So, having understood that MWO in the beginning was strictly IS for the most part... it only only take them approximately 2 years (give or take months) to get them released. On the other hand, this occurred probably at a weak time where IS balance was still pretty bad in areas and now only recently finally addressed. However despite all that, the Timberwolf is the arguably best mech (at least for Heavies, IS or otherwise) and it is worth taking an indepth look into them, because they are always the point of content for balance discussions and it is in the best interest to look at what they can and cannot do, with respect to overall balance, particularly Clan.
3 is still the magic number, and those are the sections that will be discussed in question.
1) Omnipods - Jack of all trades, ironically master of them all
2) Field Report - It's good, no really?
3) The Future - Does it need more? - The mech might need to painted red...
1) Omnipods - Doing everything, and yet still nothing at the same time...
If any other mech has this smorgasbord of options, people would be licking their chops more. For the Timberwolf, it's like having an endless supply of your favorite food. You can make it to laservomit, missile boat, or even stuff it with a decent ballistic. Did I forget to mention it can use JJs? That's just the tip of the iceberg, and it's honestly hard to give a fair comparison to other mechs w/o compromising like 3 different things...
1) Speed (although the Dragons and Quickdraws are faster)
2) Firepower/Loadout/Hardpoints (matching them in other chassis is fools errand)
3) Tonnage (despite having a ridiculously sized engine, but benefiting from Endo+Ferro)
Still, if you're a min-maxing demon, you'll also find compromises that have to be made, but knowing this still allows you to do what most other mechs dream of... but let's goto the specifics.
Let's start with the CT, which generally does have variety. In the Timberwolf's case, it is paramount to understand.
Center Torso:
Timberwolf-Prime - 1B
Timberwolf-C - 1E
Timberwolf-S - +1JJ
Due to the use of Ferro AND Endo, the legs head, and to a lesser extent the CT and side torsos are compromised. While that sounds like a drag, the Timberwolf does have options.
The Prime has little value unless you value MGs as it only serves to be filler space.
The Timberwolf-S is probably the variant that has inevitably caused the most controversy, as previous iterations of the MW series have never had to deal with Jump Jets because it wasn't a stock build. For whatever reason, it was decided that it needed to be added AND be added to this game. So, it is what it is. In any case, the variant serves to have that 1 JJ locked in due to omnimech construction rules and at best serves for brief movement and inept for any attempts to poptarting.
The Timberwolf-C is highly coveted for its extra energy hardpoint. Despite it just being one slot, it's still space for fit in another CERMED, which has always been a staple in clan builds and it's hard to argue against its significance.
So, before going into the critical sections of importance, the arms are next up on the list...
Left Arm:
Timberwolf-Prime - 2E
Timberwolf-C - 2E
Timberwolf-S - 1E, +5% arm movement (pitch+yaw)
Timberwolves by nature are energy heavy, and reflect it. If for whatever reason you don't need the extra energy, the S's omnipod is useful here.
Right Arm:
Timberwolf-Prime - 2E
Timberwolf-C - 1B, +5% arm movement (pitch+yaw)
Timberwolf-S - 2E
If you have a need for a large arm ballistic, there's your option with the C omnipod. Note that this is lower than the side torso mounts, but not by much.
The serious business starts here though...
Left Torso:
Timberwolf-Prime - 1E, 1M
Timberwolf-C - 1M, 1AMS
Timberwolf-S - 1B, 2M, +2JJ, -3% torso twist, -2.5% missile cooldown
Regardless of what you want, you'll be carrying a missile hardpoint... so it would be kinda weird to see an Timberwolf w/o its "trademark" missile ears (which will change in the future).
The value of the ballistic hardpoint here in the S omnipod is rather minimized due the state of Clan ballistics. Unless you're hording MGs, the missile hardpoints and indirectly the JJs are why you use this. However, the 2 JJ are "hardlocked" to the omnipod unlike the original omnipod construction rules. This was done in part for "balance", but causes a slight subset of issues that could be directly "corrected" through the release of the Timberwolf-D. This issue will get exacerbated a just a moment...
Right Torso:
Timberwolf-Prime - 1B, 1M
Timberwolf-C - 1M, +10 Torso Twist Radius
Timberwolf-S - 1E, 1B, 2M, +2JJ, -5% torso twist, -2.5% missile cooldown
It almost feels like the C's omnipod is out of place, given the value of the other omnipod options. I guess it's something.
The Prime's omnipod is actually ideal for carrying a big ballistic... except that excludes the CUAC20 and the CLBX20... but it's a "perfect" fit if you wanted Gauss in the right torso. While there are not that many mechs that take advantage of dual Clan Gauss other than the Direwolf, there's still a slight imbalance between that and the IS version... which needs to be looked at someday. I guess you "could" use something like a Clan LBX10, but you'd probably do better in a Summoner (assuming, you like the IS LBX10, which is effectively the same thing). Anyways, the ballistic hardpoint is valuable if you ever needed to run Gauss.
The Timberwolf-S's Right Torso omnipod is probably the most sought after. While the ballistic hardpoint is generally meaningless, the extra energy hardpoint WITH JJs is more than what most people need it for. However, similar to the Left Torso, you are paying for that with some penalties (the list of benefits somewhat outweight the negatives) and I hate to say that there needs a bit more nerfing here because of it.
For just imagining the combinations, it's tempting to go overboard on so many different loadouts, but you'll end up really having to juggle hardpoints, tonnage, and even ammo placement because of it. Even if you wanted to load up on Clan SRMs, you will find that putting ammo in the arms has to be an option, so losing parts of your mech will eventually make you less effective... as it should, and by balancing it like this requires the pilot to be very cognizant of his own build weaknesses.
Most designs favor the right side with all the weapons, and thus makes the left side to be the designated "shield torso". When running a Timberwolf, it is not unrealistic to lose 1 side torso before going down, so if you're getting cored w/o losing a side torso, you are literally doing it wrong.
While I don't entirely believe in strict symmetry (it's only applicable in limited circumstances), it requires you to build it that way to a degree due to losing a section won't always lose 50%-ish (well, more like 40%-ish) of your firepower. That is a very serious consideration in all good Timberwolf builds.
So, how does it fare on the field?
2) Field Report - Sometimes it is a god amongst its peers...
Having built it 3 different ways and watched those fielded in the last "chassis" challenge, it does everything a min-maxer/competitive player wants with minimal regrets as long as they play to their strengths.
However, like all hot builds (and particularly Clan mechs), the best way to counter that is to aggressively push on the Timberwolf. I guess both sides are able to do that, and arguably the side that does it more effectively tends to be the winner... so if you're going to continue to not push against powerful mechs like Timberwolf, you are honestly playing right into their hands.
My original fear of the Timberwolf is that its ears would be a detriment, but it doesn't appear to be the case due to how it is structured, especially with how the missile ears and torso are constructed (most notable with the Timberwolf-S omnipods). The best description of the torsos are that they are "Stalker-like" and that chassis is still holding up (and is still a decent Assault option for the IS). Back the original point... if you are not losing a side torso on your way to your death, you're doing it wrong.
The greatest risk I've found is actually trying to field SRMs (with Artemis) using all 4 missile hardpoints. However, when the team pushes with me, the glaring weakness tends to be minimized... but even then, I almost always expect to lose some ammo along the way. It is what it is.
I've actually tried to run 5 ASRM6s on the Summoner and that's just "too hot" as using the arms strictly to shoot minimizes the Ghost Heat penalty... so the Timberwolf arguably has the "right number".
Fortunately, the best rule of thumb for that is still honestly minimize the facetime you need on your targets/opponents... which honestly applies to all mechs and piloting in general. The "best" SRM build has always been 4 CERMED + 4 ASRM6 (or some variation) and the current combination is just really potent as it is... despite the 4 mandatory JJs from the S omnipods. While I think the D's omnipods should be released ASAP, it is far ahead of the alternatives up to this point... and the closest thing to match it AFAIK is a Stalker... A decent Victor build (ideally brawler, but a poptart is just as good) could certainly compete, but the situation is honestly what it is...
While I guess there's not much more to say (I think), but I guess the question everyone is asking is "does it need a nerf?" I say yes, but going about this is a very difficult task, so that will need some discussion.
3) The Future - How do we
The only future omnipod of consequence is the Timberwolf-A's Left Torso. It contains 3 energy hardpoints and arguably be difficult to balance. I have come up with a few ideas but no solution I'd like to stick to because there will be consequences down the road once new mechs are added...
I have 3 different ideas... they could all be combined, but I have to give both sides of the argument so that it is made clear... at some point a nerf may have to be applied, and one would hope it doesn't turn out like the Victor in a "previous" life.
1) Tie an energy cooldown INCREASE (nerf) PER every energy TORSO hardpoint on the Timberwolf. For instance, having the Timberwolf-C's CT should increase the energy cooldown increase by 3% minimum and at most 5%. This includes the Timberwolf-Prime's Left Torso AND the Timberwolf-S's Right Torso omnipod. For if and/or when the Timberwolf-A's Left Torso arrives (with a 10 to 15% minimum cooldown increase), it can be properly balanced, since you WANT the player to rely on their energy arms instead of the energy torsos (allowing it to laservomit more once the arms are removed). If you want those torso energy hardpoints, the price for that has to be paid.
The only "buff" resulting from that should actually be the lone Timberwolf-S's Left Arm, where a 3% energy cooldown REDUCTION should be balanced.
2) I've thought long and hard on this, but a laser duration INCREASE may be needed on those same torso hardpoints. Increasing them by 5% per Energy hardpoint in the torso would be necessary. Increasing the duration indirectly lowers the TTK because of the facetime involved. Increasing the duration by even 1 tenth of a second does can change opinions of a laser at times (Does anyone want to go back the the 2 second CERLL days? I don't). This would make the chassis less desirable, but it's hard to know until it goes through.
I would like to say that the #2 option should only be used AS A LAST RESORT. It is certainly not my first choice as it makes for very difficult conversations.
3) The missile cooldown nerf may need to increase... at least double from what it is now (-2.5% missile cooldown per S side torso). The problem is that the Summoner is a decent missile boat, but suffers from tonnage and lack of energy hardpoints... which the Timberwolf has plenty of. I don't honestly know the impact of having a large missile rack on the Summoner's arms (perhaps someone that is willing to share some data on that would be greatly appreciated), but leaving it situated with a mech that has 4 missile hardpoints AND can also field at least 2 energy hardpoints to go with that (up to 6E really)... that's a lot.
While it could be argued that it suffers from tonnage+crits, you're getting a lot in return compared to the alternatives like the Summoner or even Stormcrow. I would certainly recommend the release of the Timberwolf-D side torso omnipods to rectify a few things (the hardlocked JJs for one), but the missile cooldown nerf has to increase unless competing solutions finally get the level of energy support that the IS Stalker would be able to bring (the Awesome-8R is a poor facsimile IMO).
While I know the arguments will rage on, the Timberwolf excels far beyond the existing options due to the current levels of balance... that doesn't favor Clan ballistics outside of Gauss. It knows how to use lasers and then some until ERPPCs are fired at a respectable speed. The new "Timbersplat" is not matchable to alternative options yet also has its own set of risks.
To say the Timberwolf is balanced is silly... and if were the case... everything else really does suck. Something has to give and the Timberwolf needs a nerf. I'm sure there will be a future mech or balance buff that may make the Timberwolf irrelevant, but that's unlikely given the wealth of hardpoints.
The best way to describe the Timberwolf is "a guilty pleasure". It you can't recognize it, I can't help you. While it is not "totally" easy mode (although I've considered yelling it in coms, but I haven't bothered using them after mastering them)... good players can make that deficiency go away with timing and practice... none of which are automatically guaranteed when using this mech.
Like the signal to noise ratio about the Timberwolf's prominence... the question remains...
If a Timberwolf falls in
The mech is not invincible... the people who are afraid of it make it so.