TSEMP is entirely luck-based. If you roll well, you'll get good results. If you roll poorly, you wasted that tonnage. You will suffer the interference of TSEMP yourself when you fire, so if they don't suffer any effects, you just made your life worse. If you both suffer interference, then you'd better be able to get their to-hit numbers REALLY high, or else you still haven't improved things. If they do shut down, they're yours.
Long story short, the more TSEMP you can get on one target, the better. Each one boosts the roll result to determine the results. One TSEMP is more likely to either harm things or not alter the situation significantly (which is still a waste of tonnage), but two or more do a lot to help. My favorite TSEMP mech is the Gyrfalcon 4. The mobility makes it hard to hit, it carries two TSEMPs to boost the chances of shutdown, and if you shut them down, the two ERLLs happen to be able to exactly force a PSR the next turn (which means an automatic fall, since the enemy is shut down). This, in turn, means you won't have much difficulty in shutting them down again with the TSEMP next time...