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Jumping Thunderbolt And Hunchbackitus


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#1 Krujiente

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Posted 19 January 2014 - 07:29 AM

I have the thunderbolts and like em all but the 5SS (sooold it). Anyway I find 9SE has a bit of Huncbackitus, 5 hardpoints on one torso piece with a measly 2 off it. The jumpjets and the barrel chest support defending this though, I usually do not lose my left torso unless I am getting torn apart. I also do not use the missle hardpoints and mostly boat LLs or PPCs on it while throwing some back up lasers on the right arm. Anybody get a good feel for it?

Edited by Krujiente, 19 January 2014 - 08:09 PM.


#2 Spheroid

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Posted 19 January 2014 - 12:24 PM

I leveled mine as a long range energy zombie. 2x ER Llas, 260 STD, AMS, BAP, 1 JJ, 3x mlas, 19 DHS.

I spent almost nothing on upgrading it but like you prefer it to the 5SS.

Edited by Spheroid, 19 January 2014 - 12:26 PM.


#3 Levi Porphyrogenitus

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Posted 19 January 2014 - 12:25 PM

TDR-5SS

This thing can be brutally effective. With the 10-tube missile launcher you get the most volley efficiency from an LRM10 or LRM20, and you don't benefit too much from Artemis IV (since a spread of 10 has a tight enough natural grouping to be effective without). Throw on the 6 MLs (I recommend three fire groups, RA, RT, LT) and you can really drop some hurt up-close. The AMS helps the team and lets you win LRM duels.

You can also drop the AMS and half a ton of armor from the LA to fit another two DHS if you find it too difficult to manage as-is.

Edit:

For the 9SE, you can try this: TDR-9SE

2x LPLs pack more damage than an AC20 and have incredibly high DPS, and the 3x MLs in the side torso synergize very nicely with the range on the LPLs. 2 JJs are enough to get plenty of lift and jump range without spending too much weight.

Edited by Levi Porphyrogenitus, 19 January 2014 - 12:29 PM.


#4 Krujiente

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Posted 19 January 2014 - 08:01 PM

while that barrel chest is nice for blocking damage with those brawl weapon you slapped onto it I wouldn't use a non Standard engine, in a brawl you are much easier to flank and snipe and you'll lose them thar sides. I gravitate more to putting just a few MLs on the arms as they are going to block more damage and protect that left side torso with my dear life. Also having direct fire weapons (PPCs/SRMs) make the JJs a bit more useful.
http://mwo.smurfy-ne...719877c20377967
I am always tweaking around but this is the general idea of what I do, I protect that left torso and make use of that ER ppc during jumps, while still having good enough heat efficiency to fire both lasers and ERPPCs in brawls a few times.
If they ever make SRMs useful enough to make up for the giant pods I could drop down to a regular PPC, drop some heatsinks and slap on some SRM4s. When I am feeling cheeky I put on 3 PPCs and yell about being a tiny awesome while Poptarting (rather inefficiency because of how hot that build is)

#5 Hex Pallett

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Posted 19 January 2014 - 10:16 PM

Why would you sell the 5SS!

It's the only viable 65-ton laserboat....

#6 Spheroid

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Posted 19 January 2014 - 11:24 PM

^ The Jester is not sufficient?

#7 Krujiente

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Posted 20 January 2014 - 06:27 AM

The Jester has Jumpjets which would nice, but I don't have that, I do have a firebrand and that can boat lasers just as well if I want it to :V. And the 5S was just too clunky without jumpjets or a varied loadout. I used it for PPCs and missles and large lasers and just never could get good results on it. Can boat lasers and PPCs just fine on the 9SE and not stuck being grounded.

#8 Zordicron

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Posted 20 January 2014 - 10:03 PM

5SS: 2LL in arm, ALL the ML in the torsos. LRM20. XL275 or something like that.

Use up LRM ammo before you get gutsy to go brawl. Chainfire every laser. it is ok to click faster if need be, just no alphas or the heat fairy slaps you.

You go to terra therma...well, good luck, try to stay back and use the LL more. You go to MOON BASE! you win laser lottery, and ballistics boats cry rivers of frozen moon tears as you shred their armor before they know what happened.

(se, similar loadout, smaller LRm launchers, bigger XL engine, you should run around 80KPH. LL in arm, ML torso. Use up LRM ammo, then go jump brawlin.

#9 Hex Pallett

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Posted 22 January 2014 - 12:04 PM

View PostSpheroid, on 19 January 2014 - 11:24 PM, said:

^ The Jester is not sufficient?


While Jester has a 350 engine-cap, shoulder-high arms and JJ and such, T-bolt 5SS could easily fit in an STD300 with two LLas in RA and five MLas spread between LT and RT, plus around 19 DHS, which is very enough.

Jester is the best Heavy laserboat from afar, but you go for 5SS when you wanna party close and personal XD

#10 rolly

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Posted 22 January 2014 - 12:10 PM

View PostLevi Porphyrogenitus, on 19 January 2014 - 12:25 PM, said:

Edit:

For the 9SE, you can try this: TDR-9SE

2x LPLs pack more damage than an AC20 and have incredibly high DPS, and the 3x MLs in the side torso synergize very nicely with the range on the LPLs. 2 JJs are enough to get plenty of lift and jump range without spending too much weight.


Interesting on the two LPL's. What sort of heatsink supply do have on her to support the sustained fire? I love the LPL on the original and love the damage. Doesn't the two JJ slow ascent?

#11 Levi Porphyrogenitus

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Posted 22 January 2014 - 02:41 PM

View Postrolly, on 22 January 2014 - 12:10 PM, said:


Interesting on the two LPL's. What sort of heatsink supply do have on her to support the sustained fire? I love the LPL on the original and love the damage. Doesn't the two JJ slow ascent?


I find that the critical JJ velocity/range boost happens between 1 and 2. More can be useful, especially for heavier mediums, but the diminishing returns for 3+ can be prohibitive especially for heavies and assaults.

The heat load is pretty heavy with the build as linked, with only 17 DHS for the five lasers. I think my personal ride drops one of the MLs for another DHS (tucked into the otherwise-bare left arm). Smurphy very much prefers that exchange (47% rather than 39%), and it simplified heat management a bit.

Using the 3ML version is more about burst damage, where you can fire both sets of lasers a few times before you have to back off a bit, while the 2ML version would have lower initial damage output but superior damage over time (Smurphy gives it a 0.15 edge in sustained dps). With the large engine and JJs, though, you can usually do a decent job of dictating engagements, so it's entirely to taste whether you favor alpha potential or sustained dps.





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