Public Test - Clans 2 - Timber Wolf
#21
Posted 15 June 2014 - 10:44 PM
#23
Posted 15 June 2014 - 11:06 PM
#24
Posted 15 June 2014 - 11:23 PM
#25
Posted 15 June 2014 - 11:27 PM
Pezzer, on 15 June 2014 - 12:09 PM, said:
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
Posted 15 June 2014 - 11:28 PM
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. :/
#28
Posted 15 June 2014 - 11:47 PM
#29
Posted 15 June 2014 - 11:49 PM
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
Posted 16 June 2014 - 12:17 AM
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
Posted 16 June 2014 - 12:20 AM
#32
Posted 16 June 2014 - 12:40 AM
#33
Posted 16 June 2014 - 12:53 AM
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
Posted 16 June 2014 - 04:51 AM
#35
Posted 16 June 2014 - 06:55 AM
Pezzer, on 15 June 2014 - 11:28 PM, said:
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.
#37
Posted 16 June 2014 - 07:53 AM
#38
Posted 16 June 2014 - 07:58 AM

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

2K Dire Wolf.

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
Posted 16 June 2014 - 09:06 AM
LBX poptarts? Don't make me laugh.
#40
Posted 16 June 2014 - 09:07 AM
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