Hi folks...just got a thunderbolt 9S and kinda trying to make the ports work for me. This is what I have so far:
http://mwo.smurfy-ne...446b538695756e2
[color=#959595]I was running this today but the ac2 is a peashooter in my opinion:[/color]
http://mwo.smurfy-ne...d1278e2a1f849f4
[color=#959595]Maybe might try this next time around:[/color]
http://mwo.smurfy-ne...30bccb87ff9d5bf[color=#959595] [/color]
2
Thunderbolt 9S Build Ideas?
Started by l3elthaz0r, Mar 13 2015 08:06 AM
7 replies to this topic
#1
Posted 13 March 2015 - 08:06 AM
#2
Posted 13 March 2015 - 08:18 AM
If you must have a Gauss Rifle: http://mwo.smurfy-ne...5324c411a93c16e
If you can shoot straight: http://mwo.smurfy-ne...e66c8f576150935
Lasers: http://mwo.smurfy-ne...57fbcec70b1f979
In first two, Mediums are used ONLY as backup weapons, not concurrently with the main weapons.
In truth, sadly, the 9S is not a very good mech any longer. The nerfbat swung hard and low.
If you can shoot straight: http://mwo.smurfy-ne...e66c8f576150935
Lasers: http://mwo.smurfy-ne...57fbcec70b1f979
In first two, Mediums are used ONLY as backup weapons, not concurrently with the main weapons.
In truth, sadly, the 9S is not a very good mech any longer. The nerfbat swung hard and low.
#3
Posted 13 March 2015 - 08:39 AM
Well, I'll give you two builds. Maybe three. The first was the meta until the 9S got beaten down with the nerfstick:
TDR-9S
This one runs 3 ERPPCs, which used to take advantage of massive heat reductions and ERPPC quirks. I do NOT recommend running this build now, as it runs far too hot.
I never ran the 9S that way, and instead ran it with 2MLs instead of the extra ERPPC. It didn't have the ridiculous 30 point alpha at range the other one did, but it did have a way to both cool down and still shoot. Once the nerfstick hit, I dropped one of the MLs for another HS. I also think, since this mech has 2 AMS slots, running 2 AMS is a pretty good idea.
Here's my current build:
TDR-9S
2 ERPPCs, 1 ML, 2 AMS, moves a bit faster.
Finally, here was the build I ran forever before quirks came out and it was a blast. Would hurt your team in CW, but in the PUG queue, it was wildly fun:
TDR-9S
1 ERLL, 3MLs, 2 Flamers (REAL effective against hot-running Clan mechs), 2 MGs, 2 AMS, moves at 82kph with speed tweak.
TDR-9S
This one runs 3 ERPPCs, which used to take advantage of massive heat reductions and ERPPC quirks. I do NOT recommend running this build now, as it runs far too hot.
I never ran the 9S that way, and instead ran it with 2MLs instead of the extra ERPPC. It didn't have the ridiculous 30 point alpha at range the other one did, but it did have a way to both cool down and still shoot. Once the nerfstick hit, I dropped one of the MLs for another HS. I also think, since this mech has 2 AMS slots, running 2 AMS is a pretty good idea.
Here's my current build:
TDR-9S
2 ERPPCs, 1 ML, 2 AMS, moves a bit faster.
Finally, here was the build I ran forever before quirks came out and it was a blast. Would hurt your team in CW, but in the PUG queue, it was wildly fun:
TDR-9S
1 ERLL, 3MLs, 2 Flamers (REAL effective against hot-running Clan mechs), 2 MGs, 2 AMS, moves at 82kph with speed tweak.
#4
Posted 13 March 2015 - 08:45 AM
IMO the 9S should always have two ER PPCs, because quirks. Whatever you do with the remainder of the tonnage... is up to you. But if you don't have two ER PPCs in the right torso, then you're wasting good quirks.
If you're going to do anything with lasers, use the 5SS. I've put 4x ERLL on my 5SS and it has an 1800m range, which is actually beyond the limits of the game engine (it won't let you deal damage with beams beyond 1500m). If you want to use LPL by chance, use the 9SE.
If you're going to do anything with lasers, use the 5SS. I've put 4x ERLL on my 5SS and it has an 1800m range, which is actually beyond the limits of the game engine (it won't let you deal damage with beams beyond 1500m). If you want to use LPL by chance, use the 9SE.
Edited by Tarogato, 13 March 2015 - 11:46 PM.
#5
Posted 13 March 2015 - 11:38 AM
Tarogato, on 13 March 2015 - 08:45 AM, said:
IMO the 9S should always have two ER PPCs, because quirks. Whatever you do with the remainder of the tonnage... is up to you. But if you don't have two ER PPCs in the right torso, then you're wasting good quirks.
If you're going to do anything with lasers, use the 5SS. I've put 4x ERLL on my 5SS and it has an 1800m range, which is actually behind the limits of the game engine (it won't let you deal damage with beams beyond 1500m). If you want to use LPL by chance, use the 9SE.
If you're going to do anything with lasers, use the 5SS. I've put 4x ERLL on my 5SS and it has an 1800m range, which is actually behind the limits of the game engine (it won't let you deal damage with beams beyond 1500m). If you want to use LPL by chance, use the 9SE.
I'd add that the above applies if you're playing CW. If you're not, the gloves kind of come off and you can just run whatever you want and whatever's fun.
#6
Posted 16 March 2015 - 11:46 AM
I ran a hot limited success build post-nerf.
4xERLL, BAP, CC. Fill in other parts as needed.
Edit: No BAP, XL 300
4xERLL, BAP, CC. Fill in other parts as needed.
Edit: No BAP, XL 300
Edited by Hyper99, 16 March 2015 - 12:15 PM.
#7
Posted 16 March 2015 - 12:19 PM
9S ? Let him rest in peace but maybe one day . . .
#8
Posted 19 March 2015 - 07:30 AM
originally ran the dual ams, two ppcs, three mlas, and srm 4 and two mg and a flamer linked for close range work. I really liked it, it seemed to do quite well. However, the four weapons groups were hard to manage. When they were super optimized for erppcs I switched the dual ppcs to ers....until the nerf. Now I run dual ppcs and three mlas, still with the dual ams. I do a standard engine for longevity. Great mech.
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