Trebuchet Questions
#1
Posted 17 March 2015 - 06:51 AM
In the 6 missions I have played with it, I have averaged mid-200's in dmg. I am running with a tag-laser, in the chest mount.
Sorry if this in the wrong forum wasn't quite sure which one this would be more approprate in.
-Thanks for the help
#2
Posted 17 March 2015 - 07:05 AM
I ran the Trebs and kept the 7K, so I can share a bit.
Also here is Smurfy's site, a great resource.
Trebs are XL friendly with their hitboxes, and run as fine flankers and skirmishers.
If you kept the LRMs, the main thing is to stay mobile and fire your LRMs when you have a solid lock, such as seeing a Target NARC'd or revealed by a UAV.
Stay near a group of allies and fire on what they are. You don't need to stay too close, since you have good closing speed to stay near most other mechs and you are looking to find the best firing lane for your LRMs.
Also use the range finder on your Crosshair / Reticle so that you can work to keep targets in the ~270 M range for best results and remember that you won't do damage inside of 180 M with LRMs.
If you are firing on targets that are beyond ~380 M you should expect to lose lock or miss if you can't see them yourself, especially against fast mechs, so if you find a slow mech like an Atlas or Direwolf, they are often going to be a Prime target and look for a clear firing lane to keep LOS.
But if you are running near stock armor you also have very little armor, so just guard against over exposing yourself and try to play patiently, because nothing is as annoying as facing a rather fresh LRMer late in a match.
One piece of gear that will help a lot is Advanced Target Decay. You need to unlock it in the Skills tab area and then purchase it in the Module tab found in the Mechlab.
There's more, but this is what I can think of for now!
Edited by Praetor Knight, 17 March 2015 - 07:23 AM.
#3
Posted 17 March 2015 - 07:08 AM
Check out the mech quirks here to get a better picture of what each variant of the chassis specializes in.
As Praetor Knight said, Smurfy is a fantastic resource to mess around before taking the plunge and spending in game currency.
#4
Posted 17 March 2015 - 07:18 AM
#5
Posted 17 March 2015 - 07:35 AM
The most important part about being an LRM support mech is positioning. If you are too far away from the enemy your missiles are unlikely to hit their target. If you are too close the minimum range of LRMs will render you useless. Between 200-400 meters distance from the enemies you are trying to hit is the general "sweet spot" for LRM support.
However, this is relatively close to the enemy. Be aware that you should endeavor to remain unseen while still being in a position to unleash volleys of LRMs. Above all else, don't get left behind! One of the advantages of Trebuchet's is that they are fast and can catch up much more easily than, say, a Stalker.
Situational awareness is the primary attribute of a successful LRM support pilot. The game also provides some tools to assist you. The TAG laser is very good. Equipping a Target Decay and Sensor Rang module can help more missiles connect after firing. Additionally, packing your own UAV consumable module is a good idea. If you are willing to give up tonnage for it (1.5 tons to be precise) the Beagle Active Probe will help you out as well.
All in all, LMR support is just going to be inconsistent given the way they have implemented LRMs and the counters to LRMs (ECM, AMS etc). Keep at it and you'll get better but you shouldn't ever expect consistency from that style of gameplay.
#6
Posted 17 March 2015 - 08:11 AM
Engine cap is 390, I run mine with a 360XL, (1) LRM15, and 4 ML. The quirks are LRM15 and laser based, so use them to your advantage. The LRM15 quirk makes it fire so fast, I only run the single launcher. That makes my ammo last longer too.
Without jumpjets, you need to take advantage of the speed. Situational awareness is critical in a medium mech. Watch the mini-map and move with the team. Don't get caught alone. Keep the rest of the team between you and the enemy force while you suppress enemy fire with your LRMs.
Hope this helps.
#7
Posted 17 March 2015 - 10:40 AM
Is Fibrous armor something worth looking into, or does it take up to much space?
Edited by Toxic Toast, 17 March 2015 - 10:44 AM.
#8
Posted 17 March 2015 - 11:00 AM
Most definitely get the target decay module, it is worth every CBill for a LRM chassis. If you decided to add BAP, you may not need sensor range module - BAP already boosts you by 25% - to 1000m range, which matches your LRM range
#9
Posted 17 March 2015 - 11:27 AM
So keeping the stock XL 300 engine and one LRM15, I'd figure that this should be a reasonable build to consider.
#10
Posted 17 March 2015 - 11:50 AM
OP, ignore my recommendation on 1 LRM15 now. PGI broke my build.
#11
Posted 18 March 2015 - 06:44 AM
#12
Posted 18 March 2015 - 12:04 PM
Toxic Toast, on 17 March 2015 - 06:51 AM, said:
In the 6 missions I have played with it, I have averaged mid-200's in dmg. I am running with a tag-laser, in the chest mount.
Sorry if this in the wrong forum wasn't quite sure which one this would be more approprate in.
-Thanks for the help
Endo is better than Ferro since there is no repair/rearm mechanic in the game at the moment.
Removing the arm LRM and putting it on the chest isn't a bad idea. I personally run chest mounted LRMs and arm mounted SRMs when possible. This is because I can use the Arms to aim my SRMs and lead targets more efficiently than I can with a torso mounted SRM. LRMs will lock on either reticule, but will dumb fire on the + reticule. This is even more reason to use the LRMs as torso mounted weapons.
I personally enjoy the Trebuchet series. My favorite is the 7K, however they can all perform pretty well. I have every single Trebuchet (including the hero).
As for how to perform, there's many things but this video -- intended for Centurions and Dragons -- is also ideal for Trebuchets. Specifically and akin to canon lore, your best bet is to find a Centurion and march alongside him. His job is to protect and support you. Your job is to soften his targets.
Ideally, at long range the two of you should stick to trenches, lobbing missiles at targets together.
When it comes time to clean up, the two of you should head into combat together, continuing to soften them as you approach before hammering your lasers in alongside the Centurion's ballistic and lasers.
If the situation gets bad, briefly abandon the slower Centurion to gain the high/far ground and start lobbing missiles in support of the Centurion. He can tank enemy fire, you cannot. You are the bow to his sword. He is the shield to your flesh.
The Centurion / Trebuchet relationship:
Cent.
Treb.
For great fun, get a friend to snag a Centurion.
#13
Posted 18 March 2015 - 12:18 PM
And famous images of my Trebs.
#14
Posted 18 March 2015 - 12:46 PM
Voivode, on 17 March 2015 - 07:08 AM, said:
Check out the mech quirks here to get a better picture of what each variant of the chassis specializes in.
As Praetor Knight said, Smurfy is a fantastic resource to mess around before taking the plunge and spending in game currency.
I would also add the Loup de Guerre makes a fine LRM boat 4 LRM 5's + lots of speed and JJ's
#15
Posted 18 March 2015 - 01:49 PM
#16
Posted 18 March 2015 - 02:22 PM
DONTOR, on 17 March 2015 - 07:18 AM, said:
Edited by Flak Kannon, 18 March 2015 - 02:56 PM.
#17
Posted 20 March 2015 - 03:09 PM
#18
Posted 20 March 2015 - 09:59 PM
Angle of fire, terrain (i see many lock and shoot but all their missiles hit terrain), keeping lock (once lock is lost missiles miss), line of sight aka LOS if you use artemis (doesn't work without LOS) and range. There are others i might have missed out.
Once you get good, it's possible to get kills from lrms.
#19
Posted 21 March 2015 - 11:20 AM
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