Treb Quirks: 3C Vs 7M Vs 5N
#1
Posted 03 November 2014 - 01:15 PM
Now onto the topic. From a quirk and hard point perspective, why would I choose the Treb 7M or the 5N over the 3C? They are all getting almost identical quirks but the 3C seems to be the superior choice. Yes the 7M has jump jets and an another missile hardpoint but there is no practical way to throw on a third LRM15 to make the most out of the quirk bonuses.
I was hoping there would be more quirk variations between the different chassis variants. That was the point of the quirk system, right?
If it was up to me, the 7M would have LRM5 bonuses and the 5N would have LRM20 bonuses.
What do you guys think?
#2
Posted 03 November 2014 - 01:18 PM
#3
Posted 03 November 2014 - 01:18 PM
#4
Posted 03 November 2014 - 03:26 PM
#5
Posted 03 November 2014 - 03:29 PM
#6
Posted 03 November 2014 - 03:44 PM
That said, mebbe new quirks mean I pick one back up.
Edited by Macksheen, 03 November 2014 - 03:45 PM.
#7
Posted 03 November 2014 - 03:53 PM
#8
Posted 03 November 2014 - 05:36 PM
The 7M benefits from the dynamic visual hardpoint change since the side torsos can house missiles with less of a penalty. The NARC torso used to be a hindrance, so it should help whatever buff it does get.
The 5N... the Kintaro-20 does the same thing, if not better (although, the KTO has its own set of issues). That's the sad part.
#9
Posted 03 November 2014 - 05:47 PM
The 3C where too start? It can take up too an XL390 giving it a topspeed of 140kph plus. I actually saved up and bought this engine and it is hilarious too move that fast in such a large mech. You have no room for weapons really though. Personally I think PGI should have buffed SRMs instead of LRMs on this mech. With unparalled speed in its class its an outstanding brawler and light hunter. The build I was running was 4xMPL and 2xSRM4 with an XL350 i believe which gave it a topspeed close too 120kph. Unfortunately they gave it quirks for LRM15s which with its tonnage it cant carry enough ammo too sustain the rate of fire the buffs give it.
Personally of the two I would get the 7K. I dont think you could go wrong with that mech. Its not a shadowhawk but its still a damn fine mech.
#10
Posted 03 November 2014 - 06:29 PM
#11
Posted 03 November 2014 - 07:01 PM
SecretMantis, on 03 November 2014 - 06:29 PM, said:
Get used to PGI logic (sometimes, it's MIA).
#12
Posted 03 November 2014 - 07:25 PM
SecretMantis, on 03 November 2014 - 03:26 PM, said:
I have mastered all the old Trenchbuckets. They have gone through a lot of the changes from LRMs to new mediums to JJ changes.
I play my 7M like a catapult, always have. When the visual changes came into play I was able to move that second lrm15 into the torso and it made me happy. The arm missile spot is unused.
JJs on LRM mechs are important, mostly because you can 'poptart' the LRMs when you need to if you have the right modules, or need to arc some missiles over a landmass.
That said, if you aren't using LRMs on trebs (7k exception of course) then you should probably choose another mech. The only thing the treb has going for it is the large amount of tubes. Some of this was outclassed by the Griffin, but it's problem is all the tubes are in one torso, not so with the Treb.
Mobility is key with Trebs and the 7M has it in spades. Yeah the 3C might be faster, but you can't mount more LRMs if you are using the weight for engine and the 7M is already fast enough.
#13
Posted 03 November 2014 - 07:42 PM
As for the question at hand if you are trying to take advantage of the engine with a lower payload(or a brawling setup) go 3C, if you are trying to bring the big guns, I would say so 7M for 2 reasons.
1. Jump Jets for PopLurming
2. 2 Torso Missle Slots
Right now I have a 3C, a 7K, and a 5J(Which I use as a PPC poptart, not really taking advantage of all the lasers ^^. I have thought about a 7M, which the first thing I would do with it is swap the positions of the ALRM15 and the NARC.
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