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Theorycrafting - Thunderbolt Brawler


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#21 Phlinger

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Posted 07 October 2013 - 07:17 AM

View PostTruesight, on 06 October 2013 - 10:29 PM, said:

You guys know, that there will be 1 version of the Thunderbolt, that comes with jjs stock?

This is going to be my dedicated brawler. Granted it is not on Smurfy at the moment.


The SE version right? If I can play it even remotely like a Thor, I'll have found my new mech that I will stay in until the clans land. Now, here's to hoping they remove the hand actuator for that one :angry: I needs me some flying AC/20 stompy mech action. Hell, even if I can only load a AC/10 on that one, I will still play the hell out of it.

#22 Asyres

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Posted 07 October 2013 - 09:17 AM

View PostRonyn, on 07 October 2013 - 07:17 AM, said:


The SE version right? If I can play it even remotely like a Thor, I'll have found my new mech that I will stay in until the clans land. Now, here's to hoping they remove the hand actuator for that one :D I needs me some flying AC/20 stompy mech action. Hell, even if I can only load a AC/10 on that one, I will still play the hell out of it.


The 5SE doesn't have machine guns, so it likely won't have any ballistic hardpoints.

Stock, it has 1 LL, 1 LRM10, and 3 ML. I'm guessing it will have 5-6 energy hardpoints and 1-2 missile hardpoints.

#23 Archangle82

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Posted 07 October 2013 - 01:45 PM

View Posttib3r, on 06 October 2013 - 11:27 PM, said:

Me gusta.

I am glad that the Battlemaster is also basically a victor from hell.


I don´t quite get this, the Victor is in the ******/Jumpjets slot with the Highlander, while the Battlemaster looks like a smaller Atlas without ecm to me, anything im missing that makes the Battlemaster great?

Still im getting eager to get the Thunderbolt now that i know is has a JJ variant coming.

#24 Cold Cash

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Posted 07 October 2013 - 06:33 PM

battlemaster has high speeds and high energy loadouts, witha hint of ballistics to up the dps.

#25 Dawnstealer

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Posted 10 October 2013 - 06:46 AM

View PostShenshan, on 15 September 2013 - 12:08 AM, said:


I think if you replace the large pulse laser with a standard large laser (better range, less heat), replace the small laser with a medium laser, reduce the SRM ammo from 3 tons to 2 tons, replace ferro-fibrous armor with standard armor, add 1 more heat sinks, you might be able to handle heat better as well as 0.4 higher damage and a slightly longer ranger damage capability.

your initial build is pretty much a 500 meter mech, the suggest build is good for almost 900 meter as well as you don't have to set a separate firing key for the small laser, you can group all 3 medium lasers together...

you could set just 3 keys, 1 key for the large laser, 1 key for all the lasers, and 1 key for the SRMs...

That's...a nasty build.

*YOINK!*

I'm also debating this, making the T-Bolt much more of a support mech:

http://mwo.smurfy-ne...73c6afdc47cf7b5

I was thinking you'd hang near the back and plink at the enemy, and then use your right side as a shield when they eventually close the distance. Slow, though, and that makes me a bit nervous.

Hm...or this, for puggies:

http://mwo.smurfy-ne...1e7d99107a5a25c

Edited by Dawnstealer, 10 October 2013 - 07:14 AM.


#26 Vodrin Thales

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Posted 10 October 2013 - 07:29 AM

I'm really concerned about the size of the side torsos and the size of the missile pod making it very easy to strip the right side of the mech. Also the off-center head will make corner peaking with the right side problematic. As such I prefer a build with the weapons concentrated on the left side of the mech.

Maybe something like this:

http://mwo.smurfy-ne...1f4f398500a046c

#27 Bront

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Posted 10 October 2013 - 08:12 AM

View PostArchangle82, on 07 October 2013 - 01:45 PM, said:


I don´t quite get this, the Victor is in the ******/Jumpjets slot with the Highlander, while the Battlemaster looks like a smaller Atlas without ecm to me, anything im missing that makes the Battlemaster great?

The Battlemaster is what happens when a Stalker, an Atlas, and a Victor get together and make babies. In theory, you get the speed of a Victor, the firepower of an Atlas (on a smaller scale) and the energy hardpoints of a Stalker.

Because we need a mech that can mount 6 PPCs AND a gauss.

#28 Bront

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Posted 10 October 2013 - 08:20 AM

Ooooh, perty...

Posted Image

#29 Darwins Dog

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Posted 10 October 2013 - 08:30 AM

As a general response to many of the builds: You can free up at least half a ton by stripping armor off your legs. 49 points will keep you standing just fine.

#30 -CIBO-

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Posted 11 October 2013 - 03:54 PM

View PostBrenden, on 14 September 2013 - 11:06 PM, said:

I have taken both of yours into consideration and came out with this.
http://mwo.smurfy-ne...69487122db22aa6


Individually, AMS is pretty useless, put the tonnage to something more useful. Unless you're in a group of other AMS it isn't going to nullify much damage against LRM spam.

#31 Bront

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Posted 13 October 2013 - 08:33 AM

View PostVorgier, on 11 October 2013 - 03:54 PM, said:


Individually, AMS is pretty useless, put the tonnage to something more useful. Unless you're in a group of other AMS it isn't going to nullify much damage against LRM spam.

AMS will practically nullify an LRM5 by itself. With a group, it gets better, and it's worth generally more than the armor value of 1.5 tons for slower mechs IF they get targeted by LRMs. IMHO, LRM is required on any mech that goes less than 80, and should be on anything that goes under 100.

#32 Shiro Matsumoto

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Posted 14 October 2013 - 11:14 AM

I foresee annoyance with the Missile Slots... one of the launchers is a 15er (the drum).. one a 2er (the 2 smaller under it).. so one of your 6er Volleys will annoyingly come out in 3 ripples.


AMS in a group will save the whole group.. as long as ammo lasts

#33 Tremendous Upside

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Posted 14 October 2013 - 06:16 PM

View PostHelmstif, on 14 September 2013 - 10:49 PM, said:

Utterly useless.

First, it's gonna take a thousand year to deplete all those SRM ammo with that single SRM6.

How about this.


I like that build a lot - but it's going to run a little hot. Using what I run on my QKD's as a template, you'll probably want close to 14-15DHS to brawl effectively without heat issues. Your MG's are bumping up the DPS ratings by 2 full points - so it's really only at 3.19 without them. Granted, removing the PPC from the equation it'll be better than that, but you're still going to be really hot if you've been working with the ERPPC and have to transition to your shorter ranged weapons in a brawl. That said, I still love that template. Nice fast, tough armored brawler... Think I'll probably start with an offshoot of it.

http://mwo.smurfy-ne...107061d340b9d60

Just a bigger, slower centurion AL with a LL on the arm... And if the same works for the 9SE, that'll be good times as long as the hitboxes don't create a magnetic CT :P

#34 Asyres

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Posted 14 October 2013 - 08:31 PM

View PostJohn McFianna, on 14 October 2013 - 11:14 AM, said:

I foresee annoyance with the Missile Slots... one of the launchers is a 15er (the drum).. one a 2er (the 2 smaller under it).. so one of your 6er Volleys will annoyingly come out in 3 ripples.


Do we actually know what the missile tube counts are? The first one is at least 15, but the second is more ambiguous. Newer mechs have resizable launchers that can sometimes support tubes in excess of the stock count (an example of this is the Highlander's left arm, which can support up to 10 tubes per launcher).

#35 IllCaesar

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Posted 15 October 2013 - 08:38 AM

I've thought up of a few revolving around the STD 275 and STD 300 engines. First, the 275 engine, and probably my favourite of the bunch.

http://mwo.smurfy-ne...dc0f27b78fbc607

Not equipped to fire the UAC or SRMs all match long, but it has enough to take on two, three, even four or five mechs. If I can deplete all that ammo, I probably pulled my weight anyways, and those MLs are backups in case I run out of ammo or need to do some extra damage immediately. Also, I can use the right arm as a shield. That'll probably mess with me, being right-handed, and also being used to using the left arm as a shield on Awesomes, but I could see myself getting used to it.

My other two brawlers use the left arm as the shield arm, and are, for the most part, pretty similar. One just has a bit more range than the other.

http://mwo.smurfy-ne...fffa9167d6e70df

http://mwo.smurfy-ne...68c7afd5a2b5c4b

And I built this guy just to help rid of pestering light mechs, especially the broken Spider and the new Locust: http://mwo.smurfy-ne...ea05f12e96143db

Its got enough punch with the PPCs and MLs to stay in the secondary and help out the team if lights aren't a problem, and if necessary, its got a decent speed so it can always resort to close-quarters brawling to sweep up anybody on their last legs. Probably would be ****** if it came across a healthy brawler thats 60 tons or over though, so it really, really needs to stick to a bigger mech. Might just drop the PPC for an ERLL if I find that AMS is needed.

View PostAsyres, on 14 October 2013 - 08:31 PM, said:

Do we actually know what the missile tube counts are? The first one is at least 15, but the second is more ambiguous. Newer mechs have resizable launchers that can sometimes support tubes in excess of the stock count (an example of this is the Highlander's left arm, which can support up to 10 tubes per launcher).

The second tube is two, meant for SSRMs if I recall correctly. Seventeen total. We don't know if they'll be separated yet though. Smurfy doesn't seem to think so, but I think thats just mostly speculation on their part. We'll see in a few hours.

Edited by MarsAtlas, 15 October 2013 - 08:47 AM.


#36 Novawrecker

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Posted 15 October 2013 - 01:56 PM

It runs hot if one is not careful, but I've tried out TDR-5S LLas + LB combo is quickly becoming a favorite of mine for an odd reason ...

#37 Smeghammer

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Posted 16 October 2013 - 04:22 AM

On the question of tube counts - My rust run I had an LRM10 on the chest launcher and the stock 15 on the pod. I think the 10 came out in two volleys, I'm not quite awake right now. I've since swapped the pod to an LRM20 and the tubes scaled to that, so throw whatever you want in there.

#38 Eumenes

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Posted 16 October 2013 - 04:45 AM

The TDR-5S tubes are 20 max in the drum, and 10 max on the chest (from the SRM2).

#39 Nehkrosis

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Posted 16 October 2013 - 07:26 AM

im about to try out a Summoner-esque build, will edit this for results :)



6 kills, 300+ damage, not bad.

ERPPC, 2xmLas, 2 SSRMs, Lb-1o


XL 300

AMS

Edited: i called it a Thor..im so sorry :huh:

Edited by Nehkrosis, 16 October 2013 - 05:11 PM.


#40 Eumenes

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Posted 16 October 2013 - 10:45 AM

Well for a "Summoner-like" build, here's a psuedo Thanatos, which was a pseudo Summoner. Substituted an LRM-15 for the MRM-20, reg ML instead of ER, and added a BAP to simulate the C3 slave module. No ECM though.

http://mwo.smurfy-ne...4499263b8f62fc9





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