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Public Test - Clans 2 - Timber Wolf


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#21 Olunn

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Posted 15 June 2014 - 10:44 PM

The only reason I preordered the Stormcrow over the Mad Cat was the assumption that it didn't have JJs. Bummer.

#22 LordKnightFandragon

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Posted 15 June 2014 - 10:51 PM

View PostOlunn, on 15 June 2014 - 10:44 PM, said:

The only reason I preordered the Stormcrow over the Mad Cat was the assumption that it didn't have JJs. Bummer.



and to that PGI says, $55 please =D

#23 The Amazing Atomic Spaniel

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Posted 15 June 2014 - 11:06 PM

Adding a JJ variant wasn't very smart for all the obvious reasons.

#24 SilverlightPony

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Posted 15 June 2014 - 11:23 PM

+1 on the "jumpjet version was a bad idea" train. :/

#25 SirLANsalot

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Posted 15 June 2014 - 11:27 PM

View PostPezzer, on 15 June 2014 - 12:09 PM, said:

Was the point of this recent PTS to see how many new glitches can be implemented at once?

Timberwolf is doing the annoying Highlander thing where it gets stuck on EVERY PIECE OF TERRAIN IMAGINABLE. I keep getting stuck on PEBBLES and the edges of BUILDINGS. It's very frustrating to say the least.

I'm surprised that people who like the Timberwolf haven't posted yet, because thus far I HATE this Mech. Number one reason has to be the lack of agility atm.



Its a Wider mech the most other IS mechs, but it is shorter then others of its class (or even some IS mediums) so it hits thing different then most mechs.





I purposely avoided using this mech in the first PTS, but today I ran it and did exactly as I feared I would do in it. Nothing but 700+ damage games in ones I survived in, and the damn thing is effing tanky too! A few times I got swarmed by enemy mechs and was expecting to die, only to walk out with cored LT/RT and CT only orange with 4 Kills under my belt....things a beast.

The quirks seem perfectly appropriate to each torso/arm and I see no need for any adjustments here.

#26 Pezzer

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Posted 15 June 2014 - 11:28 PM

JJ variant doesn't seem like a problem to me. How are people supposed to poptart with the one giant-eared Mech?

That variant has sucky hardpoints anyways, and switching the hardpoints out gives that variant more negative quirks. I was having fun with the Mech while being more than easy to kill. :/

#27 Star Colonel Silver Surat

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Posted 15 June 2014 - 11:43 PM

View PostAzalie, on 15 June 2014 - 10:15 PM, said:

But then we cannot recreate this epic scene.

Posted Image


I was doing that all night to TW poptarts with my Dire Wolf. Pull!

#28 Deshiva

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Posted 15 June 2014 - 11:47 PM

My favorite mech, it can take a beating and dish it. Not had any issues getting stuck on pebbles, i do have jjets to get over ridges so i don't have to walk around. I do kinda feel the arms lack variety in hardpoints. One can use a single ballistic, all others seem to be 2 energy. Personally i stick with 2 energy since i love the er lasers.

#29 Monky

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Posted 15 June 2014 - 11:49 PM

goes 90 kph with speed tweak, has jumpjets when rigged right, can sport the meta competently, and doesn't die to a single side torso blowout.

If the Nova doesn't supplant the meta with quick moving ER Small brawling, this will be the mech everyone plays. With 3/3/3/3 we will see victors for assaults, timberwolves for heavies, maybe shadowhawk in long range comps, but likely er small novas, and IS lights jenner, ember.

I have had intermittent issues with pebbles, the mech has an occasional glitch where it just snags something it -really- shouldn't.

Edited by Monky, 15 June 2014 - 11:49 PM.


#30 Shalune

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Posted 16 June 2014 - 12:17 AM

Timber Wolf used to be one of my least favorite clan mechs, but in the mechanics of MWO it's now among my favorites.

I love it because of the puzzle it offers for building the mech, following 2 mostly-true rules. Ideally you want to use a large array of varied, lightweight weapons. On the other hand you need to cram almost all of it into 2 already-restricted side torsos while also keeping room for any JJ you want. The ballistic arm is the main thing that breaks this pattern, but is a very risky way to store your main weapon on a heavy. Though these rules limit the kinds of weapons, and especially combinations of weapons, you can use severely there is a lot of variety in choosing that mix. These along with limited torso twist also seem to help keep the mech more balanced.

The mech looks nice, and I really appreciate all the work that went into the varying sizes of shoulders.

#31 Hex Pallett

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Posted 16 June 2014 - 12:20 AM

Why is JJ a problem? It's not like clan tech currently have single-slug AC.

#32 BLOOD WOLF

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Posted 16 June 2014 - 12:40 AM

I brought many mechs down with my timberwolf in single combat when the opportunity arose, and even Defeated Monster UAC direwolf. Although i can not account for the skill of the pilots I fought.

#33 levitas

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Posted 16 June 2014 - 12:53 AM

Could someone post what the 8/8 component skill for the prime variant is? Is it the exp/cbill boost ability?

I didn't have much time to test either run, but even with the reduced damage on streaks, 4 ssrm6 and 5 ermlas completely crushed in things in a very real way. Both games I played, it proved capable of rounding the corner on something my teammates targeted, loosing an 80+ point alpha (which would almost always open a component or two on one shot), and retreating before significant return fire found me. Jumpjets were a real bonus for that kind of play. Both games I got multiple kills and ~900 damage, which is admittedly less effective damage due to streaks, but a big number nonetheless.

#34 Piney II

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Posted 16 June 2014 - 04:51 AM

Excellent mech - fast, tough, and can dish out the pain. It should only get better as I grind the trees and get more comfortable with it.

#35 KGB GRU

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Posted 16 June 2014 - 06:55 AM

View PostPezzer, on 15 June 2014 - 11:28 PM, said:

JJ variant doesn't seem like a problem to me. How are people supposed to poptart with the one giant-eared Mech?

That variant has sucky hardpoints anyways, and switching the hardpoints out gives that variant more negative quirks. I was having fun with the Mech while being more than easy to kill. :/


Whens the last time you saw an effective poptart with LRMS? The correct answer is you dont, you bring ACs/Gauss/ PPC. No ears!

At any rate the better soulution would have been to give it negative quirks with energy and balistics, not missiles which are currently invalidated by 1 module or SRMs which the community is trying to push forward to be viable. Also why have JJs? We already have the summoner? The Madcat pretty much overshadows that mech completely.

#36 DarkBringer

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Posted 16 June 2014 - 07:41 AM

View PostOlunn, on 15 June 2014 - 10:44 PM, said:

The only reason I preordered the Stormcrow over the Mad Cat was the assumption that it didn't have JJs. Bummer.

You can trade them by contacting support@mwomercs.com

Traded Dire Wolf for Timber Wolf and glad I did.

#37 DarkBringer

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Posted 16 June 2014 - 07:53 AM

After making master and getting extra slot this mech is one if not the best Clan Mech Fielded at this time. Traded off the Dire Wolf after the center torso weakness was exposed. I expected the slowness but the weak ct and low twist times were it. The Timber Wolf in all three flavors (when mastered) Rock. I set up two long range and the S as a killer close in jumping fighter. In the S I took on both a Dragon SLayer and an Atlas. Jumping moving twisting killed the victor cored the atlas as a team mate finished it. If I keep only one Clan Mech this be the one.

#38 Koniving

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Posted 16 June 2014 - 07:58 AM

There was something I noticed which would have made the Timber S side torsos that much more valuable.
Posted Image
The "Right Torso" is NOT an S torso, but it can equip jumpjets.
If the S torsos allow jumpjets, perhaps they should be locked to said torsos. That way if you don't have them on the non-S ones, you can't jump. And if you do, it limits the kind of abusive missile combinations you can pack in with autocannons.

I saw a number of Streak 4s + C-uac/5 out in the field. Even here, if the JJ could only go in the S side torso (left), I'd be forced to put that heatsink elsewhere to fit the other jumpjet in, and it'd limit my choices in weapons.

Just a thought.

Also..

1K Timber Wolf Prime
Posted Image

2K Dire Wolf.
Posted Image
That's an incredible difference in line quality.
Why would you do this? Just give us a 2k pack, do the regular game in 1k, and let us enjoy high quality models for high end computers.

Cryengine is known for serious performance issues when you mix texture resolutions.

#39 Wintersdark

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Posted 16 June 2014 - 09:06 AM

I'm just not seeing the JJ's on twolfs as a problem. They're terrible poptarts at the best of times. Abusive missile combinations? I really can't see how that's an issue... As to poptarting, cerppc's are not particularly better than is PPC's, and clan autocannons are trash for poptarting. Can't exploit double tap, so you just spread damage around.

LBX poptarts? Don't make me laugh.

#40 Redshift2k5

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Posted 16 June 2014 - 09:07 AM

The S components add jump jet capacity; jump jet capacity is not linked to location, though, and it's possible the mechab might not be able to do it by section without switching to actual jumpjet "hardpoints" (which might be undesirable for any number of reasons)





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