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The Best Of Trebuchet Builds
#121
Posted 08 October 2014 - 02:24 PM
#122
Posted 18 October 2014 - 09:45 AM
My current builds(circa, actual armor value might not be the same)
5J: http://mwo.smurfy-ne...29435c7a14ea81d
LPG: http://mwo.smurfy-ne...b0805bf0ab56951
3C: http://mwo.smurfy-ne...cab77d78f2387f9
I didn't test Sniping or LRM builds so far, but I believe some variants might be mean LRM Harrassers, because a moving lurm boat which can assess the battlefield situation for himself is the most dangerous lurm boat.
Edited by k05h3lk1n, 18 October 2014 - 01:44 PM.
#123
Posted 24 October 2014 - 04:00 PM
It stops ammo explosion damage from spreading to other sections, but everything in that section is still toast.
#124
Posted 28 October 2014 - 03:27 PM
#125
Posted 30 October 2014 - 10:49 PM
http://mwo.smurfy-ne...7e45f90a3f03a6e
which can be summarized as 2xLL and a LB10. I've also toyed with 2xAC5 and 2xML but wasn't as satisfied. I agree with the previous posted who suggested medium mechs are more satisfying when they're rather quick and these builds both utilize a 300XL so match YLW speeds.
#126
Posted 01 November 2014 - 08:51 AM
UrAllJerks, on 30 October 2014 - 10:49 PM, said:
http://mwo.smurfy-ne...7e45f90a3f03a6e
which can be summarized as 2xLL and a LB10. I've also toyed with 2xAC5 and 2xML but wasn't as satisfied. I agree with the previous posted who suggested medium mechs are more satisfying when they're rather quick and these builds both utilize a 300XL so match YLW speeds.
I run something similar with ERLL's and a 280XL for more heat sinks. Didn't like the 2xAC5 + 2xML either. Too bad the quirks for the 7K are PPC/AC5. It's about 3 tons short of really being able to pull that off.
#127
Posted 02 November 2014 - 10:43 PM
http://mwo.smurfy-ne...6cc3e93d1872a08
The ammo amount is just right if you're appropriately picky with your shots. The speed is huge for dodging missiles, pop locking, and getting away. Dual LRM 15 tubes is the reason to play this over a Griffin, and it will only get better with the quirk pass.
You can run same thing in the 7m, just with different weapon placement.
#128
Posted 03 November 2014 - 04:05 PM
Thousand Clowns, on 02 November 2014 - 10:43 PM, said:
http://mwo.smurfy-ne...6cc3e93d1872a08
The ammo amount is just right if you're appropriately picky with your shots. The speed is huge for dodging missiles, pop locking, and getting away. Dual LRM 15 tubes is the reason to play this over a Griffin, and it will only get better with the quirk pass.
You can run same thing in the 7m, just with different weapon placement.
That's a bit light on ammo, especially with the cooldowns coming.
Edited by rangergord, 03 November 2014 - 04:06 PM.
#129
Posted 04 November 2014 - 02:39 AM
rangergord, on 03 November 2014 - 04:05 PM, said:
Yeah, it will be easy to run dry with full level weapon modules + new quirks without some serious trigger discipline, but I will likely stick to this loadout. I've run some 1440 ammo medium LRM boats as well, but found them too one dimensional without this level of speed or hitting power of the backup lasers. My view is that frontloading damage in the right places is more valuable to the fight than the absolute number, though the numbers you can hit in this build aren't too shabby either.
#130
Posted 06 November 2014 - 07:29 AM
Any help is appreciated. Thanks.
#131
Posted 06 November 2014 - 07:52 AM
The 5J is especially fun with a big XL engine and a lot of jump jets. Its not really meant to brawl but its a fun hit and run skirmisher type mech and the quirks have helped make it much cooler. Beam duration reductions are also nice. Here's my build TBT-5J.
The 7M can be played as a fast skirmisher as well but with the geometry pass which unlocked the left torso missile hardpoint from being a single NARC tube I've been playing it as a SRM striker. Keep in mind that the quirks focus on the LRM15 so my striker build doesn't take full advantage of the new quirks. On the other hand this thing hits pretty hard and is mobile enough
to get in and out of battle. TBT-7M
Keep in mind that regardless the TBT has those big arms that can and will frequently get shot off so be careful when and how you engage.
#132
Posted 06 November 2014 - 07:55 AM
7M is expensive but comes with JJs, XL250 engine, DHS and Artemis upgrade. Great platform for LRM or SRM, like a Griffin..
7K is cheap, comes with a good STD250 engine but needs a DHS upgrade asap. You can run AC20+2xML / GAUSS+ERPPC, 2xAC5+PPC, 2xPPC+AC5 etc....like a Shadowhawk.
other variants:
5J is a nice jumping energy platform..
5N is like 7M with better torso twist and no JJs, it is cheaper than 7M because of standard equipment..
Loup De Guerre is very good, if you plan spending some real money.
Cheers!
Edited by Dagon Zur, 06 November 2014 - 07:58 AM.
#133
Posted 06 November 2014 - 08:21 AM
#134
Posted 06 November 2014 - 09:16 AM
And as cool as the hero looks, I cant afford spending real money, so that's not an option.
Edited by GarrisonWelles, 06 November 2014 - 09:17 AM.
#135
Posted 07 November 2014 - 10:48 AM
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http://mwo.smurfy-ne...28ad90dbdda915d
#136
Posted 02 January 2015 - 06:31 PM
Picked up the TBT-5J today and decided to try a build I was theorycrafting on Smurfy. I never really liked the 5J when I was eliting the chassis, but I'm really starting to like it with this build.
TBT-5J Skirmisher
I don't play it like a typical LRM boat since it doesn't have the launchers to sit back and bombard. For that reason, I stuck on the fifth medium laser instead of TAG. Basically, I use the LRMs as more of a "long range Streak". I hang out at the 400-600 meter range behind the brawlers, use the JJs to pop missiles over cover until my target is nice and softened up. Then I flank in, drill him with the 5 MLs, and retreat lobbing LRMs over my shoulder. It's a fun middleweight harasser.
XL300 version
Alternate setup if you want more speed. All you need to do is downgrade to an ALRM15.
#137
Posted 03 January 2015 - 03:50 AM
TripleEhBeef, on 02 January 2015 - 06:31 PM, said:
Picked up the TBT-5J today and decided to try a build I was theorycrafting on Smurfy. I never really liked the 5J when I was eliting the chassis, but I'm really starting to like it with this build.
TBT-5J Skirmisher
I don't play it like a typical LRM boat since it doesn't have the launchers to sit back and bombard. For that reason, I stuck on the fifth medium laser instead of TAG. Basically, I use the LRMs as more of a "long range Streak". I hang out at the 400-600 meter range behind the brawlers, use the JJs to pop missiles over cover until my target is nice and softened up. Then I flank in, drill him with the 5 MLs, and retreat lobbing LRMs over my shoulder. It's a fun middleweight harasser.
XL300 version
Alternate setup if you want more speed. All you need to do is downgrade to an ALRM15.
Used to run similar builds back in the day of early laser vomit and LRM combinations. I came back post quirk, and found that my Loup de Gurre got buffs for it's SRM 4 build (already ran it) but that the 7M got that machine gun like LRM's is nice for CW.
Here's an old build that should be interesting for close range LRM support (300-400m range):
http://mwo.smurfy-ne...558ce17ee91540e
A variation of the Dervish I first used on the Loup when it first came out... makes a balanced engagement machine:
http://mwo.smurfy-ne...ff5998c6a79deee
Overall still find the Trebuchet to be a very tanky medium.
Edited by Apostal Sinclair, 03 January 2015 - 03:51 AM.
#138
Posted 18 April 2015 - 09:30 AM
Did that work? Looks like...
I just bought my 3rd Treb now, the 5N. I loved to run my 7M as missile boat and I want to do the same with the 5N. So far, I came up with the following setup for the 5N at smurfy:
TBT-5N
Yeah, I know it does not have the best armor, but after all it is supposed to give fire support. The XL 250 will be taken from the 7M, because the standart 250 limits the 5N to my mind.
If you have any suggestions regarding it, feel free to tell me.
BTW: Has anyone tried out a build for the 7M that uses the NARC and LRM 15 quirks? So far I cannot find anything without dropping the lasers for some ammo, but that means I don't have anything when some annoying lights show up. And not using lrm 15 on the 7M means wasting the excellent quirks for them.
Edited by Mercarryn, 18 April 2015 - 09:32 AM.
#139
Posted 18 April 2015 - 11:20 AM
Quirked 7k build: 2xPPCs 1xAC5 xl255.
Funky Sniper 7k: Gauss + PPC STD 200 or xl255 version
SRM Brawler 7M: 3xASRM6 3xML xl300 or 3xMPL 2xASRM6 xl300
Asymmetrical Brawler 5J: 1xASRM6 3xMPL std280 or 5xMPL xl325
The 7k does pretty good in the sniper role, but kinda needs the big engine for torso twist speed to win trades easily. The brawler/skirmishers are really my favorites on the chassis. Going around 100kph seems to be the minimum speed for me to be effective skirmishing, but it can be done slower. The main thing about trebs is you gotta dodge to survive. It's decently tanky, but usually running XLs, and in close it can be really easy to lose a weak torso.
Trebs are good for LRMs, but I think the jumping SRM brawler builds are the best damage dealers overall. Trebs work best out of the line of fire, not too far away, just far enough to cool down and find a good angle to return to the front or flank. Run from anyone shooting you and hit anyone others are targeting to pile up the damage and kills.
Also, the loup de guerre is a lot of fun if you like the jump brawling, but there are a lot of builds for it, and most are very similar. Swap the streaks for srms and you're on the right track to a good build.
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#140
Posted 27 April 2015 - 04:37 AM
Just modified mine to run 300XL/2ML/4 SRM-6
97.2kph with 500 ammo
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