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Truly Atrocious Tbr Performance...


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#21 grendeldog

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Posted 21 April 2015 - 01:05 PM

View PostCatra Lanis, on 21 April 2015 - 12:54 PM, said:

This is mine, somebody will say it's an insane build but I'm big on symmetry and I do reasonable well with it.
http://mwo.smurfy-ne...8ebe00c44c275e6

Oh my. I like the looks of that. I'm running the prime symmetrically as well - 1 LPL per side torso and 2 ERML per arm, so I can side peek.

I notice the T-comp in there - would you all recommend ripping the 2 MG and ton of ammo out and putting a T-comp 1 in for the puke-boat build? I dunno what I would do with that last half ton. But the increased crit chance slightly intrigues me, considering that MGs are more for brawls and my build needs to stay as far from brawls as possible. I have them in there as brawl insurance - if I am that close I'm probably screwed, but it helps to have something to shoot at least if heat is high and enemies are close, plus crit pads the side torso.

View PostModo44, on 21 April 2015 - 12:59 PM, said:

LRMs are definitely wasted on a TW. You take lasers+moar lasers, lasers+Gauss, or lasers+SRMs. You are not required to fill all hardpoints, so do not -- you must have enough cooling to actually use your stuff.

Curiously, I have yet to overheat with the vomit wolf. Perhaps this means I'm not shooting enough, but with basic heat skills only the heat is seemingly just fine and quite manageable.

As far as a weapon module, I'm not sure that the ERML range module is the best choice. LPL cooldown? Or ERML cooldown? Any thoughts? I'm thinking LPL cooldown myself.

Edited by grendeldog, 21 April 2015 - 01:08 PM.


#22 xMintaka

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Posted 21 April 2015 - 01:06 PM

View PostCatra Lanis, on 21 April 2015 - 12:54 PM, said:

This is mine, somebody will say it's an insane build but I'm big on symmetry and I do reasonable well with it.
http://mwo.smurfy-ne...8ebe00c44c275e6


That is and has always been quite an effective build in the solo queue. Too much stare time for me, but if you can mitigate that it's great.

Not sure about the TC1 though. Seems wasted on a build that uses UACs, but ymmv.

By contrast I'd suggest always running a Targetting Comp. if your primary armament is lazors.

Edited by Lunatech, 21 April 2015 - 01:07 PM.


#23 Modo44

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Posted 21 April 2015 - 01:17 PM

View Postgrendeldog, on 21 April 2015 - 01:05 PM, said:

Curiously, I have yet to overheat with the vomit wolf. Perhaps this means I'm not shooting enough, but with basic heat skills only the heat is seemingly just fine and quite manageable.

The 2xLPL+3xERML build is made to fire almost continuously. You should still have to hold off on the ERMLs in heated battles. If that never happens, you are not shooting enough.

View Postgrendeldog, on 21 April 2015 - 01:05 PM, said:

As far as a weapon module, I'm not sure that the ERML range module is the best choice. LPL cooldown? Or ERML cooldown? Any thoughts? I'm thinking LPL cooldown myself.

You need the master module slot to take both seismic sensor, and radar deprivation, so you only get one weapon module. Either ERML range, or LPL cooldown will be useful.

#24 grendeldog

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Posted 21 April 2015 - 01:43 PM

View PostModo44, on 21 April 2015 - 01:17 PM, said:

The 2xLPL+3xERML build is made to fire almost continuously. You should still have to hold off on the ERMLs in heated battles. If that never happens, you are not shooting enough.


You need the master module slot to take both seismic sensor, and radar deprivation, so you only get one weapon module. Either ERML range, or LPL cooldown will be useful.

Yeah, clanners get fewer module slots. Seeing as it is not even elited yet, let alone mastered (though I already have the requisite 3 heavy chassis due to GHR), I have radar dep and ERML range. I think I'm going to switch it out for LPL cooldown though, as that's how I run my pseudo-las-vom GHR-4H.

#25 Grom181

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Posted 21 April 2015 - 07:12 PM

A Tc1 is a must in any clan build. It gives you that extra crit chance and extends the range of your lasers. So at a minimum you want at least a lvl 1 in a clan mech.

#26 MavRCK

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Posted 21 April 2015 - 07:33 PM

http://www.twitch.tv...arrior%20Online

http://www.reddit.com/r/OutreachHPG/

Follow the competitive community and see how they play. Watch the good players on streams -- most are meh atm... but the league matches are good. You won't go wrong with any of the Emp, SJR players, Proton, Delta, or Sean Lang on NGNGTV.

Edited by MavRCK, 21 April 2015 - 07:36 PM.


#27 Catra Lanis

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Posted 22 April 2015 - 02:02 AM

View PostLunatech, on 21 April 2015 - 01:06 PM, said:


That is and has always been quite an effective build in the solo queue. Too much stare time for me, but if you can mitigate that it's great.

Not sure about the TC1 though. Seems wasted on a build that uses UACs, but ymmv.

By contrast I'd suggest always running a Targetting Comp. if your primary armament is lazors.


I didn't know that, came up with it myself since it worked reasonably well for me. I almost never alpha and spend shots like a miser.

#28 grendeldog

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Posted 22 April 2015 - 10:08 AM

I loaded the front armor a little more heavily and the survivability seems to have gone up a bit. I finished basics on the Prime, and got into a nice rhythm yesterday with 1 or 2 kills per game, usually living through the match. Now, there were a few games where I got rolled, but the team got rolled too, so there wasn't much I could do about that.

I think I'm going to try out that double UAC/5 build next. I have run my SCR-C with a UAC/10 and enjoyed it a lot, even though I do switch back and forth between that and the LB.

For a gauss build, is there a particular side you all would recommend to load the gauss and as much las as possible to attempt to create a shield-ish side?

#29 Vlad Striker

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Posted 22 April 2015 - 10:29 AM

I think first you tell tall tales about you~1300 dmg but next time I understand. You play with people not your weight class when you start like beginner. When your ELO rating grow up you challenge with players with match skill. THEN your dmg starts to be 400-600. It is normal damage. Don't blameTimber Wolf pls :)
Grasshopper with 8 mpl little bit overpowered by the way...

Edited by Vlad Striker, 22 April 2015 - 10:31 AM.


#30 grendeldog

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Posted 22 April 2015 - 11:39 AM

View PostVlad Striker, on 22 April 2015 - 10:29 AM, said:

I think first you tell tall tales about you~1300 dmg but next time I understand. You play with people not your weight class when you start like beginner. When your ELO rating grow up you challenge with players with match skill. THEN your dmg starts to be 400-600. It is normal damage. Don't blameTimber Wolf pls :)
Grasshopper with 8 mpl little bit overpowered by the way...

Actually I would say just the opposite. My skill has continually increased as I have practiced more. At first I was simply awful, as I suspect everybody is at first. But I have been rewarded for my persistance in getting to see my ability steadily increase, if not quickly increase. I went from sub-100 damage with maybe a single assist to several assists, and then from several assists to maybe one kill. From one kill to one or two kills and several well-executed assists, and so forth.

When I play the weight class that I perform best with and likely have the best Elo with, I consider it a subpar round if I don't get in the top three for match scores. I know match scores aren't entirely indicative of player skill, and I know that getting assists is less sexy than getting mega-kills, but I aim always for the top score or second highest score because it shows I have helped my team properly; assists contribute more to match score than damage or kills in my experience, and getting assists is more theactual job for a medium than going out and trying to John Wayne it with tons of kills.

As a medium you don't 'carry' - all a Hunchback carries is a giant gun or many lasers - so I don't get too bent out of shape if I don't get more than a kill or two, provided I also get a nice match score. And this game for me is all about fun, not about being the super-meta competative tryhard who must win to have had fun.

My stats are a bit skewed from being only two or two and a half months old or so - I really was awful to begin with, and this is reflected in my average damage, kill ratio, and kill count - but I consider 700 damage to be a solid contribution in my Hunch.

You may wish to reread my original post - I said I suck with the Timber, not that the Timber sucks. As for the 8 MPL GHR, it is hit or miss. Seven kills came from one game and five from another, so looking at that mech's K/D ratio, it shows how few kills I get in most games, with a ton of kills in only a few matches. I don't have the skill with heavies to reliably rack up the kills in such a niche build, because I've only been working at heavies for a short period of time.

Cheers

Edited by grendeldog, 22 April 2015 - 11:41 AM.


#31 grendeldog

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Posted 22 April 2015 - 03:06 PM

View PostCatra Lanis, on 22 April 2015 - 02:02 AM, said:


I didn't know that, came up with it myself since it worked reasonably well for me. I almost never alpha and spend shots like a miser.

Wow Catra, this build is pretty awesome! I put my own spin on it - 2 ERML, 2 MPL, TC I, though I intend to also try with the 4 ERML, an extra ton of ammo, and a TC II.

First game I played wih it I got around 450 damage with two kills and a couple assists. I ended up dying right before we won, but I had a lot of fun and I think I played reasonably well.

I wonder what people's thoughts are regarding weapon modules for UACs. I don't think that range would necessarily be that helpful because I would want to be around 500 m or so before firing - no sense wasting ammo when it will do less damage and be more likely to miss due to travel time over longer distances. On the other hand, cooldown might be useful, because while sure you can double tap, the cooldown module would reduce the chance of jamming, since the period of time where you would be double tapping as opposed to just plain shooting again would be shorter.

Does that make sense, and do you all agree?

#32 beerandasmoke

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Posted 22 April 2015 - 03:40 PM

View PostModo44, on 21 April 2015 - 09:52 AM, said:

You go out in the toughest, meanest mech on the battlefield bar none. People will try to kill you quickly. Even in solo matches with their usual lack of coordination, you are the primary target. Always. So, your piloting must be top notch, and your build must be optimized, or bring lube. This is why we do not recommend the Timber Wolf to new players.

This is the main source of your problem most likely. If you take a metamech out especially a Timberwolf you are going to be focused down by every enemy mech within range. Timbers wreck face but they are also public enemy number one when it comes to prioritizing targets.

#33 InspectorG

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Posted 22 April 2015 - 04:06 PM

View Postgrendeldog, on 21 April 2015 - 01:05 PM, said:

Oh my. I like the looks of that. I'm running the prime symmetrically as well - 1 LPL per side torso and 2 ERML per arm, so I can side peek.

I notice the T-comp in there - would you all recommend ripping the 2 MG and ton of ammo out and putting a T-comp 1 in for the puke-boat build? I dunno what I would do with that last half ton. But the increased crit chance slightly intrigues me, considering that MGs are more for brawls and my build needs to stay as far from brawls as possible. I have them in there as brawl insurance - if I am that close I'm probably screwed, but it helps to have something to shoot at least if heat is high and enemies are close, plus crit pads the side torso.


Curiously, I have yet to overheat with the vomit wolf. Perhaps this means I'm not shooting enough, but with basic heat skills only the heat is seemingly just fine and quite manageable.

As far as a weapon module, I'm not sure that the ERML range module is the best choice. LPL cooldown? Or ERML cooldown? Any thoughts? I'm thinking LPL cooldown myself.


TC1 is a nice weight investment, more crits for your beams, speeds up lock times, increases zoom.
TC2+ become questionable due to diminishing returns on the weight/space...ive seen big ones used in Warhawks though...

MG are a waste unless you have at least 6.

Modules? Start with range, cooldowns lead to overheating unless you have good fire discipline/macros.

Plus ERML range module get the range closer to the LPL for more synergy.

Edited by InspectorG, 22 April 2015 - 04:07 PM.


#34 grendeldog

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Posted 22 April 2015 - 05:15 PM

View PostInspectorG, on 22 April 2015 - 04:06 PM, said:


TC1 is a nice weight investment, more crits for your beams, speeds up lock times, increases zoom.
TC2+ become questionable due to diminishing returns on the weight/space...ive seen big ones used in Warhawks though...

MG are a waste unless you have at least 6.

Modules? Start with range, cooldowns lead to overheating unless you have good fire discipline/macros.

Plus ERML range module get the range closer to the LPL for more synergy.

Yeah I tend to slap ERML range modules into all my clan stuff. It helps with out-trading enemies at range during that portion of the confrontation.

I have the 4 ERML / 2 UAC-5 / TC II running right now. This thing is a BEAST. But, Timber Wolves simply cannot make up for terrible play on behalf of the entire team. I just got slaughtered along with a friendly SCR and Dire Wolf by the entire enemy team while the rest of the mechs on our team loitered around going in circles a few hundred meters away. I mean, we even had a UAV up, but chasing squirrels apparently took priority over four enemy assault mechs camping the high ground on Mining Collective. /whine

I don't know how much of a difference the TC II is making over the TC I that I had in before, but I have yet to run out of ammo before the very end of the game, so I don't think that extra ton for the computer is acting detrimentally at least.

Seriously though, running this build on the TBR-S for the jumping ability is really powerful when you have team support. I stalked a las-puke Timber Prime (no JJs on it for whatever reason) on Canyon Network. Finally he got into open ground and we then dueled. I won, though I don't think the pilot was altogether that good, mostly because my greater mobility allowed me to get at him while he had trouble getting out of one of the canyons, so his mech was already worn down. It's funny though, because I recognized that he was behaving in the overly aggressive manner that I initially played in, where you get overextended and too far from allies.

I'm really getting to like this chassis!

Edited by grendeldog, 22 April 2015 - 05:17 PM.






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