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Public Test - Clans 2 - Timber Wolf


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#41 Pezzer

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Posted 16 June 2014 - 11:06 AM

View PostKGB GRU, on 16 June 2014 - 06:55 AM, said:


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.

Okay, I forgot that people can take the ears off. That still doesn't make the Timberwolf a poptart of doom. The chassis is incredibly wide, every time I saw a Timberwolf try to poptart I laughed as his arms/torso got stuck on terrain, allowing me to laze him. Even when a Timberwolf was in a good position for poptarting, they are slow in the air.
And did I mention how wide the Mech was?

I'm not trying to advocate what is most likely going to be a problem in the future. I'm just saying that jump jets are what made the Mad Cat mk II fun, and until we can get that mech in-game a substitute needs to be given.

To balance things out with the Summoner, PGI could just make one of the variants have less/no JJs...jump jets are lame on that chassis imo anyways...

#42 Malcolm Vordermark

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Posted 16 June 2014 - 12:51 PM

Not a fan of the hit boxes. Ears are all side torso and CT got the Catapult treatment. The result is that it is easy to pick where you want to shoot a Timber Wolf and very difficult to defend said section. Would be nice to get about 1/3 of the ear go to the arm and the CT hitboxes looking somewhere in the middle of a Catapult and a Stalker.

#43 Fire and Salt

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Posted 16 June 2014 - 02:29 PM

I was pleasantly surprised by the timberwolf torso.

Assuming you exclude cheap tricks, like making the side torsos part of the arms, or adding missile doors, I don't think it could be any more survivable, due to the shape of the mech.

I ended up losing armor off all torsos equally a few times, and a couple of times I lost half of my 'mech before I was eventually killed.



One difficulty in using this 'mech, is deciding where to place ammo. There is no space in the head or legs. CT only has 1 slot. One time, after losing half my mech, I lost all the remaining ammo for my weapons. I tried to build the mech as a 'mirror image' but I could not, due to non-symmetrical Omni pod options. It would use the ammo in the torso WITH the weapon first, and then from the other torso next.

The real problem is that we cannot control the ammo use order. But it has never been so difficult as with the timberwolf.

I am glad the arms are small - I have stored ammo in the right arm, just because there was no space in the right torso or legs or head.


All these factors considered, I think the hitboxes make this mech about as durable as I could be, without changing the visual.





As for ammo use in general: ammo should be used in the reverse order of which it is installed. People naturally tend to locate it in the 'safest' places first. It would be better for rookie and veteran alike.

#44 Azalie

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Posted 16 June 2014 - 02:33 PM

View PostDarkBringer, on 16 June 2014 - 07:41 AM, said:

You can trade them by contacting support@mwomercs.com

Traded Dire Wolf for Timber Wolf and glad I did.

If I bought two mechs ala carte can I contact them to upgrade to 3? Otherwise the page seems to assume I want to pay $55 straight for my third mech.

#45 Gwydion Ward

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Posted 16 June 2014 - 02:40 PM

Not sure if it was just my setups, or something else. But when swapping out the Prim Side Torso's with the ones that give you 2 missle hardponts on each side, the Mech would constantly over-heat if i tried useing anything above the 4x SRM4 range. Even when useing staggered firing.

Edited by Rhapsody Repine, 16 June 2014 - 02:41 PM.


#46 BLACKFIRE

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Posted 16 June 2014 - 03:00 PM

All the haters stop trying to nerf my stone cold Killen machine. I don't pop tart and I will kill you faster without JJ's once I get to you. Just means i have room for another Double heatsink. JJ'S could be cut down to just two however. 1 helps 2 speeds me up. More then 2 is a waste of my tonage and slots. At first I was mad about my stuck on heatsinks but now I can see I needed them anyway. If people cry about missiles take those ugly things off the torsos. Couldn't care less they are ridiculous, give me back my arm actuators! And give me a second ballistic arm! I want to double gauss people! Feet are ugly weird box in the middle but other then that the model is nicer then your pictures showed.

#47 Fire and Salt

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Posted 16 June 2014 - 03:14 PM

FYI you can double gauss people.

There are ballistic options for the left and right torso.

Not much room for anything else, though. I had 2 ER medium lasers, but it was quite low on armor.

#48 DarkBringer

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Posted 16 June 2014 - 03:28 PM

View PostAzalie, on 16 June 2014 - 02:33 PM, said:

If I bought two mechs ala carte can I contact them to upgrade to 3? Otherwise the page seems to assume I want to pay $55 straight for my third mech.

From what I have seen them do, They will work to make your purchase one you like or refund your money. You can directly email them at support@mwomercs.com. Tell them what you want ex. I decide to buy the Masakari Package at 240 they will refund the 55 spent on the Mad Cat Chassies. A GameMaster will email you quickly about your request. I suspect you can get the three for 145 instead of the 155 price of 2 @100 + 1 @ 55. Refunds are issued as payment ie paypal to paypal credit\debit back to the card. Several in our unit have praised the MWO GameMasters in their help to make things like buying a mech only to see it on sale in a day or two. They replaced or refunded items fast and made sure they were happy with the results... Kudos to MWO team on customer support in these issues...





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