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Tbt-7M Initial Build.


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#1 TheFlyingScotsman

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Posted 19 February 2013 - 12:22 PM

Hey folks. Just posting this build so other pilots know what I am going for and can share ideas.

TBT-7M
30FP
3ML
3SSRM2
1AMS
5JJIV
XL325
1.53 Heat with 15 DHS
Endo-Steel
Standard armor 320. (All maxed save legs at 39)

Have played in two maps so far, and survived until the end in both, even with brawling. First was caustic at 350 damage and second was river night at 450. So far, the 'Mech has great survivability and the lack of SSRM Rack doors makes for instant fire goodness. This 'Mech can lose either arm and only lose a small amount of damage for either the laser or missile systems. JJs make for excellent jump attacks, and can nullify many bits of cover before dropping down to avoid return fire.

Zombie builds do not seem possible on JJ models without a huge sacrifice in FP. You would be better off zombieing just about anything else. I am looking forward to trying a zombie build on the 3C, however.

Edited by TheFlyingScotsman, 19 February 2013 - 12:24 PM.


#2 MourningZero

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Posted 19 February 2013 - 12:44 PM

Tried a few rounds in 3x SSRM2, 2xML, and PPC for shutting off ECM. Found it kind of struggled to do the damage that I wanted. So now I'm trying 2xSRM6, SRM2, 3xML for stronger punch. The single tube launcher with and SRM2 cycles almost exactly as fast as the full salvo SRM6s.

Edited by MourningZero, 19 February 2013 - 12:45 PM.


#3 Devil Fox

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Posted 19 February 2013 - 01:14 PM

I plan on testing out a 7M with 2 SRM4's, PPC (LA) and 2 ML with a 320XL and 5 JJ. Want to see how the mech fairs in the 100-150m mark of a fight in terms of maneuverability and punch (if heat is fine maybe even change to an erppc). Otherwise this bad boy might become my fast LRM boat.

#4 Oni Ralas

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Posted 19 February 2013 - 02:03 PM

Max is 4 JJ's isnt it?

#5 One Medic Army

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Posted 19 February 2013 - 02:48 PM

5 jjs max on the 5J and 7M

#6 Oni Ralas

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Posted 19 February 2013 - 03:04 PM

View PostOne Medic Army, on 19 February 2013 - 02:48 PM, said:

5 jjs max on the 5J and 7M


Yep, keep mixing the 7s up in my head. The 5th JJ is in the center

#7 Kaarde

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Posted 19 February 2013 - 03:26 PM

I stuck near the standard 7m build save I played with the missle mountings.

SRM and med in the arm,
LRM in the left torso- With the NARC hole there it makes firing them rather interesting
SRM in right torso
2 meds in right arm.
Kept the engine, and upped the armor to near full.

I moved the lrm to the left so that I could balance the srm launchers with one on either side of the body. I'm thinking of dropping the srm6's to 4's and adding artemis to see how that works.

Liking the mech so far. 2 runs, 2 kills and averaging 3-400 damage, and one death to a splattercat that snuck up while under ECM..

#8 Pastor Priest

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Posted 19 February 2013 - 04:18 PM

So, how's the torso hitbox look on these? I see a lot of XL builds, but are the shoulders easy to blow off?

#9 Kaarde

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Posted 19 February 2013 - 06:01 PM

I don't have definitive answers on the shoulders, but I'm thinking a shrunken Centurian as far as hitboxes. I've lost my torso to a splattercat the one time I died, so I cannot say how vulnerable it is with XL. I need a few runs getting shot up by something that doesn't vaporize whole mechs in one shot to say.

#10 JokerVictor

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Posted 19 February 2013 - 06:12 PM

http://mwo.smurfy-ne...d307865d9bff4ac

It's awesome. Tested it in 7-8 matches now... never did less than 500 damage. 12ish kills, no deaths. Plink with the PPC at range, use the JJ's to fly in behind for flank alphas. Brutally effective.

Does require good heat management, but it's not impossible by any stretch. Just run away if you're running hot.

#11 ZakTurbo

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Posted 19 February 2013 - 06:24 PM

http://mwo.smurfy-ne...28ad76c47b8af2f

2 MPL 1 ML
3 X SRM6 with 300 rounds of ammo
322/338 armour
103.7 kph
62 alpha

this guy melts lights.

easily capable of doing 500+ damage a match maybe more and great for hit and run style attacks. I grouped all the lasers to slot 1, arm mounted SRM to slot 2 and the torso SRM's to slot 3 - cool thing about the 7M is the single missile tube in the LT let's you keep a constant stream of damage if you aim well and fire each group individually.

Edited by ZakTurbo, 19 February 2013 - 06:25 PM.


#12 Stingz

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Posted 19 February 2013 - 09:08 PM

View PostKaarde, on 19 February 2013 - 06:01 PM, said:

I don't have definitive answers on the shoulders, but I'm thinking a shrunken Centurian as far as hitboxes. I've lost my torso to a splattercat the one time I died, so I cannot say how vulnerable it is with XL. I need a few runs getting shot up by something that doesn't vaporize whole mechs in one shot to say.


The model is bigger than the Centurion, but damage seems to fail to register most of the time.

Def worth using an XL in though.

Edited by Stingz, 19 February 2013 - 09:09 PM.


#13 Tremendous Upside

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Posted 19 February 2013 - 09:45 PM

View PostMourningZero, on 19 February 2013 - 12:44 PM, said:

Tried a few rounds in 3x SSRM2, 2xML, and PPC for shutting off ECM. Found it kind of struggled to do the damage that I wanted. So now I'm trying 2xSRM6, SRM2, 3xML for stronger punch. The single tube launcher with and SRM2 cycles almost exactly as fast as the full salvo SRM6s.


I ran the 7M with 3MLs, 2SRM6's, 1SRM2 (XL320, 14 DHS, 3 JJs) and armor bumped up to 336. Once I got through the basic skills (or even halfway through really), it worked like a champ. I'd really wanted to try and fit a PPC on - but there just wasn't enough room between the jump jets and the limited tonnage to fit it in with enough heat sinks unless I sacrificed on something else. 50pts of firepower with jump jets running at 114kph (after speed tweak) is a pretty nasty combo.

#14 That Dawg

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Posted 01 March 2013 - 07:14 AM

http://mwo.smurfy-ne...a0f8d01d05384cb

http://mwo.smurfy-ne...e76c8d443a0d13e

just my first two builds





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