Is There A Build, Any Build The Summoner Does Better Than The Timberwolf?
#1
Posted 08 September 2014 - 07:01 AM
#2
Posted 08 September 2014 - 07:08 AM
Adding endo and adding leg-SRM hardpoints would be a nice start, plus massive torso twist to make it a brawler...
I'd be OK with the Summoner if you could go twin LBX20 or something similarly silly but now it's not really very attractive for competitive play. Might be if it were reclassified as a medium
Edited by The Great Unwashed, 08 September 2014 - 07:19 AM.
#3
Posted 08 September 2014 - 07:09 AM
#4
Posted 08 September 2014 - 07:14 AM
#5
Posted 08 September 2014 - 07:18 AM
#6
Posted 08 September 2014 - 07:45 AM
#7
Posted 08 September 2014 - 07:55 AM
Silly me bought a Summoner to be different because I knew everyone and their grandmother would be buying a Timberwolf.
#8
Posted 08 September 2014 - 07:58 AM
#11
Posted 10 September 2014 - 12:43 AM
its a more nimble mech than a timberwolf, and in B form, runs dual AMS. in that way, its more of a support mech, hiding behind other mechs n sniping, providing LRM cover.
In lore, Wolf's Dragoons modified all clan mechs before they came to the inner sphere, so the idea that clan mechs are "stuck with what they came with" is nonsense, its just an excuse for PGI to try to make the game "fair"
#12
Posted 10 September 2014 - 02:32 AM
4 SRM6, 1 LRM20. Not possible on a Timberwolf, since 5 missile hardpoints are needed.
That said, the Timberwolf will always be better than the Summoner. However that does not mean the Summoner is bad. Far from it. It outclasses most IS mechs and is either on par or better than the best of the best IS. I would not call that terrible at all.
#13
Posted 10 September 2014 - 10:43 AM
Duran Vancor, on 10 September 2014 - 02:32 AM, said:
4 SRM6, 1 LRM20. Not possible on a Timberwolf, since 5 missile hardpoints are needed.
That said, the Timberwolf will always be better than the Summoner. However that does not mean the Summoner is bad. Far from it. It outclasses most IS mechs and is either on par or better than the best of the best IS. I would not call that terrible at all.
This is how I run my B as well.
#14
Posted 10 September 2014 - 04:36 PM
http://mwo.smurfy-ne...eaa27a7f17a256f
#15
Posted 11 September 2014 - 06:28 PM
- JJ's all versions
- 1 more weapon slot Has 2 TimberW has 1
- Has a few more open slots
Disadvantages
- Ferro Only no Endo to save weight Timber has both (this drives me nuts and really hurt Summoner in Battle Tech it alone would have bumped armor up to TWolf levels. and its hurting it in MWO too)
- almost 100 less armor to begin with
- 22.5 tons of free space by default vs 27.5 tons free space Technically 27.5 but 5 goes to 5 Jump Jets
But in the end Timber wolf has a little more tonnage but still goes same speed and much better Omnipod selections. Summoner is mostly arms with very little on torso's while Wolf also has good selections for Torsos. In general by default going to be a better mech in long run.
Weapon slots of each varient alone tells the tale.
Summoner Prime (3), B (5) Missile, D (6)
Timber Wolf Prime (9), C (6), (12).... 12 really?
What idiot takes a 70 ton mech and then only gives it 3 weapon slots??? with best possible being 6??? Of course as one of the oldest Omni designs ehh... would love to see some more weapon slots added to the mech though way to limited.
Edited by Mad Ox, 12 September 2014 - 07:24 AM.
#16
Posted 11 September 2014 - 06:35 PM
Arctcwolf, on 10 September 2014 - 12:43 AM, said:
Actually, if you want to see a real monster out of a summoner, remove FF, and add Endo, THAT will give the weight savings needed to slap big canons and guns on it. Due to hardwired pieces, and structure slots, you don't want both upgrades, but you definitely want Endo over FF.
#17
Posted 11 September 2014 - 06:39 PM
Mad Ox, on 11 September 2014 - 06:28 PM, said:
Timber Wolf Prime (9), C (6), (12).... 12 really?
What idiot takes a 70 ton mech and then only gives it 3 weapon slots??? with best possible being 6??? Of course as one of the oldest Omni designs ehh... would love to see some more weapon slots added to the mech though way to limited.
One thing they can do is add more pods later one with more hardpoints, and give buff quirks to the older ones with fewer hardpoints (such heat management, or movement buffs). That way you either become very nimble with fewer hardpoints (makes sense), or slower/hotter with more hardpoints. It's what they started with the clan pods and their quirks, this would be just using the same method on more pods. Keeps with the spirit of clan mechs and equipment, without forcefully gimping them in weird ways.
#18
Posted 12 September 2014 - 05:14 PM
A.ERPPC+UAC20
B.ERPPC+UAC10+SRM6A
C.ERPPC+UAC5+SRM6A+Targeting comp.
All 3 are similar obviously but offer variations of play style, mobile hit and run heavy is the way to go, btw the UAC20 one is freaking beast if used right.
#19
Posted 12 September 2014 - 06:51 PM
That aside, the Summoner's anemic hardpoints lead to a very strange phenomenon. It tends to run cooler than many mechs its size, and therefor can maintain a more robust rate of fire.
#20
Posted 12 September 2014 - 09:28 PM
It works pretty well in long range duels against LRM boats too - the dual AMS will allow me to mitigate damage and stand in for another snipe before having to break the LRM lock. If I'm pressed in it by a brawling mech though it'll fold like a house of cards. The ERLLs run way too hot to use for brawling.
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