There are plenty of posts about it, I just thought I would consolidate some information into a review post. The point of this quick review is to give subjective info on the 5 Trebuchet variants, and what roles they may excel at. For full info on the Trebuchet and other mechs I recommend http://mwo.smurfy-net.de/
This is a Trebuchet (TBT 7-M Pictured)
The Trebuchet has a general design goal of long range indirect fire support (LRMS), though some variants have a more brawler configuration. The primary design feature on most variants are the two large (15 tube) missile launchers, one on the right torso and one on the left arm, backed up by several energy hard points. As a 50 ton mech, the Treb can hold just as much armor (338) as the Hunchback and Centurion, since armor is based directly on tonnage. All the Trebs can take up to a 325 engine, with one variant capable of using a 390. This means a lot of Trebuchets build can take them around the 100 KPH mark, a good 20 KPH faster than Hunchbacks and Centurions. Two of the Trebuchets can use Jump Jets, which makes them the only jump jetting medium. None of them are ECM capable.
Some people are disappointed with the Trebuchet in general because they were hoping for another Centurion A mech, capable of running 3 SRM6 systems. None of the Trebuchets can do that unfortunately, and so many are dismissing them as inferior mechs to Hunchbacks and Centurions. But if brawling is not their strong suit, what is? Since all the Trebuchets have the ability to run at a zippy 100 KPH plus, they actually work well in their historical role, long range fire support. That fire support can either be indicted with LRMS, direct with PPCs, or a mix of both.
After playing across all the maps in my first Trebuchet, the TBT-5N, I can confirm it actually excels at this role. The ability to throw out 25-30 LRMs per salvo, while self tagging and moving at 90+KPH to maintain distance, I have had several 500+ damage matches so far, with typical matches in the 300-400 damage range. Arm mounted TAG lets you move at a greater than 90 degree angle to your target to keep distance, while maintaining TAG and raining your LRMS, ECM be damned.
Because speed is a main hallmark of the Trebuchet, and since they also have a lot of weapon hard points, I expect to see a lot of XL engine usage. When you look at builds around standard engines, you end up with the feeling that you would be better off in a Centurion or Hunchback.
-Variants-
TBT-5N
Max Engine: 325
-Hard Points-
Left Arm: 1 Energy, 1 Missile (15 tubes)
Right Torso: 1 Missile (15)
Right Arm: 3 Energy
Jump Jets: None
This is the "base" variant of the Trebuchet. With no jumpjets like the similar 7M, and a lower max engine rating compared to the 3C that has the same number of hard points, people may relegate this variant to the "never buying" category. But this was the first Trebuchet on my shopping list for one good reason. Like the 7K, the 5N has an extra 25 degrees of torso twist (115 degrees) compared to the other variants. Combined with the two 15 tube launchers and good speed, this gives you a very nimble LRM platform that can run slightly away from targets while still maintaining LRM lock. While other mechs in the game can do this, none combine arm mounted TAG and high speed like the TBT-5N does. For other roles such as skirmisher, the TBT-5N is not bad, but other variants do seem better.
TBT-3C
Max Engine: 390
-Hard Points-
Left Arm: 1 Energy, 1 Missile (15)
Center: 1 Energy
Right Torso: 1 Missile (15)
Right Arm: 2 Energy
Jump Jets: None
The 3C has the same number of hard points that the 5N has, but one energy is moved from the right arm to the center torso. It also drops the extra torso twist of the 5N in exchange for the largest max engine size of 390. With a max engine, this mech will move at a blazing 126.4 KPH pre-tweak. This gives the mech good scouting and skirmishing capabilities, though the center mounted energy point may be a bit annoying in high speed turning fights. Because of the high speed this mech can still be used for mobile LRM support, but when using the max engine fitting two full LRM15 launchers is going to be a stretch on tonnage. Still, based on this unique max engine rating I suspect to see a fair number of 3Cs in battle.
TBT-5J
Max Engine: 325
-Hard Points-
Left Arm: 2 Energy,
Right Torso: 1 Missile (15)
Right Arm: 3 Energy
Jump Jets: 5
This variant drops the left arm missile launcher for an extra energy hard point and jump jets. This gives it the ability to fill a role as fast energy skirmisher. I expect many will load it out like a faster Hunchback 4SP that has jump jets. We may see some jump jet snipers too, but at 50 tons you won't be able to fit more than two PPCs effectively which seems like a waste of potential on this mech.
TBT-7M
Max Engine: 325
-Hard Points-
Left Arm: 1 Energy, 1 Missile (15)
Left Torso: 1 Missile (1)
Right Torso: 1 Missile (15)
Right Arm: 2 Energy
Jump Jets: 5
The 7M is the variant brawlers got excited about. With jump jets and 3 missile hard points, people were excited for another CN9-A. Unfortunately, the left torso missile hard point only has as single launcher tube, meaning it will not work for shoving out SRM6 missiles effectively. But the 7M can still rock 2xSRM6 1xSRM2 effectively, with three lasers, jump jets and high speed to boot. This will likely become a very popular variant used for brawling, though how effective it can be compared to the other 50 tonners remains to be seen.
TBT-7K
Max Engine: 325
-Hard Points-
Left Torso: 2 Ballistic
Right Torso: 2 Energy
Right Arm: 2 Missile (2)
Jump Jets: None
This monstrosity is sure to end up on your Christmas "don't buy" list. It can best be compared to a Hunchback 4G or 4H, with its ability to run a torso mounted AC20. But with only 2 energy points, and two lackluster missile points limited to 2 tubes, it is going to take some very creative mech building to make this variant viable.
Please share your feed back, personal experience with these variants, and mech builds. Thanks!
Edited by 80Bit, 20 February 2013 - 10:07 AM.