

Thunderbolt 5S(P) Questions
#1
Posted 27 October 2013 - 01:17 PM
First question, which decision comes first: loadout or playstyle/role?
second question (depending on answer to first) what is recommended for playstyle/role for the 5S, or what is recommended for heat efficient loadouts?
#2
Posted 27 October 2013 - 06:30 PM
Jaegerwulf, on 27 October 2013 - 01:17 PM, said:
First question, which decision comes first: loadout or playstyle/role?
second question (depending on answer to first) what is recommended for playstyle/role for the 5S, or what is recommended for heat efficient loadouts?
dual AC 5 Large Lasers and Medium laser and SRMs are your best options given your criteria.
Edited by Madwill, 27 October 2013 - 06:31 PM.
#3
Posted 27 October 2013 - 07:21 PM
#4
Posted 27 October 2013 - 08:33 PM
AC/5+AC/2
PPC
3 MLs
Decent at all ranges, but it's really suited to 200-500m. I mainly alternate the ACs and the PPC. Only use the MLs for finishing or light a-holes. Excellent support mech. Not a 1v1 brawler though, so stay near Assaults and other Heavies.
.
#5
Posted 28 October 2013 - 05:43 AM
#7
Posted 28 October 2013 - 01:37 PM
Fortunately, the Thunderbolt 5S has a variety of good loadouts as is evidenced by the other posters in this thread. I've recently elited up all 3 of the Thunderbolts and have been having some success (and a lot of fun) with this build for the Phoenix version:
TDR-5S
It has 3 MPL, LB-10X, 2 SRM6, 15 DHS, Endo, 300 XL. As you can see, it's mostly a short range build, and I find it to be a pretty effective brawler. It can run a bit hot, but the autocannon fires relatively fast with almost no heat so you can continue to fire away as you are cooling down. The AC is great once you tear through the armor at knocking out weapons as well. I was concerned initially about the XL engine, but I rarely go down by lost side torso (mostly CT). Good luck!
#8
Posted 02 November 2013 - 10:42 PM
#9
Posted 03 November 2013 - 10:46 AM
The only one I've used SRMs on is the 9SE, where they add in a lot of extra close range punch, and I can't mount a balistic.
Jaegerwulf, on 02 November 2013 - 10:42 PM, said:
I've leaned towards no. I lose a torso often enough and go on to do some pretty serious damage, even in mechs like the 9SE where a lost torso can result in you only having the right arm energy weapon(s). TBolts are very good brawlers, but seem to take some damage from range due to their wide profile (easy to hit from range), so I suggest sticking a 275-300 std in them, try to stick to cover when you approach, but get in there and brawl once you do.
#11
Posted 05 November 2013 - 12:45 AM
-Raz
Edited by Razimir, 05 November 2013 - 12:46 AM.
#12
Posted 05 November 2013 - 01:29 AM
Works just dandy IMO

As far as playstyle /loadout first, that depends on who you are.. allow me to explain.
Some prefer to play style x, want nothing to do with style y (often to the point of radical discrimination of any playstyle not identical to their own, as evidenced by dozens if not hundreds of whine threads on these very forums), and build their mech(s) around what they want to do and nothing else. If it doesn`t work, the mech sucks.
Others like myself build the mech, and adapt their playstyle to fit. If it doesn`t work, the pilot sucks and needs to improve, and it will take a few dozen games to prove otherwise.
FWIW
Edited by Zerberus, 05 November 2013 - 01:35 AM.
#13
Posted 05 November 2013 - 01:41 AM
My current build: std275, AC10, 2xASRM4, 3ML, DHS, Endo. Drop to a 260 engine if you want AMS.
#14
Posted 05 November 2013 - 01:46 AM
As i just finished mastering the Thunderbolts, the loadout i used in my 5S(P) and absolutely loved it is this;
http://mwo.smurfy-ne...3654cbf9f6f15ef
I group the PPC with the ac5's together in one group, meds on another, and a third group only for the AC5's.
If you feel like its running too hot for your taste, just swap the ERPPC with a regular PPC.

<S>
#15
Posted 11 November 2013 - 08:41 PM
#16
Posted 13 November 2013 - 08:14 AM
Only completed all Basic on 3 variant yesterday, and now working on Elite.
But still trying to adapt from piloting medium mech to piloting heavy mech.
TDR-5SS
This is my current 5SS, still tinkering with it as it still lack punch and run high on heat.
Using the high mounted dual PPC for dealing damage at range or behind cover to soften up targets, when the brawling start they are switched to chain fire, reserved for only kill shot or when my mech is in low heat.
Relies heavily on the 5 MLaz up close but they lacks punch and have to expose my torso for the full beam duration, tried switching to 2x MPLaz on torso but runs hot quickly and extending my attack down time for cooling off.
Considering about switching the dual PPC to LPLaz or ERLLaz and up the engine to STD 300
TDR-9SE
Meanwhile, Im rather happy with this loadout for my 9SE.
This build for brawling.
The ASRM4/6 w 2 tonnes of ammo give me 20 shots per match, which I hardly deplete unless on long match. A single ERPPC give me some reach but I try to stay incognito until I have something in MLaz range unless both team are stuck in a snipping war.
Heat is manageable and so far I have overheated less than 10 times in it and only because I was going for alpha kill shot. Jump Jet for climbing and gaining access someone's back armour in a brawl.
TDR-5S
The last to complete Basic.
This build is a support/sniper with 2 ERLLaz and an AC10 w 3t ammo. I chain fire the ERLLaz and almost never overheat. Both the laser and AC share the same max range, and I try to fight at 500m range.
It can rack up alot of damage if left unmolested by lights, but almost defenseless against lights.
Right side of the mech is used as shield to soak up damage.
Edited by xengk, 13 November 2013 - 08:25 AM.
#17
Posted 13 November 2013 - 08:47 AM
> 300 XL (82 kph tweaked)
> Endo
> 1 x LL
> 3 x ML
DakkaBolt
It is strong for individuals who like skirmishing/flanking. It runs hot, so I make sure to only ever fire the ML's in chain. Close/Medium range is basically hold the AC/2 group for constant fire and chain fire the ML's with them. At longer ranges it's LL + AC/2's. 5 tons of AC/2 ammo is usually enough to get you through a match.
In 47 matches with this build, I have a 1.7 W/L & a 2.4 K/D. I expect to hit an ELO wall at about 60 matches.
Note: I am purely a solo PUG'er.
#18
Posted 13 November 2013 - 08:49 AM
Weapon groups are simple; Group 1- LBX. Fire when you have a clean shot. Group 2- MPlas,Mgun, SSRM2(x2), your 'brawl trio' as I like to put it. SSRMs won't fire without a lock, and the MGun and single MPlas are relatively heat neutral for a sustained fight. Group 3 is the backup finisher 3 MLas battery. A shock of 15 points of damage whenever you have a straight on.
Very close range build, so you run with the pack, or become your local Atlas' best buddy. As said, they soak up damage like it's nothing, and I've had as many as five opposing units wailing on me as I proceeded to have two down before I fell myself.
Multi-point Support- This one is more of a 'team player' set up that I use. Personally, I usually find myself 'roving' between the lines, helping people take things down at different points when the fighting starts, so this build might seem awfully wonky, but it works. And yes, that is only a ton of ammo for a 15. I've yet to fire it over 200m with this rig, have actually yet to run out of missiles for it, and the A/C 2's, while low sitting, tend to do adequate in the damage/suppression role.
Weapon groups; Group 1- MPlas and SSRM2. Just like before, SSRMs won't fire unless you have a lock, but, it might be worth it to tune this rig to 2x SSRM and invest in a BAP if you prefer more one on one brawling. Group 2- A/C 2's. Long range 'plinking' and strong dps up close. Not as potent as A/C 5s, but that tends to help keep the heat off of you to a degree. People underestimate the power of the 2's. Group 3- Laser battery. Good emergency/finisher punch at the touch of a button. Group 4- that odd LRM 15 strike that presents itself. Such as that light that's just ran into one of your Atlas' knees and is temporarily hung up.
The 'Standard'- Three weapon groups here as well; Group 1- A/C 5's. Group 2/3- LLas's, one on group fire, the other on chain. Down and dirty boring and efficient. Can always move all the lasers to the left torso, and just use the entire right side as a shield. If not a fan of XL engines (Personally, I'm not myself), can drop it and the three extra sinks for a STD 250.
Edited by Mercer Skye, 13 November 2013 - 09:03 AM.
#19
Posted 13 November 2013 - 08:54 AM
Heatsinks 12
2 MEDIUM LASER
2 ER LARGE LASER
LB 10-X AC
ANTI-MISSILE SYSTEM
AMS AMMO - -1000
LB 10-X AMMO --45
Endo and DHS
I'm no great pilot, but this build through 60 matches has a 1.64 KD ratio. Speed tweak moves it along at 86kph. Advanced Zoom and ERLL allow you to engage even missle boats at a distance. Heat isn't bad at around 1.2 or so.
#20
Posted 15 November 2013 - 12:57 AM
I've done very well with this build. a bit hot but dont go crazy with it and you'll be fine.
its a fire support that can go brawl if you get bored.
had a 450 damage game with 1K 8A on 8fps with this
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