First of all, Crobat-san, thank you very much for the advice, builds, and added info on combat tactics regarding each build. Very helpful!
Quickdraw Crobat, on 05 October 2014 - 12:31 AM, said:
This depends a lot on what you want to do with it.
What I
want to do and what I actually
can do may be two different things.
Anyhow, what I want to do is be able to pepper my enemies with LRMs and PPC fire from range, drop back to cover while the PPC recharges then repeat.
I like the direct impact of PPC as opposed to the "spread out " burn-time of lasers but am not completely against the use of Large Lasers, especially the ER type.
The goal is to have the enemy's armor worn enough so that they reach "brawling" range with me that that a few choice short range weapon hits are enough to take them down.
For brawling weapons ideally I would've wanted an LBX autocanon, or a couple AC2s but... no ballistic hardpoint on the 9SE make this impossible. I looked at the damage the LB10X does (10) which is what led to the decission to mix the SRM4 and light lasers. Honestly I don't like the small lasers and would rather just have a SRM6.
Finally, to support that mobility I need a mech that goes above 80 kph
and has enough jump jets to support a sustained five second jump.
In summary, I need a balanced mix of speed, mobility, armor, and firepower that make a highly effective and reliable Mech.
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XL engines in Thuds are hard to make work- you have to pick an engine large enough to benefit from, or find a way to make the lower endurance acceptable. If you want the high engine rating a lot, consider the
TDR-9SE Greast I use- medium lasers are a very good go-to weapon and relatively efficient.
I found XL engines in Thuds are hard to make work the hard way in my 9S which is why I know I want a STD engine from now on.
The Greast is a good build but won't work for me due to its the range limitation. I find a lot of my engagements in River City and Canyon Network are over 600M, and in Frozen City occur around 400~450M. Tourmaline and Alpine are the only maps where extreme range fighting seems to be the norm. Mordor, Forest Colony, and the new map seem to be where close engagements are frequent.
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Slower Thuds really do move more like Assault 'mechs, though they're usually fast enough and agile enough to escape scrapes that actual Assaults have to rely on their armor to get out of- it's a strange kind of hybrid mentality sometimes.
That said, you could always accept being slow and use that to pack on the weaponry.
I will eventually try this, just before I start piloting assault mechs.
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I wouldn't recommend using an XL in the 9S- the main draw points of the 9S are the high-mount right shoulder energy points (good for sniping over obstacles) and the dual AMSes (good for putting up a missile umbrella during sniping/missiling combat or adding further durability when brawling). XL engines aren't terribly advantageous to either shoulder-sniping or leveraging durability, so the 9S is a bad match for that.
If you're not using one or the other of those, it doesn't act any different from any other Thud, and you might as well use a different Thud in that case and get either dual missile hardpoints that don't mount to the same side torso as your cockpit is over, jump jets, or a better energy hardpoint setup.
I won't be piloting the 9S anymore unless it's to unlock efficiencies to allow me to elite the 9SE.
It's now a laser boat called "
Standard Nerds."
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As for the build you have there, it's a bit too scattered- small lasers haven't got a good range match to the SRM, it's fast but doesn't carry a good brawling weapon set, the PPC on the right arm is very far from the cockpit and thus hard to shoot around obstacles, and the LRM has a borderline-useless level of ammo. It looks a lot like a stock build- trying to do a little of everything and compromising too far overall. Also, ER PPCs are way too hot to use in close combat reliably without a much heavier heat sink investment, jsyk.
I'd recommend the following:
http://mwo.smurfy-ne...d24e675ba2ea4cb
Keeping the PPC on the torso your cockpit is mounted to guarantees you can shoot whatever you see even when peeking out of cover, unless you're peeking over something. The dual LRM-5s are more efficient in tonnage, wasted ammo when someone ducks to cover, refire rate, and missile concentration than the single LRM-10, and the added heat sink means you get superior DPS for a slightly shorter (3 seconds or so) maximum time at long range. The two mediums on the right arm have much more brawling flexibility, letting you wave the arm around at lighter 'mechs and catch them when torso weapons would fail, and again the extra DHS is a saving grace, letting you deal more damage faster than the dual small laser and SRM-4 setup for almost as long when fired alongside the ERPPC, with a better range for your maximum damage output. Additionally, this lets more ammo be loaded for the LRMs, getting you more missiles by far for delivery, and you're not relying on ammo for a close-range weapon.
I split the ammo up like I did for a reason- the head ammo will be consumed first, then the CT, then the side torsos- the right torso is the most likely to blow up in this case , but you could easily swap one jump jet with that half tonne of ammo and erase that tendency completely.
Overall the SRM-4 and two small lasers turns down your efficiency, especially with only 50 missiles.
Thanks for the constructive critism. I agree with you... short range weapon mix is too scattered to be effective. A SRM6 with a full ton of ammo would be better.
I like your recommended build and may have a shot at it. I had a similar build but with the MLs (3 on mine but it was too hot) and PPC locations switched.
And you're right, if you aren't using both missile points, then 2 LRM is more efficient than a LRM 10. I was only taking into account that the Thud's missiles pod only has 10 tubes. Honestly I prefer an LRM15 but am told it's not effective on the Thud due to the pod only having 10 tubes which is why I wastefully stuck that LRM10 there, so thanks!
I don't have a problem using PPCs on the right arm: I edge around a corner with my right side and hit reverse before my target reticle hits the corner and it gives just enough time to pop off a shot with the PPC and I'm already returning to cover while it recharges.
I'll give one of these a shot.
Raider
Your mod'ed recommendation