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The Thunderbolt


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#1 TLxB

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Posted 08 May 2015 - 06:51 AM

In my unit there is one person that said that the Thunderbolt was a basic mech that all IS pilots must have. Since i read this i started to do quirks about model 5S and that is the result:

http://mwo.smurfy-ne...a055c94afcc7d20

Its balanced,i think,between firepower,cooling heatsinks and speed (max engine)

I think that when i have the CBills i will buy that mech with that loadout.

I usually put maximum cooling,maximum armor and maximum speed in all of my quirks,whatever mech was.at cost of firepower.

What do u think,its a good loadout for a beginner? I try to make this loadout for close quarters battles.

Post your quirks about Thunderbolts,whatever model was,and maybe this convert a Thunderbolt thread.

Edited by TLxB, 08 May 2015 - 06:53 AM.


#2 Juodas Varnas

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Posted 08 May 2015 - 06:58 AM

Firstly, you didn't save the loadout. So the link doesn't lead anywhere.
UPDATE: Whoops, sorry. It seems that smurfy is broken on my side. Unable to see any loadouts for some reason.
Secondly, 5S is considered the worst Thunderbolt and rarely used.

People usually run these builds:
TDR-9S with 3 ERPPCs (I, personally, run one with 2 ERPPCs and a couple of lasers)
TDR-9SE with 3 Large Pulse Lasers
and TDR-5SS with 7 Medium Pulse Lasers (this one is considered one of the best Close quarters mechs in the game, at the moment)

However, the 5S variant is my personal favorite, just because of the large drum of LRMs on the shoulder.
LRMs are bad though, so i wouldn't suggest using it in CW.

Edited by Juodas Varnas, 08 May 2015 - 07:37 AM.


#3 Tiamat of the Sea

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Posted 08 May 2015 - 07:32 AM

View PostTLxB, on 08 May 2015 - 06:51 AM, said:



Pretty clear you didn't look all too hard at the quirks- the 5S has most advantage with standard Large Lasers and Medium Lasers, not Small Lasers and SRMs. 25% less heat with medium lasers means that, at the least, you'd do better converting those SRM racks to 4s and the Small Lasers to Mediums. It takes about 10 seconds off your continuous fire time in combat, but that still leaves you around 40 seconds of fighting with all weapons at full blast before overheat, which is more than you should need at once, ever.

Secondly, you might want to reconsider that XL engine. XLs are expensive, and the Thud is a big fat target. You can make an XL work in it if you're great at torso twisting to spread damage constantly, but with constant fire like from the machine guns and the refire-boosted lasers, you're not going to be able to twist-spread as much damage as you would think, so you should seriously consider a standard engine despite the potential speed reduction.

Third, five tonnes is more ammo than you should ever load for only two SRM-6 racks. Even with the 15% cooldown, you're just not going to be in combat long enough in any one drop with this thing to use most of that ammo, nevermind all. I wouldn't go more than four tonnes of ammo maximum (33 shots per launcher and four missiles left over) without serious shots to spare, and stepping down to SRM-4s (which have a better spread anyways) you could easily go down to two tonnes (25 shots per launcher) practically, three tonnes (37 shots per launcher and one spare shot for one launcher) maximum. If you're actually in close combat long enough in a given match to need the 33/37 shots per launcher in its entirety, something is seriously wrong with the people you're playing against and their situational awareness.

Fourth, a Command Console is less than prime equipment on a close-combat machine like you're trying to set up. Target info gathering time is nice, but the effect, for this 'mech, is not worth three tonnes, particularly not when that tonnage could go to the engine and (along with other savings) allow you to switch to Standard from XL.

Taking this all into account, I've done the following:
  • Removed the Command Console.
  • Swapped the SRM-6s to SRM-4s and the Small Lasers to Medium Lasers. The firepower at full blast is actually increased, the firepower when out of ammo is increased, the range of the laser weaponry is massively increased, and the continuous fire before overheat is still quite long. SRM-4s are also more efficient in terms of space/tonnage.
  • Reduced SRM ammo to 2 tonnes. With more energy weapon power the SRM racks aren't vital for constant use and instead make a nice extra punch when an edge is needed for a few seconds. 25 volleys of 8 missiles is a nice solid amount.
  • Swapped the engine to a 305 Standard and the internal structure to Endo-Steel. This saves you a lot of C-bills, makes you less vulnerable since you can now survive losing a side torso, and lets you move heat sinks to the side torsos to crit-pad your weapons, while using all the available weight in your 'mech.
  • Took just a few points of armor off each leg to eke out the last half-tonne. Nobody really shoots at Thunderbolt legs, so you can afford to shave a tiny bit of armor off to make your equipment weight efficient.
  • Total savings: just shy of 4 million C-bills.
  • Lost speed: 2.5 kph before quirks, 2.8 kph after quirks- not enough to be bothersome.
The result is here: Excelsior!





Other Thuds would, I think, best warrant you posting your proposed builds- I and others would better be able to build towards your preferences with your initial ideas to work off of.

Edited by Quickdraw Crobat, 08 May 2015 - 07:35 AM.


#4 Chaos Strike

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Posted 08 May 2015 - 10:02 AM

Before you invest your CBills, talk to the people in your unit. Find out WHY they feel the Thunderbolt is a must have.

If a Thunderbolt comes up as a Trial Mech, take it out for some matches to see how it "feels" for you.

I have Thunderbolts (5S, 5SS and 9SE) and really enjoy them. I am intrigued by Quickdraw's build and may give that a try sometime.

#5 Harathan

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Posted 08 May 2015 - 10:19 AM

View PostJuodas Varnas, on 08 May 2015 - 06:58 AM, said:

Firstly, you didn't save the loadout. So the link doesn't lead anywhere.
UPDATE: Whoops, sorry. It seems that smurfy is broken on my side. Unable to see any loadouts for some reason.
Secondly, 5S is considered the worst Thunderbolt and rarely used.

People usually run these builds:
TDR-9S with 3 ERPPCs (I, personally, run one with 2 ERPPCs and a couple of lasers)
TDR-9SE with 3 Large Pulse Lasers
and TDR-5SS with 7 Medium Pulse Lasers (this one is considered one of the best Close quarters mechs in the game, at the moment)

However, the 5S variant is my personal favorite, just because of the large drum of LRMs on the shoulder.
LRMs are bad though, so i wouldn't suggest using it in CW.

This. I've been driving T-Bolts all along, long before the quirks turned a couple of variants into decent mechs. The 5SS Thunderwub (6 or 7 MPLs) is nightmare in a knife fight. The 9S is a snipers delight (like Juodas I run the 2 ERPPC, 2 ML variation). The 9SE is trickier to use than the 5SS for wubbing, but you've got JJs on there. And nobody in their right mind runs the 5S, but people like me (and apparently Juodas) will happily drive it anyway because it's a good jack-of-all-trades.

T-Bolts are Marmite 'mechs. You'll either love it, or you'll hate it.

Most people will say you shouldn't put an XL in a T-Bolt and I totally agree, but I've seen a couple people do it well. But these are the guys that can run an XL in an Atlas and still be the last guy standing.

Don't bother with CommCons. They're not worth the tonnage on a 65t 'mech.

Edited by Harathan, 08 May 2015 - 10:33 AM.


#6 InspectorG

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Posted 08 May 2015 - 10:34 AM

http://metamechs.com...es/thunderbolt/

#7 TheLuc

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Posted 08 May 2015 - 10:39 AM

I really like the TDR-5S, I do quite well and most funny part is my setup

so here it is http://mwo.smurfy-ne...c46a62483df610c

#8 Tiamat of the Sea

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Posted 08 May 2015 - 10:44 AM

View PostInspectorG, on 08 May 2015 - 10:34 AM, said:



Guide's out of date, includes 50% heat reduction on ERPPC Thud.

#9 Harathan

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Posted 08 May 2015 - 11:55 AM

View PostTheLuc, on 08 May 2015 - 10:39 AM, said:

I really like the TDR-5S, I do quite well and most funny part is my setup

so here it is http://mwo.smurfy-ne...c46a62483df610c

If I may:

The AMS isn't worth it, 50 shots on an SRM2 is a lot of wasted shots, at 74kph you're an easy meal for lights even if you're not alone, and losing either leg means an ammo explosion big enough to kill you outright.

TDR-5S

Tiny tiny amount less DPS, but better cooling, no wasted CASE tonnage, your legs aren't a deathtrap, more reliable SRM damage, plus a surprise for lights.

Edited by Harathan, 08 May 2015 - 11:58 AM.


#10 Void Angel

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Posted 08 May 2015 - 12:58 PM

View PostTLxB, on 08 May 2015 - 06:51 AM, said:


I am Void Angel. I will... help you.

First, your fellow unit member was correct. The Thunderbolt is the best Heavy Chassis in the Inner Sphere. With a very blocky construction to spread damage backed up by good hardpoints, a fast max engine, and excellent quirks, this chassis is a top performer and you are wise to have listened and bought it.

However, your 'mech construction theory is... flawed. You may or may not know this, but the MechWarrior Online community has been doing its own tournaments for a while now - spurred by a desire for competition in the absence of community warfare or ladders for 12-man play. One of the bigger tournaments is abbreviated RHoD - "Run Hot, or Die." The name is not an accident; it is an aphorism, and a good one. If you are too heat efficient with your builds, you will lose to opponents who have more firepower and are willing to risk overheating to win. This doesn't mean that more guns are always better, and screw heat sinks! But it does mean that with a very few exceptions, any build that has little chance of overheating also has little chance of being competitive, even on the PuG scene.

To illustrate what I mean, allow me to give you my own build of the Thunderbolt 5S. If you play around with this build in Smurfy's, you'll notice a few things. First, I've maximized the number of heat sinks you can fit in this build given these weapons while still bringing AMS. Second, while my on-paper dps is only slightly higher than your build, I sdtill deal more damage at a time, and can deal damage at much longer ranges. Even my SRMs are effective at longer ranges because Artemis. This 'mech is a good all-around PuG build, which has acquitted itself well as a brawler/damage sponge in CW as well.

Next up is the Thunderbolt 9S. This build is very hot, and is supported only because of the ERPPC quirks for this variant. But such quirks they are! This variant was the justified subject of many, many, sweet Clanner tears at the opening of CW beta. The quirks are adjusted now, but while the ERPPC projectile speed buff was less originally, the variant's heat dissipation was even greater than it is now! This overquirked monster could outsnipe about any Clanner, and then close to brawl with brutal effectiveness. The resulting nerf (which I think was a little too much) needed to happen, and even with taking a significant hit, the chassis remains a viable long-range sniper. Note that while I've again maximized the heat sinks I can carry, I picked my weapons first.

Now we have the Thunderbolt 5SS, the cause of many, many sweet Clanner tears during the Battle of Tukayyid. This was also an overquirked monster 'mech, having even more heat reduction in its quirks than it does now - but again, while the nerf needed to happen, the variant is quite viable. This is one of the build types where it can be ok not to bring AMS, although I've included it in my preferred build; the pulse lasers are so hot, even with quirks, that it may still be more effective to stack on another heat sink.

Finally we have the Thunderbolt 5SE. The SE is the only Thunderbolt with jump jets, and is notable for that alone - but also for its quirked Large Pulse Lasers. While not quite so nasty a brawler as the 5SS, the SE's versatility - and its being a Thunderbolt - still make the variant a popular 'mech in some quarters.

You're building your 'mechs in Smurfy's, which is good - wonderful tool. However, what I'd advise you to do when building a 'mech is this:
  • First, max your armor via the Tool drop-down menu, then put in a 130 engine as a placeholder.
  • Next, decide what weapons you want to use, and why - then put those where you want them.
  • After you've selected weapons, add ammunition and other equipment if needed, then fill the rest of the 'mech with heat sinks.
  • Pull out the 130 engine and pick the biggest engine you can fit, leaving enough tonnage to fill up the internal heat sinks in the engine, if any.
  • Now click on the WeaponLab button on the top and see if your 'mech can sustain combat at your preferred range, and go back to the pick your weapons step if you think you're running too hot for your planned type of combat (e.g. snipers can be hotter than brawlers, but should still be able to fight back at close range.)
Doing this will give you maximized effectiveness for your tonnage and weapons, while preventing you from making the error of under-arming yourself like you did with the original build. Heat management is an essential skill, more basic than any chassis.



- run hot, or die. :)




Now finally, I need to correct some of the bad advice you've been given above: First, good players very much do shoot your Thunderbolt's legs, particularly Clanners. Why? Because it's the best way to kill a Thunderbolt, especially with Clanner laser vomit. The blocky torsos and arms can spread damage all day long, and if you know what you're doing, you are very hard to kill. Blasting your legs out from under you alleviates this problem for your enemy, crippling your movement to make blasting out your other leg child's play. Don't skimp on your leg armor.

Second, as you may have noticed, I use AMS. A lot. There's a reason for this, and that reason is, unsurprisingly, LRMs. LRMs are not high-level optimal strategies, but at low and mid-levels you see a lot of them. Bringing AMS cuts them down to size, and even takes a chunk out of Streaks and the like at close range. If you don't allocate the 1.5 tons needed to bring AMS to the field, you're hurting your team and helping to create a situation where LRMs can wreck your team and ruin your day. The reason high-level players often warn against LRMs is that they are unreliable - because of random map selection, ECM, and AMS.

Edited by Void Angel, 09 May 2015 - 07:23 PM.


#11 Harathan

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Posted 08 May 2015 - 01:33 PM

View PostVoid Angel, on 08 May 2015 - 12:58 PM, said:


Honestly, who ever thought that'd be the case?


View PostVoid Angel, on 08 May 2015 - 12:58 PM, said:

my own build of the Thunderbolt 5S.

Ran a similar one, but traded the Artemis for a 300STD instead.


View PostVoid Angel, on 08 May 2015 - 12:58 PM, said:

Next up is the Thunderbolt 9S.

Too hot for my taste, although I realise that's where you were going with it.


View PostVoid Angel, on 08 May 2015 - 12:58 PM, said:

Now we have the Thunderbolt 5SS,

Nothing to add here, it's hard to do a 5SS wrong.


View PostVoid Angel, on 08 May 2015 - 12:58 PM, said:

Finally we have the Thunderbolt 5SE.

Double check the build mate. You've made a schoolboy error with this one.


View PostVoid Angel, on 08 May 2015 - 12:58 PM, said:

Now finally, I need to correct some of the bad advice you've been given above: First, good players very much do shoot your Thunderbolt's legs, particularly Clanners. Why? Because it's the best way to kill a Thunderbolt, especially with Clanner laser vomit. The blocky torsos and arms can spread damage all day long, and if you know what you're doing, you are very hard to kill. Blasting your legs out from under you alleviates this problem for your enemy, crippling your movement to make blasting out your other leg child's play. Don't skimp on your leg armor.

As I mentioned above, just in far fewer words.


View PostVoid Angel, on 08 May 2015 - 12:58 PM, said:

Second, as you may have noticed, I use AMS. A lot. There's a reason for this, and that reason is, unsurprisingly, LRMs. LRMs are not high-level optimal strategies, but at low and mid-levels you see a lot of them. Bringing AMS cuts them down to size, and even takes a chunk out of Streaks and the like at close range. If you don't allocate the 1.5 tons needed to bring AMS to the field, you're hurting your team and helping to create a situation where LRMs can wreck your team and ruin your day. The reason high-level players often warn against LRMs is that they are unreliable - because of random map selection, ECM, and AMS.

And Void Angel is never going to sell me on AMS. Mileage may vary.

#12 Void Angel

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Posted 08 May 2015 - 04:43 PM

As will skill. I did screw up on the SE build - it's not mine, and I was in a hurry. However, if we want to be patronizing, I can link you to the faction performance stats, Davion.

#13 Void Angel

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Posted 08 May 2015 - 04:48 PM

PS: I've always used the Thunderbolt, preferentially the 5S. Even before quirks, the toughness of a Thunderbolt was impressive, making them excellent fast-attack 'mechs to run a counter-meta rush team. It worked well when you could get your team on board - but even in 12-mans, the games inadvertent conditioning fights you. They were never bad 'mechs; the only people who thought so were meta-aping wannabes who divide all gear into "considered the best," and "garbage."

#14 grendeldog

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Posted 09 May 2015 - 03:10 PM

I was looking to develop an interesting, unusual build utilizing the ballistic slots on the 5S because I needed my third chassis for speed tweaking my Thunderwub. The result was an AC/5 + 3 LL build using the STD260 engine that the 5S comes with.

Normally I really dislike playing anything slower than 75 kph unless it is an assault. But the 64 kph the stock engine produces feels just fine with this build; I act as a medium-range (300-500 meters) direct-fire fire-support mech, and the speed fits because it makes sure that I have to be deliberate about choosing smart firing positions.

I would never take this into CW or into the group queue - I don't expect it can compete with the alpha kings and min/maxed DPS builds that rule those battlefields. But in the pug queue I racked up multiple 4-kill games and did damage in the 450-750 range.

I'll post up a screencap or two when I get back home and have a chance to upload them to photobucket or whatnot.

EDIT: Here we go. I apparently only took shots of two games - I could have sworn I took more than that - and they are done with my phone because my stupid keyboard has no print screen key. They're spoiler tagged so as not to be intrusive.

Spoiler

These aren't my worst or best games in this build by any means, but there's one at the lower end and one at the higher end of that 450-750 damage range. And there were a couple games where I got stomped with sub-400 damage. That said, the whole team got rolled in those instances, and no mech can possibly carry when the whole team is dying. As long as you have even a minimal amount of teamwork, this build can wreck faces to my great surprise!

Now, I know how bad of an idea an XL engine TDR is, but I can't help but wonder about an XL engine build that would go faster and have a second AC/5 plus the ammo to service it. I suspect I will indeed end up trying that out, if only for feces and giggles!

Edited by grendeldog, 09 May 2015 - 03:35 PM.


#15 Jorunn

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Posted 10 May 2015 - 06:50 AM

Very good advice Void Angel and thanks for the challenge stats link, that was really interesting. I'm kind of surprised there were no Banshees though. I recently decided to elite up 5SS, 9S, and 9SE and have really been enjoying them, looks like they were a good choice.

Thanks for the tips on the tools to max armor and the Weaponlab, as long as I've been using Smurfy's I didn't ever notice them!

My TDR-5SS Thunderwub is pretty standard 7x MPL

My TDR-9S is a little different variant on yours with 2x ERPPCs and 4x MPLs (run hotter! lol)

I'm going to try your 9SE build, I like the look of it.

#16 Harathan

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Posted 11 May 2015 - 07:51 AM

View PostVoid Angel, on 08 May 2015 - 04:43 PM, said:

As will skill. I did screw up on the SE build - it's not mine, and I was in a hurry. However, if we want to be patronizing, I can link you to the faction performance stats, Davion.

I wasn't being patronising. This isn't the CW sub-forum, so leave the stupid Faction BS out of it.

Edited by Harathan, 11 May 2015 - 07:58 AM.


#17 CygnusX7

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Posted 20 May 2015 - 07:07 AM

5S: 4LL. +50% range and cool down with LL modules.
5SS MPL's +87% range and +27% cool down with MPL modules.
9SE 3LPL, 2ML. +42% range and +25% cool down with LPL modules.

#18 Wildstreak

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Posted 20 May 2015 - 07:26 AM

Regarding OP's 5S, the SLs and MGs are all very short range, not good on a Heavy. I have tried LRM 5S, it is ok but now I run this and it does as well as my 5SS and 9S. Despite what some consider it being too cool, the Gauss opens up enemies very well for a follow up 4ML strike. I have also done 3LL that worked fine and tanked like a boss.
The one disadvantage on the 5S and 9SE is no shoulder mount Energy points that put the 5SS and 9S as the better variants.

Edited by Wildstreak, 20 May 2015 - 07:27 AM.


#19 Jody Von Jedi

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Posted 20 May 2015 - 07:30 AM

View PostCygnusX7, on 20 May 2015 - 07:07 AM, said:

5S: 4LL. +50% range and cool down with LL modules.


Exactly! Best loadout ever on the 5S.

I run 3LL in the left torso and 1LL in the right arm for shooting down those pesky UAVs. Group fire the 3 LL in the left torso and switch to chain fire if you run hot.

I've come to appreciate the wisdom in not trying to use every single hardpoint on any given chassis (CN9 exculded, they have too few to begin with). In most cases, less is more.





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