Thunderbolt Build
#41
Posted 01 November 2013 - 12:20 AM
#42
Posted 01 November 2013 - 03:55 AM
Play from 4.50, Brawling TDR-9SE works bloody well
#44
Posted 22 April 2014 - 12:33 PM
#45
Posted 26 May 2014 - 01:19 AM
I would just like to add, If you wan't an XL-engine, or really any engine for that matter.. Try looking at what mechs come with the engine you wan't.
A lot of people recommended the XL-280, or XL-300.. a Cataphract 3D, has an XL-280, and is a great mech. for the XL-300 there are many mechs that have that engine.. it is worth it to save a bit longer, and just buy a mech you might wan't to try and get then engine.. I wasted a bunch of money buying engines before i learned this trick.
an XL-275, all the 55 ton mediums have a version..
here is a linky for all mechs with the engines they come with.. As it is i am saving right now for an XL-300 mech.. I'm leaning towards the Cent D.. to try in my Thunderbolt, Fast hunter/flanker builds
http://mwo.smurfy-net.de/
Adept Xaphal, on 22 April 2014 - 12:33 PM, said:
I tired running thunderbolts with a STD 260, and it just felt to slow for me.. always was getting into trouble with it.. I put an XL-280 in, and with the extra room, i had much better fire power..
Do yourself a favor and grind out the money to buy a mech with an XL-280, or XL-300 may take a few weeks, but you will be glad you did.. : )
#47
Posted 28 May 2014 - 08:26 AM
Here's the TDR-9SE I'm running. I don't normally run support mechs but with it's mobility this is an excellent one. I very often use all 7 tons of LRM ammo if I'm on an average to above average team. What it lacks in close up firepower is offset somewhat by the jump jets.
Edited by Radar Glitch, 28 May 2014 - 08:29 AM.
#48
Posted 30 May 2014 - 08:28 PM
http://mwo.smurfy-ne...69a5daea9b66c2c
*edit, @ spheriod updated to reflect what the build really is, You can drop the tag and use that arm as a sheild arm, and then add another ton of LBX ammo, but i really like having tag with the amount of ECM around these days.. besides if ya loose the tag, no biggy, so it is sorta a working shield arm anyway
Edited by JC Daxion, 03 September 2014 - 10:51 PM.
#49
Posted 31 May 2014 - 07:16 AM
Edited by Spheroid, 31 May 2014 - 07:18 AM.
#50
Posted 31 May 2014 - 09:00 PM
Spheroid, on 31 May 2014 - 07:16 AM, said:
i don't bother to post my back armor, just total amounts but the others,, Oops.. Original post updated
Edited by JC Daxion, 03 September 2014 - 10:56 PM.
#51
Posted 05 July 2014 - 02:49 AM
Fire the PPCs in weapon group 1 (can fire them often, it runs cooler than you'd think), the gauss in weapon group 2 (watch the ammo) and the lasers in group 3 as backup if the enemy gets within range or if a light bugs you etc.
Any ideas to make it better/do you like it?
#52
Posted 05 July 2014 - 01:54 PM
http://mwo.smurfy-ne...0bd381c32faad31
The PPC's are at a fantastic spot for sniping, while the AC/10 adds in extra firepower and a solid punch at closer ranges. You can also go for double AC/2's, but it runs a little hot.
#53
Posted 13 August 2014 - 05:07 PM
tib3r, on 16 October 2013 - 07:21 PM, said:
Lennex, on 16 October 2013 - 07:59 PM, said:
Cool builds guys. You ever use the 9SE? I love the jump jets more than I miss that ballistic hardpoint.
If only the 9S had jump jets...
How about this?
Calon, on 16 October 2013 - 08:20 PM, said:
Cool build but with no long range weps what do you do when all your targets are beyond 500M?
How about some LRMS & PPC?
#54
Posted 25 August 2014 - 03:08 PM
#55
Posted 25 August 2014 - 06:56 PM
#56
Posted 25 August 2014 - 09:47 PM
TDR-5S
3x ML for close range defense and TAG for extra tracking power. But the real party poppers are the 2x ALRM15s. Yes, one of the 15s is let out in a 10 and 5. It hasn't made too much of a difference for me(I've been getting fairly consistent 400dmg games with this build and it's giving me good practice lining up direct trajectories for the missiles), but for those of you whom the multiple-salvo thing turns off:
TDR-5S
Removing the .5ton LRM ammo and downgrading to STD260 gives enough room to fit the ALRM20+10. As a bonus, the heat difference is negligible. I would personally find the 1sec reload difference a bit awkward to manage, however.
#57
Posted 30 August 2014 - 12:02 PM
Edited by Mizeur, 30 August 2014 - 12:02 PM.
#58
Posted 01 September 2014 - 06:09 PM
His name is Pendragon, and he always fights well. As long as u manage your heat (LRM grp 1, ERLL x 2 grp 2, and ML x 2 grp 3
http://mwo.smurfy-ne...a308eed8dfee5d2
He aint the best, but i like him, not to mention the odd similarity between the Thunderbolt and the Clan Summoner (Thor)
I also use his left arm as a shield when i can, active defence works well in this game
Edited by Grimbloodz, 01 September 2014 - 06:10 PM.
#59
Posted 02 September 2014 - 08:28 AM
I am not sure if my saved Smurfy builds are up to date. Most of them were also built during the time when SRMs were simply not an option due to horrible hit-reg. It's entirely possible I modified them down the road and never updated the results, but these are my more successfull attempts:
TDR-5S
TDR-5SS
TDR-9SE
You can pretty safely ignore the armor distribution, as I almost never bother editing them in Smurfy. The ammo distribution is probably a bit off, too. The TDR-5SS is easily my most successful one, with 50 games at 1.63 W/L ratio and 2.48 K/D ratio.
I'm fairly sure I used a different build for the TDR-9SE before a rather long hiatus I had, and it didn't have SRMs, but that's the latest one.
#60
Posted 03 September 2014 - 08:46 AM
*edit* I have had no problems running XL engines in the Thunder-**** . You will get center cored as often with either style engine once you have mastered the mech. It does seem to get more agile. The build I posted above can work with an xl315 you just have less ammo based munitions but for ~4 kph *shrug* more ammo equals more damage.
http://mwo.smurfy-ne...5bdc7b837583d09
Edited by Rascally Jack, 03 September 2014 - 08:52 AM.
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