

Good Thunderbolt Builds
#1
Posted 04 August 2014 - 03:26 AM
I'm after some tips on a decent TDR-5S build?
Thanks.
#2
Posted 04 August 2014 - 03:42 AM
Runs a little warm at times, and the ammo count is a tad low. But despite these drawbacks, it tends to perform. Stay with the pack and be ranged support as long as you can. Those 3 MLs can be deadly, but if you use them too much with the Large or ACs you're asking for problems. As a bonus, the lack of an XL engine makes it very tanky and cheap to put together.
#3
Posted 04 August 2014 - 07:29 PM
http://mwo.smurfy-ne...5e9607b3ab2b6a6
Runs moderately cool, good survivability with the STD, and has a nice shield arm to torsotwist with. It has something for all ranges. Can switch a MLas for a TAG, drop AC and the other MLas for an ERLL/ERPPC and Artemis.
Alternatively, this:
http://mwo.smurfy-ne...49fa6eadaedd8b5
Runs cooler than the above, similar survivability, slightly more armor on that shield arm, and in exchange for smaller death clouds it gains a higher-damage AC.
#4
Posted 05 August 2014 - 12:13 AM
TDR-5S
#5
Posted 05 August 2014 - 12:20 AM
Edited by Modo44, 05 August 2014 - 12:22 AM.
#6
Posted 05 August 2014 - 03:19 AM
General battle routine is to use up the LRM's before engaging in combat at shorter ranges. Setup one mouse button for the LRM's and another for the remaining weapons. Seems to go okay for minimal outlay and a natural build for this chassis. Here's a link:
http://mwo.smurfy-ne...f624e4d0b6bc52f
Goodluck
#7
Posted 05 August 2014 - 12:53 PM
I've found that the first two energy hardpoints in the left torso are almost perfectly vertically aligned with the cockpit- which means that the dual PPC mount is amazing for shooting through narrow holes in the same way that the TDR-9S right torso energy mounts are amazing for shooting over hills. Combining the two PPCs with an LB-X lets you critstomp anything that has under 20 armor left when you unison fire that side of the 'mech.
Theoretically, dropping the autocannon would allow use of a standard engine, with which you could put a close-range weapon on the right arm (Large Pulse maybe?) and then go left-side-longrange-peeking right-side-closeup-brawling, using corners and twisting to tank maximum damage.
#8
Posted 10 August 2014 - 02:34 AM

#9
Posted 10 August 2014 - 08:57 PM
2xAC5 (5t ammo), 3xML, 1xLPL, 2xDHS.
1xAC10 (3t ammo), 3xMPL, 1xLPL, 5xDHs.
2xMG, (1t ammo), 2xLPL, 2xLL, 7xDHS.
2xPPC, 1xAC10, ammo and DHS to taste.
You can tweak all of them to run with a STD engine. Your best bet is going to be a 250, 260, 275, or 300.
e.g. STD275, 1xPPC, 3xML, 1xAC10, 3 tons of ammo, 2xDHS.
#10
Posted 11 August 2014 - 12:07 PM
http://i1058.photobu...zps4f7e6f5b.png
To lay all my cards out on the table, I'll preface the build with this - I'm not very good at this game. I think, at best, I'm a decent player - I check my corners, watch my heat, hit most of the time, but a veteran will just be able to 1v1 me more often than not. My skills, or lackthereof, are why there is what a lot of people would consider a low amount of ammo - because I rarely run out before becoming heavily damaged. It obviously has a strong emphasis on close-quarters combat, and the only real long-range weapon is the UAC5, with its limited ammo pool. Designed that way because I suck at the game and prefer CQB. The lack of leg armour isn't actually much of an issue, since not many people aim for the legs of T-Bolts anymore, especially not one pounding them in the face. If you want more armour on them, just take off one heatsink or the ML in the arm. I switch between chain-firing the ML, usually chain-firing for larger opponents because is tends to get them to back off - important because this build can do a lot of damage, but it can't hold its own against most Assaults. I usually stick close to at least one or two other mechs, because once an opponent notices a UAC5 jam, they tend to rush in with alpha strikes.
If I can reliably get over 200 damage with this, with my subpar abilities, it probably has something to offer to somebody looking to fill this role.
#11
Posted 11 August 2014 - 01:33 PM
Escef, on 04 August 2014 - 03:42 AM, said:
Runs a little warm at times, and the ammo count is a tad low. But despite these drawbacks, it tends to perform. Stay with the pack and be ranged support as long as you can. Those 3 MLs can be deadly, but if you use them too much with the Large or ACs you're asking for problems. As a bonus, the lack of an XL engine makes it very tanky and cheap to put together.
I have sold all TBs cause i thought they were terrible but this looks really neat esp. since its not one of those slow ass builds and still not xl'd.
Will rebuy thatone when "clan vs is" is a thing, ty.
#12
Posted 11 August 2014 - 04:54 PM
#13
Posted 12 August 2014 - 10:19 PM
3 ML
1 LB10X
1AC/2
1 LL
STD 250
I've had some incredible games with it, but it's a bit clunky to drive.
Strategy, no missiles makes your silly right torso less of a "SHOOT ME" target. I have an AMS on it now too. 150 shots of AC/2, 45 shots of 10X. With 10X on an arm you can snap shot pretty damn well, as well as pot shot with the AC/2. Just be careful not to lose the arm before you use all the ammo. Thanks to the offset cockpit, you can hump a corner pretty easily.
My problems with the chassis are machine guns blow on it because it's too sluggish to turn to apply them, and the missiles basically ruin your right torso ... so that's what I hoped to fix with this build
Edited by waterfowl, 12 August 2014 - 10:24 PM.
#14
Posted 12 August 2014 - 10:44 PM
This is my favorite Thundarbolt loadout. It just does a suprizing amount of consistant damage. I built it as a cheapy and just left it that way.
#15
Posted 14 August 2014 - 04:29 AM
It's easy to hit, easy to disarm, it's one of the worst mech in the game for XL engines and it has pretty weird hardpoints. It can use asymetrical builds with one side as a shield side, but side torsos are soo massive that a smarter enemy will easily take out the more important side. The mech is too fat for arms to provide a decent protection.
TDR-5S was a biggest pain. It is the only TDR with 20 tube launcher, so it isn't bad for LRMs. One of fairly well performing builds I've tried was a Thunderpult with LRM20+LRM10, XL280 engine, 3 MPLAS and Tag.
TDR-5SS has two shoulder mounted energy hardpoints that are begging for 2 (ER) LL or 2 PPCs and make him one of best hill humping mechs in the game.
TDR-5SE...The build that "clicked" for me was a slightly fatter jumping Hunchback with 2 ASRM6, 5 MLAS and STD300 engine. Simple, straightforward, fairly effective.
I am not sure what to do with Thunderbolts, even after nearly 150 matches. I've went through at least ~20 different builds with them, but it was just a long chain of failures with very few exceptions that were passable.
#16
Posted 14 August 2014 - 10:26 AM
TDR-5S
The 3ML + LPL have similar range so they complement each other well and the LRMs help during those long-range sniper fests that happen so often. Can run a bit hot but but that's when I lay off the LPL until I can cool down a little. Left arm is used purely as a shield.
TDR-5SS
The high mount points on the right shoulder are perfect for peaking over hills to snipe with the PPCs. In close, the MPLs easily cover the PPCs' minimum range and are well suited to brawling. Both arms are used as shields for this one.
#17
Posted 14 August 2014 - 03:28 PM
tm10067, on 05 August 2014 - 12:13 AM, said:
TDR-5S
That is almost what i run, but instead of the STD, i run a Big XL, with a tiny bit less ammo
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