


Which Are The Best Trebuchets And Why?
#1
Posted 04 July 2013 - 04:32 PM

#2
Posted 04 July 2013 - 04:42 PM
3C can carry the biggest engine but isn't as good at laser boating as the 5N due to the CT hardpoint (probably just use TAG there)
5J is the laser boat with a lone missile hardpoint for backup
5N is relatively well balanced with 2 missiles and 4 energy (all in the arms)
7K is if you like ballistics and don't mind the lack of missile tubes (can only use Streaks for missiles due to this limitation)
#3
Posted 04 July 2013 - 04:46 PM
FupDup, on 04 July 2013 - 04:42 PM, said:
3C can carry the biggest engine but isn't as good at laser boating as the 5N due to the CT hardpoint (probably just use TAG there)
5J is the laser boat with a lone missile hardpoint for backup
5N is relatively well balanced with 2 missiles and 4 energy (all in the arms)
7K is if you like ballistics and don't mind the lack of missile tubes (can only use Streaks for missiles due to this limitation)
This, and also:
The 7M and 5J are the two variants that mount jump jets.
The 5N and 7K have the best torso twist ranges of the Trebuchets.
#4
Posted 04 July 2013 - 05:44 PM
The 7k you can do a poor mans wang with it and preform better since the ac/20 is torso mounted.
The 3C with a 390xl its a good back up capper light assister (really went down hill with this patch though)
Then 7M with 3 Mls 3 SSRMs and a BAP it is my light hunter killer
The 5J is your cookie cutter most people seem to play and I have no experience with a 5N at all.
The 7M and the 7K are just fun mechs to play around with if you want something a bit outside the box.
#5
Posted 04 July 2013 - 05:46 PM
I don't currently drive ANY Trebs, but if I do feel the urge, that's the one that gets the call.
#6
Posted 04 July 2013 - 05:50 PM
#7
Posted 04 July 2013 - 05:52 PM
#8
Posted 04 July 2013 - 09:50 PM
Otherwise a centurian can do it better. I dont see as many trebs as i used to, but the ones that seem to do better are the fast jumping ones armed with some direct fire weapons, or the ones with decent speed and a good sized LRM launcher. A treb might not boat the LRM like an awesome or stalker even, but it is highly mobile comparitively and that can make a big difference to a smart player that knows they need to keep to the back of the front line behind a team member to survive and deliver the support fire.
trying to make a PPC poptart or a striker or brawler out of it with high dmg alpha just doesnt end up well, there are other chassis that do it a lot better. the treb is pretty big for it's tonnage, and you cant mount enough brawl weapons on it without slowing it down too much, or putting a vulnerable Xl in it. Brawl treb +XL =fail.
80Bit has the right idea above. make it fairly quick, use it to support fire. Mobile LRM platform. 1 PPC and some lasers with a good sized engine and JJ works pretty well too. Not for poptart, but more for multirange fast striker. Speed to respond to help out team mates and focus fire, speed to chase the lights. Just dont try to frontline brawl with it- although using JJ to harrass people in congested areas like river city can be tons of fun.
#9
Posted 05 July 2013 - 05:03 AM
132kph makes for a great light hunter and skirmisher, like a light if you stop too long or often your dead tho.
Does anyone know if they resized the treb? I feel as if its a little smaller now.
#10
Posted 05 July 2013 - 09:42 AM
#11
Posted 05 July 2013 - 10:37 AM
I built it with the CN9-D in mind, since the Treb/Cent have always been the 'buddy' Mechs that support each other.
Now including a lore-centric description!:
TBT-7K(d) - Introduced in 3049, this field prototype of the 7K was created by Draconis Combine engineers in attempt to improve the original design. While the engineers had little access to field-combat reports of the 7K, that were used to test the viability of an indirect-fire support Model in the 3030s, first hand accounts from test pilots and collectors reported definite potential from an otherwise unusual departure of the original 5N and 5C. In order to provide a direct support Mech that could keep up with the improved CN9-D, the prototype "Mark D" used all new Star League Technology as well. The chassis was re-engineered with Endo-Steel construction techniques. Next the Engineers switched out the standard engine for an extralight model used in the CN9-D, increasing ground speed to 97.2 km/h. The heatsinks were upgraded to double heat-sinks to allow this prototype to be upgraded with a Lord's Light 2 ER PPC and an Imperator Ultra Autocannon/5 while C.A.S.E was added to protect the ammo, backed up by two Hovertec SSRM2's, and 100% Ferro-Fibrous armor coverage. While only available in extremely limited numbers to Draconis Combine and private buyers, the new "Mark D" is quickly showing its potential.
Edited by General Taskeen, 05 July 2013 - 10:46 AM.
#12
Posted 05 July 2013 - 12:31 PM
Those 2 would get my vote as the most interesting and worthy of the Trebs. Having JJs available has just given these a nice buff compared to the other variants. If you really like missles the 7M is fun and if lasers are more your thing well the 5J has got you covered.
Here's how my 7M is set up.
http://mwo.smurfy-ne...7bfa7815ccf9a2a
#14
Posted 05 July 2013 - 02:11 PM
Napes339, on 05 July 2013 - 12:31 PM, said:
Those 2 would get my vote as the most interesting and worthy of the Trebs. Having JJs available has just given these a nice buff compared to the other variants. If you really like missles the 7M is fun and if lasers are more your thing well the 5J has got you covered.
Here's how my 7M is set up.
http://mwo.smurfy-ne...7bfa7815ccf9a2a
I run pretty much that build, although i sacrifice engine rating and jets for more ammo and heatsinks. You can also run it with 1 large/2 med plus BAP if you have a hard time hitting with the PPC up close.
If it was smaller and harder to kill then the 5N would be a damned good light brawler with 4 MLas and 2 SRM 6. Maybe if pinpoint warrior online gets nerfed it will be viable again, but right now i have 2 ALRM 15 w/ 4 tons ammo, 3 MLas, Tag and an XL 300 on mine and it makes a decent mobile fire support mech that can act as a forward scout/spotter for other LRM boats, but it needs to drop some armour so you can't get into a stand up fight with it. The 3C can do the exact same load out, but has worse torso twist, plus one energy is in the torso so pinpoint damage is not so simple (nice when you've lost both arms though...).
i didn't care much for the K model personally. To fit a decent balistic loadout you need to gimp it elsewhere, and it doesn't have enough energy hardpoints to make up for it.
Edited by BP Raven, 05 July 2013 - 02:12 PM.
#15
Posted 05 July 2013 - 02:54 PM
5 medium lasers with jumpjets backed up by a LRM15 with a couple of tons of ammo, jumpjets and a rock'n engine. 280-300 xl
Edited by Carrioncrows, 05 July 2013 - 03:13 PM.
#16
Posted 05 July 2013 - 03:25 PM
The 7M can make a great light hunter, or an agile hit & run mech. I have a 300XL, two ASRM6, and an ASRM2, with three MLAS. It's not a great mech now, but the day they restore SRMs to their glory, it'll be fantastic. Every once in a while, I do have some great games. Get in close to the slow mechs and use your jets to jump over and around them. I've worked over a few Atlas and Highlanders that way.
The 3C is actually a good light hunter as well. Mine has a 350XL, a LL in the torso, two MLAS, two streaks, and BAP. The streaks keep the pressure on, but the LL has the true killing power when you get it on the mark. It's also a good heavy scout/capper, if one is needed.
The 5N would make a superb fast missile launcher. I don't have one, but for awhile ran my 3C with a 280XL, twin ALRM 15s, Tag, and three MLAS. You can circle the fight at 500 meters and bring the steel rain. You won't always have high damage numbers like a 'Pult or Stalker missile boat, but you can respond quickly and with a good deal of accuracy, even in close quarters.
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