First Clan Champion 'Mech Build Competition
#21
Posted 17 June 2015 - 06:32 PM
3xERML
2xLPL
1xTAG
2xLRM5 (takes up 5% of cooling efficiency)
I chose these omnipods specifically because none of them have all their hardpoints filled.
This is meant to be a showcase of what the Timber Wolf can do. Jumpjets, the high energy points on the A variant, a ballistic hardpoint if you wish to swap out. This is meant to let a new player do different things without buying new omnipods.
The firing groups are simple too, 1 for LPL, 2 for ML, 3 for LRMS, and 4 for TAG. If they don't want TAG, then they can take it out and add a DHS, but I figured I'd include it just so that they know it exists.
#22
Posted 17 June 2015 - 06:32 PM
[url=http://mwo.smurfy-net.de/mechlab#i=309&l=90c9f53289e5d7acd883a6ad04489ff2164dcb74]TBR-WW (WubberWolf)[/url]
<a href="http://mwo.smurfy-net.de/mechlab#i=309&l=90c9f53289e5d7acd883a6ad04489ff2164dcb74">TBR-WW (WubberWolf)</a>
http://mwo.smurfy-ne...4489ff2164dcb74
[smurfy]http://mwo.smurfy-ne...4489ff2164dcb74[/smurfy]
For your consideration, I present this WubberWolf. It's got a 56 alpha, and it runs fairly cool (especially in chain-fire mode).
#23
Posted 17 June 2015 - 06:45 PM
EAP10, on 17 June 2015 - 05:40 PM, said:
http://goo.gl/2CEKUO
This build, but without the CAP and using the TBR-S CT (for that jump-jet)
#24
Posted 17 June 2015 - 06:47 PM
#25
Posted 17 June 2015 - 06:54 PM
I Nicknamed It "Scorpion"
It packs
x4 MPL (better pinpoint dmg, faster damage, allows you to fire, then shield your CT & JJ between volleys)
x4 SRM6 (avoids the damage spreading of streaks, and ecm interferance)
Based off the S-Chassis. You swap out the omnipods on the S to get rid of the 4 tons of wasteful jump jets, and retain the one locked into the CT.
Packs 4.5 tons of ammo for the launchers, and ample heat sinks to dissipate the heat from your 80 point alpha strike.
1 Jump Jet is sufficient to get over and around obsticles.
Maxed armor, minus 2 points in the head.
http://mwo.smurfy-ne...0d1c032e1fc12a5
Edited by BaconCouch, 22 June 2015 - 03:25 PM.
#27
Posted 17 June 2015 - 06:58 PM
http://mwo.smurfy-ne...9ee9ddbe26535b1
TBR-D with Prime arms
5 ER medium lasers
2 LRM15s + Artemis
2 SRM4s + Artemis
This was my best all around mech in CW for a long time. The 5 medium lasers are a good main weapon group with the SRM4s and their very tight cluster for a nice brawlly punch when you're in close. The LRM15s with artemis allows you to lock on faster and hold your locks longer as well as it directing most of the volley towards the center of the mech instead of landing all over it.
Thank you for your consideration.
#28
Posted 17 June 2015 - 06:58 PM
3X ASRM6
4X MPL
1X Targeting Computer Mk I
http://mwo.smurfy-ne...643de94c737825d
Variant option:
Drop the MPLs for 2x LPL
Edited by Jon Stormbringer, 17 June 2015 - 07:04 PM.
#29
Posted 17 June 2015 - 06:59 PM
Half sniper, half brawler, all Clan.
As long as players don't use that C-LPL all the time, it should be a very cool build. I thought about going with 2MPL, and a ERLL instead of the LPL but with increased duration quirks I think the LPL will make for the better choice. It's better as a torso mounted singular energy weapon anyways,
Edited by Pezzer, 17 June 2015 - 07:00 PM.
#31
Posted 17 June 2015 - 07:11 PM
A timberwolf originally piloted by Star Colonel Aidan Pryde that is inspired from both the Timberwolf Prime and S stock configurations I made the D the stock base configeration mech as this is the less common chassis in the timberwolf meaning more people will buy this champion or work for it in events, Bit better then the stock timberwolfs at least and does have a glimmer of pizzaz for being a lore build.
#32
Posted 17 June 2015 - 07:16 PM
#33
Posted 17 June 2015 - 07:17 PM
2x LPL, 1x ERMLas, 6x ERSLas, 1x MG, 1x TC lvl 1
Edited by Arctcwolf, 17 June 2015 - 07:18 PM.
#34
Posted 17 June 2015 - 07:18 PM
The mixed weaponry means that you're not overheating on energy weapons all the time, nor are you entirely ammo-dependent.
The C-SRMs don't require lock-on, so they can be used like a cheap, short-range LB20-X AC.
Lastly, there are JJs for those times when you need them, like when you're backing up over an abyss.
#35
Posted 17 June 2015 - 07:18 PM
maximum armor, plus:
4 x MPL
3 x SRM6
3 x MG
2 x JJ
1 x MK1 Targeting Computer
edited to fix stock armor allocation
Edited by Malgron, 17 June 2015 - 07:23 PM.
#36
Posted 17 June 2015 - 07:26 PM
2x ER LL
2x ER ML
3x MPL
1x ER SL
2x SRM 6, 2t ammo
Both ER Large in one arm so that firing around the sides of obstructions is possible, the ER Mediums are both in the other arm for the same purpose. The closer the enemy gets, the worse it gets, as the MPLs start getting into the mix, and the SRM 12 for a rude surprise even closer, opening up holes in the armour for the pulse lasers to exploit. Obviously, the Large Lasers have to go silent when the enemy gets close, or you risk shutdown. There are extra heat sinks, but not enough to deal with too many full alphas.
Edited by Darkhawk42, 17 June 2015 - 07:28 PM.
#37
Posted 17 June 2015 - 07:31 PM
For close combat, this TBR-D has 2 medium pulse lasers. A simple but effective build.
Smurfy link: TBR-D
Hope you like it PGI!
#38
Posted 17 June 2015 - 07:33 PM
#39
Posted 17 June 2015 - 07:36 PM
#40
Posted 17 June 2015 - 07:37 PM
TBR-D
This is how I learned to use Lrms. Yes, they run hot if you group fire. I had weapon group one the tag, group 2 chain fired lrms, group three the lasers and group four the 60 lrm salvo. It's surprisingly decent, despite all the heat, and once it runs dry, you've still the four small lasers to charge valiantly with.
Don't let the Mad dog Trial be the iconic Missile mech for the clans.
~Leone, Raid Leader of the Crimson Hand.
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users