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Thoughts On This Tbt-7M Build?


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#1 Quxudica

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Posted 18 March 2013 - 02:02 AM

This may be a common build, but it's one I just kind of fell into while tweaking my new 7M and it seems surprisingly decent -

Gear
Armor: Standard 336/338 (-1 point from each leg)
Internals: Endo Steel
Engine: 295 XL (95.5 without speed tweak).
Heatsinks: 13 Double
Jump Jets: 5/5

Weapons:
Energy: 2 Medium Lasers (right arm), 1 ERPPC (left arm)
Missile: 3 SSRM2 (right torso, left torso NARC slot, left arm).

I typically rely on the ERPPC and Streaks, only using the Mlasers if I'm jammed, out of streak range, or if heats an issue. I run it as support for heavier builds, though I pack a decent punch especially vs lighter mechs - biggest issue is the PPC seemingly no registering it's hits 100% of the time (I used to think I imagined this, but with the new ECM disabling function it's pretty obvious when you hit an atlas DDC and nothing happens).

Opinions?

#2 One Medic Army

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Posted 18 March 2013 - 03:15 AM

Well, if you're facing multiple ECM carriers you're screwed.
I personally prefer my Trebs to go faster, but that's personal opinion.

Also expect your streaks to lose effectiveness come the 2nd.

#3 Denolven

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Posted 18 March 2013 - 03:17 AM

Looks like a good all around versatile build. If you like utility (I do), you can reduce the jetpaks to 3/4 and maybe drop one MLaser to get some team stuff, like AMS or TAG.
3 jetpaks are perfectly fine to cross almost every gap. I tested alot with my Spider :wub:. That is also why the Spider 5V is so damn useless - 12 jetpaks are basically not better than 3. Maybe 4 to have a small buffer in case you misjudge the distances.

#4 Quxudica

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Posted 18 March 2013 - 03:18 AM

View PostOne Medic Army, on 18 March 2013 - 03:15 AM, said:

Well, if you're facing multiple ECM carriers you're screwed.
I personally prefer my Trebs to go faster, but that's personal opinion.

Also expect your streaks to lose effectiveness come the 2nd.


Pretty much any lock on build is screwed vs multiple ecms, you have to rely on your team for that. As for streaks, they will only lose effectiveness against specific compact mech designs - personally I'd love to see streaks get nerfed into the ground but I doubt it would happen. As for speed, well I don't know how much faster you could really get a treb, I know I can squeeze a 325 xl into it but it seems like you'd lose all your fire power or run way to hot doing so.


Quote

Looks like a good all around versatile build. If you like utility (I do), you can reduce the jetpaks to 3/4 and maybe drop one MLaser to get some team stuff, like AMS or TAG.
3 jetpaks are perfectly fine to cross almost every gap. I tested alot with my Spider :wub:. That is also why the Spider 5V is so damn useless - 12 jetpaks are basically not better than 3. Maybe 4 to have a small buffer in case you misjudge the distances.


I may try trimming the Jump Jets, I just really love the maneuverability they give me in fights. A lot of ballistic/srm users will miss if you bounce around a bit while moving (something I learned as a primary Jenner pilot all through CB), often missing completely or (in bigger mechs) grazing your legs.

Tag however I just don't think would be useful for me personally since I'm 100% pug player, never even know if I'll have missile boats to tag for. But for someone dropping with partners I could see that definitely being a possible trade for an mlaser (which honestly, I really rarely use the lasers as I mentioned).

Edited by Quxudica, 18 March 2013 - 03:25 AM.


#5 Denolven

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Posted 18 March 2013 - 03:26 AM

It's not a big difference whether you move with 95 or 105. Big guns or speed, can't have both. And considering that the missile hardpoints are used for melee, using a long range energy weapon is not the worst idea.

#6 Forestal

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Posted 18 March 2013 - 03:33 AM

View PostDenolven, on 18 March 2013 - 03:17 AM, said:

Looks like a good all around versatile build. If you like utility (I do), you can reduce the jetpaks to 3/4 and maybe drop one MLaser to get some team stuff, like AMS or TAG.

+1. If you're having trouble aiming your PPC, TAG might also help you to know whether you are on target (the "square overlayed with a cross" tag icon will appear if you are)-- in any case, TAG also helps let your team know which target you are firing on (everyone can see the tag icon) and invites them to help "focus fire" if they can... without even requiring you to "call out" targets via text or team-speak.

But since PPCs are energy weapons that fire like ballistics, you need to get use to "leading" a little and waiting for the "pop" (& resulting "splash")....


And I agree about the jump jets-- unless you're learning/intending to 'fire on the fly", you don't really need to jump that high....

Edited by Forestal, 18 March 2013 - 07:57 AM.


#7 Abaraxus

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Posted 18 March 2013 - 06:26 AM

I have a similar build for my 7M, minus some armor and jumpjets for more DHS and a slightly bigger engine:

TBT-7M

It's working well for me so far. Sometimes I swap out the ERPPC, 2 x ML and a DHS for 2x LL, which runs cooler with a slightly better punch at mid to long range if you're good at tracking with lasers.

The only XL engines I have are 250 and 300 hence the XL300 in my build. If I ever get an XL280, I'll try something like this, with more DHS and armor:

TBT-7M MkII





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