TBT-7M Skirmisher Supreme
The team-oriented model merely upgrades the engine at the expense of some ammo.
Now to the main questions, why is this the new missile king in an era with Clan LRMs? The answer is Quirks.
- Missile Cooldown +20%
- LRM/15 Cooldown +20%
- Missile Heat Generation -20%
- LRM/15 Heat Generation -10%
- Cooldown +40%
- Heat Generation -30%
Playing the Trebuchet
With it's arm mounted TAG, jump jet for sharp turns, and twin super-buffed LRM/15s, the Trebuchet is effectively a super skirmisher, capable of higher sustained missile DPS than any other 'mech in the game. Given the 'mechs natural disadvnatages that left it trash tier in the past, however, I think this is a fair trade-off.
Simply put, you'll be able to get near-instant locks on victims and then assaulting them with a rocket-like barrage of missiles. Even quick bursts of fire on targets is worthwhile, as you can easily get 2 shots off before losing lock, unlike the typical 1 you'll have with other 'mechs.
Keep your distance, only fire two salvos on indirect locks max (UAV/Narc/etc. excluded) and otherwise just point at what you want to smash, TAG it, and hold down the missile group.
Long story short...
The Trebuchet, with it's massively overweight IS launchers and long standing bad reputation, will absolutely decimate a Timber Wolf carrying Clan LRM20s, or even heavier missile 'mechs like the Catapult and Awesome without even trying. It simply fires far faster, and far cooler, making it really stand out at it's role.
If you have any interest in LRMs or have sold the Trebuchet ages ago, it's time to give it another look!
ED: Due to it's rapid and hefty strikes, it's also far more of a threat at medium range than a typical LRM boat, which also makes it far more useful. Ideal engagement range is 350-750 in the slower version.
Edited by Victor Morson, 26 November 2014 - 01:17 AM.