Jump to content

Trebbie Sniper Loadout Help


23 replies to this topic

#21 Dracol

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Steadfast
  • The Steadfast
  • 2,539 posts
  • LocationSW Florida

Posted 17 March 2013 - 05:40 AM

I go with dual erppcs, 17 double heat sinks and an XL 300. I dropped one jump jet and a half a ton of armor :)

I find with the speed, I'm able to choose the range in which to engage and found the ppc range lacking.

#22 Arctourus

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 482 posts

Posted 18 March 2013 - 04:13 AM

played around with it some...I went ahead and put in a second ERPPC and swapped the lrm 15 for a pair of ssrms2s. My first trip out to test ended up being in caustic valley and the first mech I ran into resulted in death by overheating in a few shots. The next time I watched the heat more and things ended out a little more to the better. Now, it's working pretty well. It's not a points magnet, but it will keep lrm boats from sitting out in the open too long.

I honestly don't see why people are so angry about lrm boats. In my experience, using the lrm 15, it's hard to land a shot on anyone with the faintest clue. I liked having the more balanced feel of a ppc, lrms and mlas together, but the lrms didn't add much point value.

#23 Zoccola

    Member

  • PipPipPip
  • FP Veteran - Beta 1
  • 50 posts

Posted 18 March 2013 - 05:47 AM

I got the 7M to Master level. Here are the builds that I know work well.

Close range brawler.
http://mwo.smurfy-ne...e42999e5f2f5e1d
3x Med Lasers
2x SRM6 with artemis
1x SSRM2
Endo
Xl280
14 DHS
Modules: 360 target retention. Sensor range.
How to use it: hide untill things come close, then do bombing runs. Learn to time missiles fired from above. Even with 46% cooling efficiency, this thing can produce a lot of heat, so one of the advantages of a fast engine and jump jets are getting out of dodge.

Sniper
http://mwo.smurfy-ne...fd1a1c85aff6577
2xERPPC
XL280
17DHS
Modules: Sensor Range. Advanced Zoom.
How to use: stay back. :) This thing can move almost 100kmph with speed tweak. You can grab high ground, jump to positions and duck in and out of cover. I never link the ERPPCs and have them set to different fire groups (left arm= group 1, right arm=group 2). This way you can hide behind buildings and fire away with one arm. Absolutely dominating on Alpine. Does very well in River City and Caustic (it has very good cooling efficiency at 40%, but it can overheat, so dont rapid fire.) Sometimes the heavy cover on the ice map is a bit of an issue, but I still do well with it there thanks to the buildings I can jump around on.

Long Range Support.
http://mwo.smurfy-ne...a958338bb41e86e
2xLRM15 with Artemis
2xMed Lasers
1xTAG
XL250
10 DHS
Modules: Sensor Range Lvl2. Target Decay Lvl2.
How to use: I wish there was enough tonnage to add a Beagle Active Probe. Basically you find a target and you lock on and wait for the right opportunity to fire LRMs. There is a lot of finesse to using LRMs properly. Simply chucking them down field will just waste your missiles, as like you said, anyone with half a brain will avoid them. Where I find they are the best, and extremely dangerous is in the 250 to 500m range. That is your optimal fire range. Find targets, lock them, jump out of cover, fire a volley, fall back into cover. TAG. TAG. TAG. TAG. Anyone bringing missiles should bring their own tag. Paint your targets. It will make your missiles more accurate AND you will get an xp/cash bonus if someone else fires missiles at your target.

Fighter Jet
http://mwo.smurfy-ne...c64d6074162bd5e
3xSSRM2
3xMed Pulse
15 DHS
XL320
Modules: 360 target retention. Sensor Range.
How to use: Run with the lights. You are 30kmph slower, but much tougher, and very manueverable. You should be constantly Jumping, spinning and firing your locked SSRM2s. Get behind targets and give med pulse back massages. Hit and run is the order of the day. Learn how to time jumping over mechs and buildings. Run in, missile missile pulse missile, run out.

#24 Forestal

    Member

  • PipPipPipPipPipPip
  • 215 posts

Posted 18 March 2013 - 08:07 AM

View PostDracol, on 17 March 2013 - 05:40 AM, said:

I go with dual erppcs, 17 double heat sinks and an XL 300. I dropped one jump jet and a half a ton of armor :)

I find with the speed, I'm able to choose the range in which to engage and found the ppc range lacking.

Wow, tried doing it your way (a "PPC boat" that actually has some speed!).. up to about 15 double-heatsinks, and the chain-firing is really sweet-- lights and mediums run up to me thinking I have no close-range weapons, only to find me chain-firing away my PPCs like I don't care!

Of course, I don't try to "tank it"-- as soon as they start backing off, I run (or precisely, "weave") for cover or back to my team.

So what's your heat efficiency? I've got mine around 1.3, which was workable for most maps except Caustic Valley (where the high ambient causes energy weapons to overheat prematurely).

Edited by Forestal, 18 March 2013 - 08:14 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users