TBR is my workhorse mech, my very first mech. I wouldn't say that it's the best, but it's the thing that could do most builds good if not the best. I also thoroughly enjoy hybrid builds, I don't guarantee that they would have stellar performance, or consistently work, I just say that they would be fun.
Have fun with these builds.
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My very very first build. The 3x ER-LL goes through GH, but you can shoot 4 times before critical heat. ER-SL is your close range weapon, do not use the ER-LLs close range. It has JJs too so you can go over terrains if need be.
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Large Pulse Laser and ER Medium Laser syncs quite well together. This build doubles as a laser-sniping platform, and an alpha. When hill-humping, just use the top weapons; 2x LPL + ER-ML. You also have JJ so you can easily reposition yourself.
TBR-A Laser Vomit - (2x LPL + 5x ERML, 24 DHS)
This version forgoes the low mount that you can use for hill humping, and one ER-ML for one DHS, it's much cooler and would still produce an insane alpha, and would run relatively cooler.
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TBR-A Dakka Vomit, 3x ERML + 2x UAC10 [240], 15 DHS
Standard Dakka, shoot your lasers AND your UAC5s till you're near overheating, only then you cease using your lasers and just use your autocannons. Playstyle is usually hit-and-run, you stare only as your laser requires so it's best to always use both lasers and UAC5s as you peek. Unless you're focusing down an enemy, that which you are not being focused down yourself, you can partition your laser and UAC, but generally that's not the case with the peekaboo.
You can swap one of the lasers for more ammo as you wish.
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An even crazier version of Laser Vomit, except with MPLs maximizing alpha damage and has lower cooldown, but likewise lower range. It goes through GH and would be best fired at partition of two each volley, maybe left and right for side peeking, or top to bottom for hill humping.
You can alpha all 9 MPLs if you think you can get away with it like a 1-hit kill from the rear, among other situations. But mainly, don't.
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Uses the TBR-S variant, for it's JJ.
Tempting as 4x LRM15A, no, the best lrms are LRM10As, they are tighter and have shorter stream, better ammo efficiency. There are 4x ERML, use it, get your own locks, don't rely on allied locks too much, and shoot them whenever you can. Strive to be able to shoot your Lasers first before your LRMs.
Keep moving, and always flank. Lurm at best within 400m, 600m on brawling allied, UAVs or any stable allied locks, and 800m on extreme circumstances like Polar Highlands and Alpine Peaks with good allied locks.
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If you prefer hybrid builds like me, here's a non-meta SSRM-LRM build for you. Combination 2x SSRM6 and LRM15As shoots 55.8 damage at a single missile volley, as opposed of the 40 damage of 4x LRM10As that hits ghost-heat when group-fired. This also reduces your shoulder profile a little bit, because the SSRMs would be on the shoulder, than ears with the center torso.
SSRM6s also provides deterrence against enemy lights that decide to hound after you. Of course being under ECM means you can't lock, so it's best be with your team for backup, don't hang back and wander off. Being able to fend off lights does not mean that you only use SSRM for backup anti-light, no it's a primary weapon too -- it's best used whenever you can with the LRMs cause it shares locks. However be smart about it, as the SSRMs targetting the bones means that even if it's fire and forget, and the enemy is not fully concealed, some of the missiles may hit the ground.
The Short-Range nature of SSRMs means you need to get close, within 360m (396m with module). As with normal LRM boating style, get your own locks, strive to be able to use ALL of your weapons, so that means you also need to get a bit close to use your SSRM.
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TBR-S Meta-Jockey (Gauss [30] + 2x ER PPC, 15 DHS)
TBR-S Meta-Jockey (Gauss [30] + 2x ER PPC, 16 DHS)
Nothing says PPFLD-Meta-****-sucking like Gauss + 2x ERPPC, so far up the throat it could swallow the whole thing. But it works, It puts 35 PPFLD + 10 splash every shot. PPC is high mounted for hill humps. This makes use of the TBR-S variant to have at least 1 JJ.
You can also make use of TBR A as base, and S right torso for a non-highmount PPC, resulting in more JJ but less heatsink. Likewise, still use TBR-S and make use of TBR-WAR side torso.
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TBR-A SRM-Brawler - (4x SRM6A [600] + 4x SPL, 21 DHS)
TBR-S SRM-Brawler - (4x SRM6A [600] + 4x SPL, 22 DHS)
A really powerful close-range brawler, it has 4x SRM6A that puts immense alpha, and 6x SPL for pin-point damage. Remember to always unlock your arms, even though only 4 SPL is in the arms, it's still powerful.
Only use your SPLs on the opening volley or when the mech is still cool enough, and on the last volley, or when there's an exposed component. You can drop 2 SPLs for 2 more heat-sinks, resulting in better heat efficiency. You can even use the TBR-S single JJ to forgo one JJ for a hefty 22 heat-sink total. This allows you to shoot your lasers almost every volley.
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TBR Dakka Fire Support - 3x ERML + 2x UAC5 [240] + 2x LRM5 [360], 16 DHS - *Warrant Omnipods
TBR-S Fire Support - 3x ERML + 2x UAC5 [240] + 2x LRM5 [360] , 17 DHS
WARRANT Fire-Support - 4x ERML + 2x UAC5 [240] + 2x LRM5 [360], 15 DHS
WARRANT Fire-Support - 3x ERML + 2x UAC5 [240] + 2x LRM5 [360], 16 DHS *Assymetrical, highmount laser
If you're interested in a hybridized Mid-Range fighter, then here's a mid-range version. Branching off from Dakka Vomit, this replaces some of heat-sinks, and one Medium Laser into two LRM5s and two tons of ammo each. Because of the less heat-sinks, there's only 3 ER-Medium lasers, and it still goes hot, still it's a decent bunch to augment your relatively cool uac5 fire. However the 2x LRM5s are nothing more than a fluff to this build. It will augment your damage, 10 damage at a time, every 3.5s, but realistically it's just for extra harassment.
If you want perfectly converged lasers, and you have Warrant omnipods, you can switch lasers and UAC positions into arms. UAC5 looks a lot more bad-*** in the arms that way.
If you want to have less JJ and more of something, you can make use of the TBR-S CT, but the build becomes assymetric, and the bad-*** look is gone and it's more of a Frankenstein's-monster looking thing.
If you had Warrant, since you had symmetrical ballistic arms, you can do it to that too. However due to missing center hardpoint, there's no energy in the CT to be symmetrical, you either have to use two or four laser -- which is either unimpressive or too hot, respectively.
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TBR Plink Fire Support 2x UAC2 [300] + 3x ERML + 2x LRM10 [540], 16 DHS
TBR Plink Fire Support 2x UAC2 [300] + 3x ERML + 2x LRM10 [540], 16 DHS - *Warrant Omnipods
TBR-S Plink Fire Support - 2x UAC2 [300] + 3x ERML + 2x LRM10 [540], 17 DHS
If you can feel you can go with more LRMs and less ACs, you can opt for a UAC2 instead, and up your LRMs to LRM 10s.
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As with hybridized fire-support, if you feel that you can go even closer, you can opt for Streaks -- sometimes that fire-and forget nature is sweet, also it provides a bit of something for lights, and still can go far. It also goes a bit colder than the previous builds.
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TBR-S Dakka-Streak - 3x ERML + 2x UAC5 [240] + 2x SSRM4 [200],15 DHS
It can be done with UAC5s and less Jump-Jets. But it is assymetrical, and you need the TBR-S for it's single Jump-Jet.
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A powerful hybrid dakka-brawler build. It's good at brawling, and it can still contribute long range. The SRM4s are adequate even without Artemis, and they have faster cooldown than SRM6s which means you can somewhat match the Dakka's pace.
As for the ERSL, as per the Brawler build, it's only used on opening volleys or when still cool enough, on the last volley, or when there's an exposed component that you can target and take out. Your main go-to is the SRM and UAC5. Try shooting at the head of the enemy to disorient it.
Still it's not as good as the former, bonafide SRM brawler with the Dakka element turning it into a face-tank, and still does less DPS, but it's fun and does work with a lot more situations, even if it loses on specialized builds.
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As with the Dakka Brawler, this mixes SRMs with the Dakka, with SRM2s you can put that into the extreme and just pound away with missiles. This makes it less bursty but more sustain-ey and dakka-ey, with full set of modules you can fire your SRM2s almost every time you can fire your UAC5s, but be warned because of the less-bursty nature, you face-tank more, and it runs hotter despite doing less alpha damage.
The extra JJ is requried due to omni-pod requirements, however make use of it for more mobility instead.
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A hybrid brawler like the previous, but it forgoes the UAC5 with the weaker UAC2, for more Jump-Jets since 2 is still locked, and 1 more SRM4 for a total of SRM16 per blast. This builds runs a lot hotter even with slightly better DPS, the UAC2 looks ugly, but the symmetry, additional albeit unneeded extra Jump-Jets, the AC2 that allows you to plink from a distance is quite nice.
Simmilar rules and playstyle as the Dakka-Brawler, but that extra Jump-Jets may come into play.
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TBR-A Laser-Missile Brawler - (4x MPL + 2x MG [1000] + 4x SRM4 [400], 22 DHS)
One of the hybrids i came up with, this simulates weak Laser-Vomit at the same time adds a brawler. As opposed of the Meta bonafide SRM brawler, this shifts focus on the lasers while still having formidable missiles, allowing 32 Pinpoint Laser damage, while 34.4 Cumulative SRM damage.
Gameplay is somewhat different to the SRM brawler, that it shifts a bit more to the longer-range laser and is played as a poker, and the missiles are nothing more than a nasty surprise when they get in close and/or is close-enough. Compared to a bonafide brawler, you lose. The general brawling volleys are the Lasers first, and then shoot the SRMs twice, rinse repeat. When it's already too hot, cease fire, else if it's under SRM range you can just keep shooting your SRMS and/or MGs.
First iteration is Cooling intensive, but the second version forgoes two heat-sink and 1 ton of ammunition for two MGs and two more Jump-Jets for mobility. Use either at your discretion.
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TBR-S Striker - 6x MPL + 2x SRM6A [200], 23 DHS, Warrant Omnipod
TBR-S Striker - 6x MPL + 2x SSRM6A [200], 21 DHS, Warrant Omnipod
A different take on the brawling build, this capitalizes more on the lasers; the Medium Pulse Lasers in focusing 48 damage at a single point, with a fluff of 25.8 by the SRMs. It will lose out on a brawling build, so it takes advantage of the increased range in poking, and destroying component instead. You don't dance with enemies, you hit and run.
If you prefer even more range, you can opt for streaks instead, however it will spread the 25.8 damage around the mech. It's while it's possible to be done with any variants, the best way to achieve this is the TBR-S with Warrant Right torso to maximize the tonnage.
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A different approach to the ATM, this treats the TBR as a poker with supplementary direct-fire long-range missiles instead. It's like the striker, but with more range. Also comes with an LAMS, so you can help allies with incoming missiles.
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Edited by The6thMessenger, 03 September 2017 - 07:50 PM.