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The Perfect Trebuchet?


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#41 Rhent

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Posted 26 February 2013 - 12:00 PM

View PostSpinning Burr, on 26 February 2013 - 09:02 AM, said:

I own four of the treb variants. Just bought the 7M as my fourth because I thought the hardpoints on the 5J made more sense. Anyway, I think I may have loaded the 7M as the "complete" or "perfect" build possible for any of the trebs and wanted to share:

Take the 7M and make sure it's loaded with DHS, endosteel, AND ferrofibrous. Put in the biggest XL engine rated (325 XL) for 105 kph before the tweak. Max out all armor to 338 points including full 48 points in each leg. Put a large laser in each arm (2 LL's). Load streak srms in all 3 missile hardpoints (ssrm2x3). Load up all 5/5 jump jets. Use the remaining two free slots on mech for one ton ssrm ammo and a TAG in right arm next to the large laser.

This mech is exactly 50 tons with all available slots utilized (no space left for anything). It has top rated engine for chassis. It has maximum armor. It has maximum jets. It's loadout is 2 LL's and 3 streaks. Support technology include advanced sensors, TAG, and advanced targeting decay. It can spot/tag from above for LRM's. It can extend its own streak locks. It can brawl with armor and arm mounted large lasers. Non ecm light mechs run away from it in fear.

What makes it "perfect" is the trifecta of weight, space, and maxed armor/engine/jump capability.

P.S. I opted for extra ton of armor on legs and TAG laser instead of 1-2 additional DHS's in the engine. It runs with standard 10 DHS's for 1.28 heat efficiency.


Drop tag, remove one LL and add one PPC to reliably disrupt ECM if you want to use SSRM's. TAG is usless in the ECM bubble and you will be in the bubble to use SSRM's.

You would do better if you went with:
1 PPC
1 ML
3 SRM6's

You now have:
-Good long range
-Exceptional short range
-Ability to disrupt ECM to help your team at range

Always carry one PPC to help your team if you are running a 50M+, you should have the tonnage available.

#42 Skydrive

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Posted 26 February 2013 - 12:11 PM

View PostDuckwalk, on 26 February 2013 - 11:56 AM, said:

Streaks as a defense against light (who almost universally will have ECM) is a bad idea. Relying on PPCs to "enable" your streaks is a worse idea. If youre such a good aim with a PPC why wouldnt you just one two shot them with SRM6s?

You can still mount PPCs if youre so intent on sniping. I just dont get the reasoning of putting streaks in anything other than lights/DDCs or possibly as a gap filler for mechs with extra weight and slots (Stalker).

If you can aim enough to hit them with a PPC why would you need a weapon based on the premise of not be able to aim....especially when non aim assist counter parts are much more powerful relatively.


For one thing, I usually prefer lock on weapons in the torso, and non lock on weapons in the arms, thats just how I like to pilot mechs. Im not entirely sure why, but might have to do with weapon groupings, like having SRMs in the arm and torso, sharing the same group, chasing a mech with your reticule, arm and torso SRM's fire in different directions. Theres that, and the part you can fire torso SSRM2's at something below and/or above you, but cant so well with non Streak SRM's....

Also, when it comes to AMS, I usually find it's more useful on LRM mechs then direct fire support mechs, so long as you dont have teammates that are able to get the locks for you. You want your lock when your using LRMs, and want to keep it while your missles are in flight. As for direct fire methods, you can just pop in, then out, with no need for lock-on. Then of course there is the area of speed, and if whether or not your mech can move fast enough to dodge the missles or not. At speeds of 81 kph... thats not very likely, if anything needs to be over 100. There is also the part of support. An AMS doesnt just shoot down missles aimed for you after all.

Note: I do not call running behind cover outrunning missles.

Edit:

View PostRhent, on 26 February 2013 - 12:00 PM, said:


Drop tag, remove one LL and add one PPC to reliably disrupt ECM if you want to use SSRM's. TAG is usless in the ECM bubble and you will be in the bubble to use SSRM's.

You would do better if you went with:
1 PPC
1 ML
3 SRM6's

You now have:
-Good long range
-Exceptional short range
-Ability to disrupt ECM to help your team at range

Always carry one PPC to help your team if you are running a 50M+, you should have the tonnage available.


There is an issue with using 3 SRM6's, and thats the fact you would need to put one into the left torso, which can only fire 1 missle at a time. If any missles should be there, it would be one of these five:
NARC
SRM 2
SSRM 2
LRM 5
LRM 20 (for the lols)

Edited by Skydrive, 26 February 2013 - 12:15 PM.


#43 Voridan Atreides

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Posted 26 February 2013 - 12:20 PM

View PostSkydrive, on 26 February 2013 - 12:11 PM, said:

NARC
SRM 2
SSRM 2
LRM 5


Anything bigger than an LRM5 in the NARC tube does not make sense to me unless you are doing it for the fun of it

#44 Skydrive

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Posted 26 February 2013 - 12:23 PM

View PostVoridan Atreides, on 26 February 2013 - 12:20 PM, said:


Anything bigger than an LRM5 in the NARC tube does not make sense to me unless you are doing it for the fun of it


Hence the line, for the lols

#45 ReD3y3

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Posted 26 February 2013 - 12:30 PM

2 PPCs
3 Streaks
Jump Jets

GG RE

If played skillfully this mech is the best Jack O All Tradez mech in the game.

Snipe the crap out of them from distance. Lights get on you. Chain fire PPC to take off ECM then hammer with streaks.

Goes 90kph with speed tweek so re positioning is a sinch. You are able to run away from any threat you can not handle and put PPCs on them when you get range.

Funnest mech to play right now. Hands Down.

#46 Voridan Atreides

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Posted 26 February 2013 - 12:37 PM

View PostMourningZero, on 26 February 2013 - 11:32 AM, said:

It may be superstition, but it seems like artemis speeds up my SSRM locks. I know that it shouldn't, but they appear to be practically instant with it on - maybe some real testing will lead to a bug report here.


Strange. I dont know. Artemis only helps Artemised (is that a word?) weapons. If is does not say Artemis next to it (ex. LRM10 +Artemis) then it should not be changed in any way. Notice how in the mechlab for your build that when you take off Artemis the tonnage stays the same? As for your JJs that is cool. If you are just using it to jump around a guy then one or two should do the trick. You will be severely crippled though if you lose that one arm with those two PPCs. Just my two cents. Hope you have a lot of fun with that build.

Edited by Voridan Atreides, 26 February 2013 - 12:38 PM.


#47 Rhent

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Posted 26 February 2013 - 12:55 PM

View PostVoridan Atreides, on 26 February 2013 - 12:37 PM, said:


Strange. I dont know. Artemis only helps Artemised (is that a word?) weapons. If is does not say Artemis next to it (ex. LRM10 +Artemis) then it should not be changed in any way. Notice how in the mechlab for your build that when you take off Artemis the tonnage stays the same? As for your JJs that is cool. If you are just using it to jump around a guy then one or two should do the trick. You will be severely crippled though if you lose that one arm with those two PPCs. Just my two cents. Hope you have a lot of fun with that build.


Artemis on a 50 ton mech trying to boat SRM's would not be a great idea due to the 50 Ton size limitation. If the Treb was carrying 2 LRM15's it wouldn't be as high as a tax because it would only be 2 tons and 2 crit spaces AND Artemis is a high value for LRM's. For SRM's, Artemis is only good if you have the extra crit space and weight.

#48 Voridan Atreides

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Posted 26 February 2013 - 12:57 PM

View PostRhent, on 26 February 2013 - 12:55 PM, said:


Artemis on a 50 ton mech trying to boat SRM's would not be a great idea due to the 50 Ton size limitation. If the Treb was carrying 2 LRM15's it wouldn't be as high as a tax because it would only be 2 tons and 2 crit spaces AND Artemis is a high value for LRM's. For SRM's, Artemis is only good if you have the extra crit space and weight.


Artemis is great if you have 2 or more SRM6s or any LRMs.

#49 Rhent

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Posted 26 February 2013 - 01:03 PM

View PostVoridan Atreides, on 26 February 2013 - 12:57 PM, said:


Artemis is great if you have 2 or more SRM6s or any LRMs.


Artemis will give the SRM the ability to hit in the 100M to 150M in the Torso region when aimed (both arms, both torsos, center torso, head) will take the majority of the blast. Without Artemis, in the 100M to 150M, SRM's tend to hit the entire mech including the legs and miss a fair bit.

The extra 2 tons of artemis on a 50T mech would generally not be a good investment because of the limited tonnage available they could go to 2ML that would be of more benefit in the longer run even with the heat to allow 200M to 500M hits, that SRM's can't do. For a heavier mech that is boating SRM's, they have the tonnage and crits available to use Artemis with SRM's.

#50 Devil Fox

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Posted 26 February 2013 - 01:13 PM

Already making my 5J into a laser brawler, and my 7K into a Centurion load-out long range sniper/brawler... I tried to begin the 7M as a mobile LRM boat but found myself harrassed into brawls or couldn't clear enough distance to use the LRM15's. I ended up with the perfect loadout of a 300XL, Endo, 10 engine DHS, then putting an LRM20 in the RT with 2 ton ammo, 3 medium lasers and 2 SSRM2's in the LA and LT, I found the speed was still there to be mobile with the jumpjets and the 20 gives a bigger splash. And now with the increased close range firepower I could fight myself out of a situation and hunt light's in the backline.

#51 Larth

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Posted 26 February 2013 - 01:21 PM

The perfect Treb has got to be the TRB-OMG. It mounts a Daishi in it's right arm and a Masakari in it's left... Never said anything about serious answers.

I kinda like the 7M as well. Capable of great speed, JJ for manueverability, and not a bad spread of hardpoint types. Arms giving it a greater firing field as well. Now I just have to learn to pilot it skillfully, rather than "oooh, hello wall."

#52 Spinning Burr

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Posted 26 February 2013 - 01:26 PM

View PostLarth, on 26 February 2013 - 01:21 PM, said:

The perfect Treb has got to be the TRB-OMG. It mounts a Daishi in it's right arm and a Masakari in it's left... Never said anything about serious answers.

I kinda like the 7M as well. Capable of great speed, JJ for manueverability, and not a bad spread of hardpoint types. Arms giving it a greater firing field as well. Now I just have to learn to pilot it skillfully, rather than "oooh, hello wall."


It is a rather awkward mech to fly. More awkward than 3D or the cats for some reason.

#53 Larth

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Posted 26 February 2013 - 02:00 PM

View PostSpinning Burr, on 26 February 2013 - 01:26 PM, said:


It is a rather awkward mech to fly. More awkward than 3D or the cats for some reason.

It could be that. I cannot tell, rarely used JJ's (despite loving them in the TT, go figure). Could also be the speed and just learning when to jump. Speed isn't so much the problem for me, usually it's forgetting I have less armor. Doesn't help that I have a brawler mentality and I might fire 1 or 2 shots with my LRM before I'm close enough to someone to poke them in the eyes with twin laser barrels ala 3 Stooges. I need to learn to use my LRM to soften a target along with my ER large laser, THEN close. Not close and then think, "Oh yeah, I have long range stuff....oops." *sigh* I've tanked a little too often in MMO's, ranged combat is foreign.

Edited by Larth, 26 February 2013 - 02:02 PM.






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