It is sad that PGI created two such hatefull factions in game and in forums. The Clan vs. IS player war rages on.
The 5SS is doing very well in CW, I know people who drive as much of the in their drop as they can. Killing Timbers and Stormcrows isn't that hard either.


Thunderbolt 5Ss Mpl Build
Started by Surn, Apr 18 2015 10:20 PM
49 replies to this topic
#41
Posted 23 June 2015 - 12:37 AM
#42
Posted 23 June 2015 - 12:52 AM
@Black Ivan - in their defence, Clan vs IS wasn't invented by PGI, it is fundamental to the world of Battletech/MechWarrior, it was necessary to keep it in the game. It's our fault as players if we take in-game rivalry into the forums! Some people take the role-play a bit far from time to time.
Glad your 5SS is working for you!
Glad your 5SS is working for you!
#43
Posted 23 June 2015 - 03:30 AM
Thank you, but I'm not using a 5SS Thunderbolt in my drop deck at all, I'm driving a Cataphract.
It is just a view I had during my last CW matches.
Sigh, regretably yes, allthough most of the time I think it has nothing more to do with RPing, but with who has the biggest gun or longest stick.Real balance has been forgotten long ago.
It is just a view I had during my last CW matches.
Sigh, regretably yes, allthough most of the time I think it has nothing more to do with RPing, but with who has the biggest gun or longest stick.Real balance has been forgotten long ago.
#44
Posted 23 June 2015 - 04:58 PM
^ That is very dumb. Jade Falcon is eating the Lyran Commonwealth whole. Bring your A game.
#45
Posted 12 August 2015 - 10:18 AM
Telmasa, on 20 April 2015 - 10:42 PM, said:
I'm not seeing the "OP" gap between your Timber build and these builds whatsoever - nor do I see the justification for superman quirks. 12.5%-15%, fine, nothing more - definitely not freakin' 50% (that is, double, if you know your math)
Yes, I know this thread is old. But I'm looking into getting a TDR, so I'm reading it. No one's mentioned this yet, so I will. You clearly don't "know your math". A 50% range boost is not double, and still puts optimal on IS MPLs at 330m, 352m with a module. That's well below many, many other weapons in the game. A 50% cooldown would be double fire rate, but that's not what the TDR-5SS has.
#46
Posted 02 December 2015 - 10:11 AM
Okay, I'll be the first to ask: what are we doing with this mech post-patch?
I kept it in my drop deck last night, for several CW matches, but the range decrease was definitely noticeable. I actually didn't realize that they also added ghost heat for firing more than six, which I feel is a reasonable change, but I'm definitely going to miss being able to return fire at up to 700 meters against Clan MLs.
I kept it in my drop deck last night, for several CW matches, but the range decrease was definitely noticeable. I actually didn't realize that they also added ghost heat for firing more than six, which I feel is a reasonable change, but I'm definitely going to miss being able to return fire at up to 700 meters against Clan MLs.
#47
Posted 02 December 2015 - 10:33 AM
You can still run it if you want to. I'm probably going to rebuild mine now that it's not a "YOU MUST BUILD IT THIS WAY OR YOU'RE HURTING YOUR TEAM"-mech.
I run mine with the MPLs in three groups: 1 = RA, 2 = RT, 3 = LT. Runs hotter than before, but not unmanageable.
Still, I want to build mine out differently.
I run mine with the MPLs in three groups: 1 = RA, 2 = RT, 3 = LT. Runs hotter than before, but not unmanageable.
Still, I want to build mine out differently.
#48
Posted 02 December 2015 - 04:19 PM
I think taking 6 med pulse on the Top Dog is a better idea. Its got just shy of 300m op range, cash bonus, accel, deccel quirk, and good structure buff. I think the hardpoints are better too. Std 300, 6 med pulse( no ghost heat), endo, 11 dhs. Its in it for the long haul.
#49
Posted 03 December 2015 - 01:24 AM
Got a few games in, the nerf doesn't hurt Thunderwub as a brawler (killed a King Crab) though it no longer overshadows other mechs like the Black Knight and Grasshopper. True strength still lies in the fact it's a IS heavy that can match speed with a T-Wold with a STD Engine, range is it's only weak point.
This does make the Top Dog a little more shinny but a mech that requires real $$$ should be worth it.
This does make the Top Dog a little more shinny but a mech that requires real $$$ should be worth it.
#50
Posted 03 December 2015 - 09:15 AM
Lemming of the BDA, on 02 December 2015 - 04:19 PM, said:
I think taking 6 med pulse on the Top Dog is a better idea. Its got just shy of 300m op range, cash bonus, accel, deccel quirk, and good structure buff. I think the hardpoints are better too. Std 300, 6 med pulse( no ghost heat), endo, 11 dhs. Its in it for the long haul.
I'm not sure about hardpoint placement in terms of shooting angles, but if I recall correctly the 5SS still has a slight edge in range quirk (15% MPL specific plus 15% energy vs. Top Dog's flat 25% energy), so I'd be inclined to stick with that above being able to stick more MPL in the torsos instead of spreading to the arms.
I actually like having a couple arm-mounted MPLs, in case there's a UAV that needs to be shot down too close for the torso hardpoints to reach.
However, I'd definitely be into experimenting with an alternate Top Dog loadout, as opposed to boating MPLs. The 25% range quirk should definitely be a big bonus to other lasers.
EDIT: I guess I should also account for the non-weapon quirks, which I've been definitely slow to look at. The agility and durability quirks should definitely make a huge difference, too.
Edited by Husker Dude, 03 December 2015 - 09:17 AM.
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