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Pretty good quantity of missiles to vomit, and 8 micro-pulse pulse lets you do an amount of close range damage people do not antipicate from a missile boat.
Not sure it is a good idea to have pulse lasers on a ATM boat. You should not be face tanking enemies anyway, as your ATMs have peculiar min range. Medium lasers just sync up better with ranges you should engage enemies at.
Though I'd take TAG instead of one laser, lurming without TAG seems a bit bad.
Add AMS+1 ton of ammo to your mech. It definatly softens the blow. Also pay attention to cover and use it. Break LOS when you can. Use the sensor tree as well and take a skill called Radar Deprivation. It helps you remove their lock by breaking LOS.
Lastly some mechs have ECM you can add as well. this combined with Radar dep, and other nods in your sensor tree can really help.
Add sensors and try out those skills, it can really help a lot.
I usually boat atm-9 with this mech, with the remaining tonnage ammo and tag. Consistently give me 800+ damage matches. Does require hanging out by your team and staying at mid range, since you are dead to anything close, and ineffective at long range.
Otherwise, if you know the enemy team has a huge quantity of LRM's, try stand behind tall, non-curved or slanted wall-like pieces of cover. LRM's arc, so you want to stand next to cover thats as close to a flat panel pointing upwards as possible. Anything slanted in a shape sorta like this -> /\ won't help much against LRM's even if it does everything else, since it's the corners of a square that'll catch LRM's.
AMS can help (and I'd suggest getting it on most 'mechs - it weights 1.5 tons. Clan laser AMS weighs 1 ton), though it's help is a bit less noticeable as you'll still be getting hit, and it's best for mitigating small amounts of missiles than it is huge swarms, unless you've got a team with loads of overlapping AMS.