonnage mech that gets two chances per turn to decapitate an opponent on the punch hit location table with dual, TSM-enhanced battlefists in melee range.