Naw, it's stuff you'd have figured out on your own in a bit. Basically if you hit a mech with a ton of heat all at once you can shut it down, then kill it with called shots. Simple enough. We used to do the same thing with LRM knockdowns. Blowing a leg off with a UAC/20 works, too. Or just blowing heads off with a Marauder or Annihilator.
I'm not a streamer or an expert at this game and my tactics aren't the only viable options, much less the best. My preferred playstyle is to have 3 mechs loaded up with big guns and one working as a spotter / distracter / backstabber / TAGger / crowd controller / disabler. An inferno boat with a TAG can do all of that except the backstabbing, so it works for me. Other people like to have 4 brawlers that wade in and beat the enemy to death, or a scout, 2 brawlers, and a missile boat, or 3 backstabbers and a sniper, or whatever. There are plenty of ways to play this game. You do you.
There are plenty of great streamers available, too. Check out Edmon. He's a wizard at abusing the initiative system to bamboozle the opposition. If you can figure that out then a winner is you.
Correct, 1 launcher does 10 heat the first turn and 10 more the second turn, assuming both missiles hit. If you hit the same target the next turn the Burning gel (+5 heat per missile) is applied, along with the heat from the second salvo. So in order to guarantee a shutdown you need to either hit a mech that's already hot, or hit a cool mech twice. Probably. The biome matters, and I think the AI pilot's stats do as well. And missiles can miss. And so forth.
For crowd control it's pretty easy. You just use multi target to keep applying heat to 2-3 dangerous targets, again depending on how hot they are, how heat efficient the target is, and the biome. So if you hit it looks like this:
Turn 1, opening salvo with 4 inferno launchers - Target 1 gets 20 heat, Target 2 gets 20
Turn 2, second salvo + Burning Gel - Target 1 gets 40 heat, target 2 gets 40 heat
Turn 3, second salvo + Burning Gel - Target 1 gets 40 heat, target 2 gets 40 heat
And so forth...
The theory, which I've found to be pretty good, is that if you keep pumping heat into your 2 most dangerous opponents they won't shoot back nearly as much. Meanwhile the rest of your lance will be killing a third mech (which you TAGged, so it takes more damage).
The strategy won't stop a Hunchback from shooting you in the face with an AC/20, but mechs that are already heat challenged - Warhammers, Grasshoppers, Black Knights, Marauders, and so forth - will tend to cut their fire way back. Plus if your inferno boat is a well armored 55-tonner that's jumping from cover to cover a lot of that fire will be aimed at it, and most of it will miss. That's good for the rest of the lance.
But as I said, that's just one of many approaches and it's not likely that it's the best. It's just how I like to do it.