

Any Reason To Do T-Bolts?
#21
Posted 17 December 2013 - 02:53 PM
I've walked away from matches with 17% hp left. It's nuts how much dmg they can take.
I love my Tbolts. Yeah they don't throw out damage due because I use a STD engine in all of mine but it never fails to disappoint.
#22
Posted 17 December 2013 - 02:54 PM
#23
Posted 17 December 2013 - 02:56 PM
#24
Posted 17 December 2013 - 04:19 PM
#25
Posted 17 December 2013 - 06:12 PM
Rhaythe, on 17 December 2013 - 12:17 PM, said:
I should probably have mentioned that I never bothered to buy what I needed to kit out the battlemasters, but nor did I spend an inordinate amount of time on them. I'm curious as to what you use them for.
Alpha striking with 6 medium lasers. That is what Battlemasters do. All the extra tonnage and slots is for secondary things.
dragnier1, on 17 December 2013 - 01:00 PM, said:
It's okay as a brawler, better as an all rounder starting in the back and working it's way to the front.
#26
Posted 17 December 2013 - 06:32 PM
Kanatta Jing, on 17 December 2013 - 06:12 PM, said:
Alpha striking with 6 medium lasers. That is what Battlemasters do. All the extra tonnage and slots is for secondary things.
Pretty much. It took me a long time to find "my" Battlemaster with the 1G. I rigged it with a LL, 2xPPC, 4xML, 375XL, 21 double sinks, and 512 armor. Use the PPCs at range, spice with the LL, swap out the PPCs for the MLs close in, Alpha if the heat's low and you have a good shot.
The 1S was an easy mech for my to load out. 2xLRM10, 2xLRM15, 4xML, 13 sinks, 300STD, endo, 9 tons ammo, 496 armor. It's not a complicated or exciting build, but it's a solid support platform with enough close in firepower to scare away frisky lights.
The 1D I'm not in love with, and haven't found a great load out for it yet. Right now I have it with a 350STD, 3xLL, 2xML, 21 double sinks, and 512 armor. It works ok, but I feel like the ballistic points are going to waste, especially as it has fewer energy points than the 1G.
#27
Posted 17 December 2013 - 06:36 PM
Escef, on 17 December 2013 - 06:32 PM, said:
What I run on it is 2 AC/5, 1 ERPPC, and 4 ML, with an XL 370 (I think) and a lot of DHS (I don't remember off-hand). It's relatively fast, packs a good punch at all ranges, can take a beating, and can run reasonably heat-efficient (can fire several alphas in a row, then switch to ML or ERPPC only plus the 2 AC/5 while you cool down).
Edited by FupDup, 17 December 2013 - 06:42 PM.
#28
Posted 17 December 2013 - 06:48 PM
Escef, on 17 December 2013 - 06:32 PM, said:
4 medium pulse, 1 PPC and 3 machine guns. It does brawl good but not as good as my 1G, and my 1G has an LRM 10 for when it's stuck in the back and feeling bored. The 1D just isn't all that great.
#29
Posted 17 December 2013 - 06:48 PM
FupDup, on 17 December 2013 - 06:36 PM, said:
Yeah, I was just tooling around in Smurfy and came up with something similar, but with a 375XL and a Gauss instead of the AC5s. The ACs are probably a better choice. I think one thing that screws me up with the 1D is that I prefer to assign light ACs (5s and 2s) to the right click of the mouse, as holding it down feels more natural for sustained fire for me, and allows me to still comfortably left or center click. The problem is that those weapons are on the left arm, so I... right click for left arm? It just feels awkward.
#30
Posted 17 December 2013 - 06:54 PM
Escef, on 17 December 2013 - 06:48 PM, said:
I personally prefer to have pinpoint weapons (PPCs, ACs) on left click and then secondary weapons on right click or number key 3 (for my Battlemaster, M1 = 2AC/5, M2 = ERPPC, K3 = 4ML). It helps with accuracy, at least for me.
Edited by FupDup, 17 December 2013 - 06:55 PM.
#31
Posted 17 December 2013 - 07:12 PM
FupDup, on 17 December 2013 - 06:54 PM, said:
I have left click rigged for group 1, right click for 2, and center click is group 3. I can easily move my index finger between left and center (groups 1 and 3) while holding down right click with my middle finger (group 2, which I generally use for sustained fire weapons like AC2 or 5).
#32
Posted 17 December 2013 - 08:18 PM
NRP, on 17 December 2013 - 12:21 PM, said:
I run my 5SS with 2x PPC and 5x MLaz, supported with 18 DHS and STD 275.
It runs hot quickly when in a brawl but it is great at PPC peeking with the high shoulder.
My 9SE is a support brawler, running 2x LLaz, 3x MLaz, 1x ASRM6 and 1x ASRM4, with 14 DHS and STD 275.
The LLaz is the primary weapon, chain firing for a constant burn yet kept heat manageable.
Close range MLaz and SRM for when I reach brawling range.
From experience, SRM of 10 or below seems to be less affected by hit detection, as I have scored kills with them.
Still haven't found a good built for the 5S, even though I have completed Master on all TBolt.
Currently function as a close range LRMboat with 1x LRM15, 1x LRM10, 2x LLaz, TAG, BAP, 12 DHS and XL 300.
#33
Posted 17 December 2013 - 09:01 PM
#34
Posted 17 December 2013 - 09:03 PM
luxebo, on 17 December 2013 - 02:54 PM, said:
They just don't interest me. I had a Noisy Cricket for kicks, but I have Lights when I want to play a Light, and the Cicada just seems like a clunky Jenner to me.
#35
Posted 17 December 2013 - 09:09 PM
I've been known to play bullet shield for my team mates in Tbolts. And then turn around and deliver a 52 point alpha into the face of an enemy mech and blow off a torso, arm, leg whatever. The Phoenix variant the 5S is one of my faves.
T Bolts are very robust in a furball especially after you play with their armor biases. And if you arm them right heat management really isn't much of an issue.
http://mwo.smurfy-ne...3dd83de1c36d72a I actually shut down less in my Tbolts, even my most hot (5ML 2LLs) of the Thunderbolts than I do some of my most heat efficient mechs. Partly because of the varying engagement ranges I think. Though there are times when you just say "You see that mech? ***** him"
#36
Posted 17 December 2013 - 09:41 PM
I like big upper leg actuators and I cannot lie....
'Mech Pilots can't deny...
When a Tbolt walks in with a itty bitty waist
and myomer motors in your face...
Edited by Mercer Skye, 17 December 2013 - 09:42 PM.
#37
Posted 18 December 2013 - 01:01 AM
TDR-5S: ERLL, LRM20+LRM10(5tons of ammo), 3xML.
TDR-5SS: 2xLL,5xML.
TDR-9SE: ERPPC, 3ML, 2xSRM6.
#38
Posted 18 December 2013 - 01:19 AM
Although you have to make some serious decissions -> fire power or durability
With AMS, CASE and STD engine - there isn't enough place left to build up a good punch.
Last not least you almost have to use mixed weapon load out - not the best choice for the current meta.
#39
Posted 18 December 2013 - 02:55 PM
Not for fans of slower 'mechs. Have yet to want to build it differently. This is not a missile boat, however, regardless of the looks. 'Only' 900 missiles. Also not a frontline 'mech. This is the fella that hangs out just behind the frontline, lobbing 300m LRM30 hell on the enemy, and scraping lights off the assaults with triple MLas and Mguns for cleanup. Case makes sure anything blown off doesn't knock you out of the fight.
Thud Laser Brawler (5SS, 'Super Sport')
The thinking man's laser boat. Don't let the heat efficiency fool you. The high mounted large lasers (Feel free to go ER, but meh, not worth the extra heat) are for peaking ridges and engaging at range. The quintet of mediums are for close engagement, the twin's on the arm for sweeping lights, and the torso triplet for slower brawling (That does mean three total laser weapon groups). The LRM10 and two tons of ammo (Notice no extra missile gear), is purely for the inevitable 'stuck behind the ridge' scenario, where peaking a ridge will likely get your cockpit knocked off. Amazingly durable, and on the occasions you have to Alpha, just about anything in front of you will melt.
Thud, BrawlBolt (9SE)
A very fun build (When hit detection isn't messing with you). The epitome of the 'cave rusher' of the tactic of the same infamous repute. Sturdy, and darn near unkillable (Seriously, have been cherry red almost everywhere by the time a match has been over and still not gone down. The biggest downside is obviously the short range, which can very easily be negated by dropping two external 'sinks and swapping for an XL engine, and tossing a large laser or two in. As far as up close, from around the corner and melting people's back armor though, it's one of the better builds I've come across.
All three of these are very sturdy, and are usually more than adequate to do 'clean up' towards the end of the match when only a couple 'mechs remain. I'm sure there are much more 'meta' capable builds floating around, but I'd highly recommend these (as I'm sure a lot of people have a metric butt ton of medium lasers lying around) as at least starter builds for moving up through the eficiencies.
Regardless, just wanted a more serious reasoning as to why I've kept my TBolts around after having mastered them out. They call the Victor an 'Assault that plays like a heavy,' well antecedent to that is the TBolt, a 'Heavy that plays like an Assault.'
#40
Posted 18 December 2013 - 03:13 PM
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