I recently bought the TNS (standard pack so i never actually played the 5p) and i've been running it in many configurations.
IMO this is NOT a frontline mech. This is a second line, engaging targets at a preferred medium to long range. It's armor is decent but should come into play in a later phase of the match where you can hope to cripple/kill targets before you catch too much lead.
I had varied success with my builds, but generally i can deal some decent damage and distract more than one enemy from a daring charge that could tear through our ranks (well, except for an annihilator once that just strolled by, blasting my torsos all over the place). One note, i don't like JJ and avoid them on nearly any mech i play. I like to play with my feet on the ground. One more and final note, i'm not home atm and might post builds slightly different from what i actually use.
4P: best Thanatos overall in my bays. This is intended as a pure suppressive fire platform, blinding my target and stripping it's armor, cutting off open components or scaring off quick targets with lasers. Runs hot if i overdo ERML but i can sustain RAC and MRM fire for quite a while. Ammo is plenty for QP and i only ran out once in a nearly 1200 damage game. Averages 500 damage per game (obviously much less if i **** up my position, end up on the front and detonate uncerimoniously).
https://mwo.smurfy-n...b644f6299a6f2cc
4S: my long range option. 3 ERLL will do some work against closing brawlers and can shoo away some of the lightest snipers around. Combined with ECM this has some potential but the dps is looooooooooooow, basically plays like a weak HBR. MRM adds damage when the fights come closer tho.
I could switch to an LRM but the very concept of LRMs irks me. I also thought of creating a short-to-mid range brawler with M(L)PL/SRM but the chassis is not sturdy enough to support it very well.
Best used while supporting heavy hitters by crippling already damaged mechs thanks to the accurate damage. Still, the worst of the bunch. I didn't try fitting HPPCs yet. But i suppose i could. Averages a bit less than 500 damage per game in my hands but it's more consistent than the 4P since it's not going to come under fire that early.
https://mwo.smurfy-n...96d00d142cd0877
5P: The better brawler of the three thanks to beefier armor quirks on the torso. Due to that and higher and cooler Alpha potential, this is a mech that
can get close and let loose. Fat as it is, if you don't scare your target away you will die fast anyway so pick your battles well.
Could drop the ECM in this one since it's short ranged for another ML or maybe upgrading those to MPL, or maybe an AMS for general utility.
Most consistent heavy hitter of the bunch, but as likely to take damage as dealing it so worst survivability overall.
https://mwo.smurfy-n...1ba5dd0239f6027
I think i will add the 5S to my collection upon release. Right now i'm torn between a heavy splat build (biggest LBX/MRM i can fit) and a dual RAC5, both with a couple small lasers for added punch against lights.
Not interested in the 5T as i don't like being completely reliant on ammo.
Edited by WildMoustache, 25 April 2018 - 01:07 PM.