Jump to content

Timberwolf Help Please


21 replies to this topic

#1 Kyle Wright

    Member

  • PipPipPipPipPipPipPip
  • Fury
  • Fury
  • 663 posts

Posted 20 June 2014 - 01:32 AM

So I am having a really hard time making my Timber Wolfs work. I watch numerous people do 1000 point damage games and I can barely break 500. I know someone will say just run meta, but Id like to have fun first before I bastardize my new toys. Typically run meta in comp play.

Anyone have tips, builds, etc anything to help out. I can hop in a IS mech and crank out groundbreaking matches, throw me in a clan mech and im a total newb all over and its a bit of a buzzkill.

#2 Sardauker Legion

    Member

  • PipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 152 posts
  • LocationDropship Litany of Fury, Draconis Combinate, covert ops

Posted 20 June 2014 - 06:55 AM

maybe they are simply better pilots.

I have the Timber Wolf, but hardly i do 500 in a match - in no variant.

- 1e: 2 large er lasers, 2 med lasers, 2 LRM20, AMS,
- S: 2 large er lasers, 2 MG, ,2 LRM15, AMS
- C: 1 AC5 ultra, 2 LRM15, 2 med lasers.

Edited by Anavel Gato2, 20 June 2014 - 06:56 AM.


#3 CyclonerM

    Tina's Warrior

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 5,685 posts
  • LocationA 2nd Wolf Guards Grenadiers JumpShip

Posted 20 June 2014 - 07:05 AM

In 4men drops, i sometimes brake 5-6-700 damage, but often if the whole pug team collpases we will not be able to do much else than being hunted down without doing so much damage..

#4 Koniks

    Member

  • PipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 1,301 posts

Posted 20 June 2014 - 07:15 AM

2xSRM6+Artemis, 1xUAC5, 4xERML, TAG. And, if you want, a jump jet.

The lasers and UAC give you good damage at all ranges out to 700m+. The SRMs give you added close quarters punch. Use the double-tap on the UAC judiciously. TAG for the bonuses and occasional LRM support.

It's a faster and/or more durable ON1-K with jumping ability. Be mindful that your center torso is enormous and relatively easy to hit, even if you're twisting. But do twist a lot, especially when your UAC is on cooldown.

You're fast enough, can tank enough damage, and hit hard enough to either hit-and-run, flank, or be at the front of a push.

Or 2xERLL, 2xERML, 2xMG.

Edited by Mizeur, 20 June 2014 - 07:41 AM.


#5 Kyle Wright

    Member

  • PipPipPipPipPipPipPip
  • Fury
  • Fury
  • 663 posts

Posted 20 June 2014 - 10:47 AM

View PostAnavel Gato2, on 20 June 2014 - 06:55 AM, said:

maybe they are simply better pilots.

I have the Timber Wolf, but hardly i do 500 in a match - in no variant.

- 1e: 2 large er lasers, 2 med lasers, 2 LRM20, AMS,
- S: 2 large er lasers, 2 MG, ,2 LRM15, AMS
- C: 1 AC5 ultra, 2 LRM15, 2 med lasers.


I dont drop against guys like Odwalla, Heimdelight, and Eglar being a **** pilot normally. But in this case, I will agree with you that it is very possible that for this mech some people are just way better then I.

I do seem to be on a team that get rolled a whole hell of a lot.

#6 0bsidion

    Member

  • PipPipPipPipPipPipPipPip
  • 1,653 posts

Posted 20 June 2014 - 01:02 PM

When you consider most mechs have less than 614 armor and kills take place when you destroy a vital location that is often already been hit by your fellow players, sometimes repeatedly, which accounts for maybe 100 damage for a kill, those people who are getting 1,000+ damage games are likely setting off ammo explosions. Otherwise they should have killed about 10 enemies. Other explanations are they're using damage spreading weapons like LBX, SRMs, MGs, streaks, lasers, or LRMs, or unable to consistently hit the same location for whatever reason.

#7 XX Sulla XX

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,094 posts

Posted 20 June 2014 - 08:09 PM

Kyle Wright what IS mechs do you like to run and with what loadout. That would help people suggest TW builds for you.

#8 Lotspeech

    Member

  • PipPipPip
  • The Demon
  • The Demon
  • 76 posts

Posted 26 June 2014 - 12:26 PM

http://mwo.smurfy-ne...2966e930852a3d6
idk if its any good but i thought this was a ok sniper

#9 Urdasein

    Member

  • PipPipPipPipPipPip
  • 237 posts

Posted 26 June 2014 - 01:42 PM

try 3er large + 4 er med
http://mwo.smurfy-ne...fd9e3b8b569d306

The 3 er large are in the mech nose. So you can shoot like a jager behind a cover.

or try 2 ppc + 4 er med

http://mwo.smurfy-ne...b45ba25d7f40a16

ERPPC are in the nose, same thing as above but with JJ to also poptart

The 4 medium will never overheat, only the ppc does.

The third... kinda meh but...
http://mwo.smurfy-ne...fecaa8d586f2d7d

Plenty of lrm ammo. Something is locked ? Don't think, shoot. At least "lrm warning" will pin your ennemy if not doing damage. The 6 er meds tends to overheat alot BUT i killed so many players with that...

Edited by loupgaroupoilu, 26 June 2014 - 01:43 PM.


#10 Rear Admiral Tier 6

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,633 posts

Posted 26 June 2014 - 04:54 PM

2 UAC 10:s + 4 small lasers + 5 tons of ammo -20 points of armor

1 LBX20 + 2 LL + 2 small lasers + 4.5 tons of ammo - 2 points armor

those are my best builds yet

#11 JigglyMoobs

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,445 posts

Posted 26 June 2014 - 09:54 PM

View PostKyle Wright, on 20 June 2014 - 01:32 AM, said:

So I am having a really hard time making my Timber Wolfs work. I watch numerous people do 1000 point damage games and I can barely break 500. I know someone will say just run meta, but Id like to have fun first before I bastardize my new toys. Typically run meta in comp play.

Anyone have tips, builds, etc anything to help out. I can hop in a IS mech and crank out groundbreaking matches, throw me in a clan mech and im a total newb all over and its a bit of a buzzkill.


If you are barely breaking 500 every game you're actually doing pretty well? You're not going to break 1000 using non-meta builds and non-meta tactics unless the enemy is really bad or your team is really really good.

#12 JigglyMoobs

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,445 posts

Posted 26 June 2014 - 10:15 PM

View Post0bsidion, on 20 June 2014 - 01:02 PM, said:

When you consider most mechs have less than 614 armor and kills take place when you destroy a vital location that is often already been hit by your fellow players, sometimes repeatedly, which accounts for maybe 100 damage for a kill, those people who are getting 1,000+ damage games are likely setting off ammo explosions. Otherwise they should have killed about 10 enemies. Other explanations are they're using damage spreading weapons like LBX, SRMs, MGs, streaks, lasers, or LRMs, or unable to consistently hit the same location for whatever reason.


With the meta builds what's going on is that people are shooting at fleeting targets of opportunity from long distances, and then finally getting in close to finish the enemies. Under those circumstances it's very difficult to specifically hit a particular location because:

A: You have no time to establish lock long enough to read out a damage value.
B: Your weapons will not converge correctly and hit the same spot unless they are standing perfectly still.
C: You have to aim very rapidly, shoot and get back under cover while aiming at someone else who is also trying to take cover. All at past 500 m or so. Under those circumstances you don't have time to aim precisely.

Also, consider that a lot of people are using strikes which can add 200 pts worth of damage. Moreover, when you do get close, the 4mans are telling each other which components to shoot, so they actually get more component damage in at that phase of the game.

So when you see a 1000 pt game, it's usually 400-600 pts just sniping at people and taking off armor values randomly all over their mechs, 200-400 points of well aimed damage to crit components, plus 200 points worth of strikes.

With the recent patches, damage values have gone up a lot, but for different reasons.

For the Direwolf, it's the huge firepower.

For the T-wolf, it's the mobility. If you use a meta build to take advantage of the 89 kph speed, the better movement over terrain (vs Victor), the longer jump distances, you end up doing tons more damage. Sure, you're also doing more damage at distance with the ER-ppcs but they run hotter so you can not shoot as often. It's more often the better firing positions you get with the T-wolf.

Also 2 more factors independent of the specific mech:

A. there seems to be some hit detection improvements so even certain IS mechs are getting better damage values.
B. the clanner equipped lances are now more effective than ever, so their lance mates have mutually reinforcing advantages. For example, if you are a medium working with T-wolfs vs. Victors, the T-wolfs can now keep up with you better, so you end up getting more opportunities to do damage with them supporting you. If you are working with Direwolfs, everyone will be shooting at the Direwolfs, so you get more opportunities to do unreturned damage.

PS - The meta-wolf is really fun right now because of the SPEEEEEEEEEEEDDDDD. <_<

Edited by JigglyMoobs, 26 June 2014 - 10:15 PM.


#13 xMintaka

    Member

  • PipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 882 posts

Posted 26 June 2014 - 10:38 PM

It makes me sad, but I agree with Jiggly. The 2x ERPPC and Guass build is really fun. Averaging 500 damage a match in it.

I also run 3x ERLL and 4x ML, if your heat management is good, this build is easily capable of high damage games.

Likewise 4x ERLL or 2x ERLL and 2x Large Pulse.

Just expect to be focus fired whenever you drive a TWolf. It'll happen. A lot.

#14 Jacon Ceronia

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 240 posts
  • LocationUTAH

Posted 27 June 2014 - 07:41 AM

Sad that the meta game has virtually eliminated missiles from Timby configs.

We might as well be talking about the Marauder IIC.

#15 Redshift2k5

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 11,975 posts
  • LocationNewfoundland

Posted 27 June 2014 - 07:53 AM

Still seeing loads of LRM Timberwolves.

A couple LRM Timberwolves with 4x LRM15 each dumping on one target who's bening NARCed or TAGged is devastating. Timberwolve is also quick&armoured enough to get it's own locks, especially if two of them take turns jumping, spotting, then the other one jumps again to maintain the lock.

I'm still sad that my Summoner can't even come close to matching the number of tubes without losing all it's energy hardpoints.

#16 JigglyMoobs

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,445 posts

Posted 27 June 2014 - 09:52 AM

You can do the lrm thing but you are heavily dependent on your team to support you. Best to team up with a light who can designate targets.

#17 xMintaka

    Member

  • PipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 882 posts

Posted 27 June 2014 - 10:02 AM

TBR-Prime

TBR-C

TBR-S

Meta build, laser boat and a balanced build. Usually do fairly well with all of them.

I disagree that LRM's are useless on a TBR, just don't mount LRM60 at the expense of close range firepower. Though I've seen those builds work very well, so what do I know?

#18 organgrinder

    Member

  • Pip
  • Elite Founder
  • Elite Founder
  • 14 posts

Posted 27 June 2014 - 10:38 AM

I hardly post on the forums, and I'm definitely not a pro pilot or anything, but I've been a Timber Wolf fan since Mechwarrior 2 and I couldn't bear to see my MWO TWs without ears. So I forced myself to play with lrms in the ears just to have the old look.

Here's the build I've been using to get a couple 1000 damage games:
2x CLRM10 (LT and RT)
1x CGauss (LT)
5x CERMLAS (LT, LA, RA)

Not the easiest build to use but it works. And it doesn't turn your TW into a pseudo-Marauder-Frankenstein thing.

I recommend using the LRMS solely for pinning people to cover after hitting them with the Gauss. This lets you set up another shot or switch targets. If you have good aim, you could easily hold back two or more 'mechs, and allow your team to hit the others. Also, I only use one ton for each LRM launcher. I find that firing a single one at a time, although it doesn't do as much damage, still gets the whole pinning concept down while conserving enough ammo to last you for all of the early-mid game. In the end game, when it all turns into a brawl or succession of skirmishes, just use your MLAS and the Gauss to clean up. I got 998 (so close) damage in a game after losing my Gauss and left LRM launcher early on. Three CERMLAS and a CLRM10 can still put out a lot of damage if you use cover and the TWs excellent maneuverability.

Hope that helps!

#19 ShinobiHunter

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,009 posts
  • LocationPennsylvania

Posted 27 June 2014 - 06:26 PM

This is my best Twolf loadout:
http://mwo.smurfy-ne...617ee057eb86ac0
It really depends on the team you're with, but I've had 3 kill 900 dmg games with it.

#20 Keira RAVEN McKenna

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 878 posts
  • LocationAuckland ...but summer has gone and the tears now flow

Posted 30 June 2014 - 09:11 PM

2 ERLL, 1 LPL, 2 SSRM6
or
5 ERML, 4 SSRM6
or
4ERLL

Zoom and Radar Dep for modules

Girls best friend!





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users