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Tips For Piloting A Tbr


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#1 krevLL

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Posted 20 July 2016 - 08:33 AM

I have 5 mech's, 4 of which are Mad Dogs and the last one is a TBR-C. My problem is that I can't seem to get used to piloting the TBR as opposed to my MDDs. Tried a bunch of different build combinations but I can't seem to break out of my slump with it. Looking for pointers on how a TBR should be played, as well as what kind of builds work for people. My MDDs run a variety of builds, but LRMs are on 3 of the 4.

I feel like it has to do with my positioning during the match, where a MDD would be fine my TBR gets caught out flat footed with the wrong weapons for the engagement.

Thanks!

#2 Bespoke Cheese Cake

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Posted 20 July 2016 - 02:31 PM

Read the guide on meta mechs: http://metamechs.com...es/timber-wolf/

If you're still having trouble try joining a unit that has more experienced players who can mentor you one on one.

#3 Aleksandr Sergeyevich Kerensky

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Posted 20 July 2016 - 02:38 PM

Timberwolf has a good enough movement speed that really complements its high alpha poking power.

#4 krevLL

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Posted 24 July 2016 - 09:02 AM

Read the meta, that was actually helpful. I forgot about those guides. Doing better now, actually dealing damage and helping my team without dying too quickly. Just like learning to play Maddog in the beginning, lots of trial and error. Just need to give it time.

A unit is a good idea, I'd imagine fun can get upped quite a bit when you actually have a group to play with.

Thanks for the help, keep moving, poke and don't Jenkins into an enemy lance.

#5 DonGardenio

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Posted 08 August 2016 - 08:12 PM

Don't outrun your team mates. It is easy to forget you are not moving at 64.8 but are going 80+. Damn thing can outrun most Heavies, some Mediums and leave Assaults in the dust.

But bottom line, I don't think there is one true way to play TBR. You can customize it to do basically anything. And you wouldn't play it much more differently than other mechs of similar build and weight.

If I had to define a Timber in terms of biggest strengths and worst weaknesses, it'd be good speed:firepower ratio and rather crappy hitboxes. To maximize that, don't be afraid to roam a bit and constantly re position. And try not to trade blows. That CT sticks out like a sore thumb and the arms can't shield the STs. Losing the STs kinda happens a lot.

#6 ImperialKnight

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Posted 08 August 2016 - 08:24 PM

DO NOT mount LRMs on TBRs. Not only is it a waste of the firepower, it makes side torso kills a cake walk. I always make it a point to shoot off the side torso of LRM TBRs. The hitbox is so big, it's not even funny.

Laser vomit
http://mwo.smurfy-ne...2a738daafaa7d19

SRM Brawl
http://mwo.smurfy-ne...84cdcca1e2b5e3d

Long poke
http://mwo.smurfy-ne...0009c7c62c3ea0c

#7 DonGardenio

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Posted 08 August 2016 - 11:48 PM

You can sorta mount LRMs on a TBR without the awful huge box shoulders.

First you need to use either TBR-S or D STs. Second is that you have to use a LRM5 on each ST. The other launcher can go up to 15. Mess with the order in which you put it in and you should be able to fit the LRM15 onto the lower mount and the smaller LRM5 will occupy the top shoulder mount.

Your resulting shoulders will be as big as the TBR-A LT or any full SRM6 ST.

Still don't advise it, though I run a 4xLRM5 + 6MPLs build myself for kicks. LRMs are kinda poop and Clan LRMs even more so.

#8 Mazzyplz

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Posted 09 August 2016 - 01:39 PM

View PostkrevLL, on 20 July 2016 - 08:33 AM, said:

I have 5 mech's, 4 of which are Mad Dogs and the last one is a TBR-C. My problem is that I can't seem to get used to piloting the TBR as opposed to my MDDs. Tried a bunch of different build combinations but I can't seem to break out of my slump with it. Looking for pointers on how a TBR should be played, as well as what kind of builds work for people. My MDDs run a variety of builds, but LRMs are on 3 of the 4.

I feel like it has to do with my positioning during the match, where a MDD would be fine my TBR gets caught out flat footed with the wrong weapons for the engagement.

Thanks!

View PostkrevLL, on 20 July 2016 - 08:33 AM, said:

I have 5 mech's, 4 of which are Mad Dogs and the last one is a TBR-C. My problem is that I can't seem to get used to piloting the TBR as opposed to my MDDs. Tried a bunch of different build combinations but I can't seem to break out of my slump with it. Looking for pointers on how a TBR should be played, as well as what kind of builds work for people. My MDDs run a variety of builds, but LRMs are on 3 of the 4.

I feel like it has to do with my positioning during the match, where a MDD would be fine my TBR gets caught out flat footed with the wrong weapons for the engagement.

Thanks!



ok what you need to do is check out blackhawksc.

many pilots are lackluster with the chassis because they make bad trades with their big shoulders.

blackhawk makes good trades with this mech and it will kill you,

on top of that this video claims it is a build by proton so you know you're gonna wreck.



if i ran clan mechs i would definitely give it a try

#9 Raso

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Posted 09 August 2016 - 04:33 PM

Been a fan of the triple LLas Timber for a while.

http://mwo.smurfy-ne...76ab819230abb89

#10 Moldur

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Posted 09 August 2016 - 05:04 PM

You can come out of your shell as you figure out the chassis, but I do like metamechs to start with when getting into a new chassis. If nothing else, it saves me a couple million c-bills in switching out equipment right at the beginning. I can just setup the mech into something that works, and if I want to change it from there, I have a baseline from the metamech build for what my mech should be capable of.

As Mazzy said, despite the "god" status of the TBR, the side torsos are rather large.

It is easy to get lulled into a false sense of security with the TBR, then lose half your weapons and mech. Don't get too cocky. Remember to spread damage, and you will most likely survive long enough with all your weapons intact, allowing you to put out the damage you want for the duration of your lifespan if not the match.

#11 krevLL

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Posted 11 August 2016 - 08:09 AM

So much good advice, thanks to all for that. I'm getting the hang of "twirling" the torso rather than just full-on twisting if I find myself out of cover. Really hit home for me when I rapidly killed a TBR with a 2x UAC5 5x MPL Marauder since they didn't spread damage at all, then faced off against another who actually twirled their torso and had a much harder time with killing it.

http://mwo.smurfy-ne...7c69948053bee1b
Amusingly enough my current build is probably not ideal on paper but it seems to be working well enough for now.

#12 DonGardenio

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Posted 11 August 2016 - 10:45 PM

That build is a bloody mess.

3 different classes of lasers is an eyebrow raiser. The different effective ranges, burn times... managing that is probably not worth the effort. Also while being able to engage at many ranges sounds good on paper, it also means you get your arse kicked if any fire exchange occurs.

Also machineguns why. With even 1.5 tons of ammo.

At least it ain't a LRM boat I suppose.

#13 krevLL

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Posted 12 August 2016 - 07:44 AM

I have the MGs and ERSLs as one firing group, primarily use them with the SRMs and it's fairly heat neutral, but you're right, it is a bloody mess of weapons. The MGs are because I enjoy the noise, and it reminds me of the opening for MechWarrior 2. I know there are way better options for builds out there. Eventually I'll go back to a LPL or ERLL build. But for now, braaaaaaaaaaaa*pew*aaaaaaaaat.

Oh. How about this variant, then?
http://mwo.smurfy-ne...315a9e7179cc7c0

Edited by krevLL, 12 August 2016 - 10:07 AM.


#14 DonGardenio

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Posted 12 August 2016 - 07:00 PM

The SLas and Machineguns are just pissing about. Ditch them for another rack of SRM6s. Unless you really love having 4JJs, you can ditch a TBR-S torso for a TBR-D and save two tons for more ammo and sinks. Or switch over to a TBR-S for the single jet in the torso and go twin TBR-D sides and save 4 tons. I personally find that one is enough. Just need it to get to some places, not do aerial acrobatics around like a mong in the middle of a fireflight.

If you can handle the heat from the MPLs more power to you. But combined with SRMs, it's going to be hot as hell. I personally run SPLs. *** for range, but they are very cool and precise. A brawler doesn't need to piss about with the long and mid range pokes and engagements anyway. Wait for an opportunity, coordinate your mates and hit them hard where it counts. Doing anything else is just fannying about and losing armour unnecessarily.

I personally find the spread on SRM6s to be a tad awful and it's worth putting on Artemis. In short, lose the unnecessary weapons, more SRMS, add Artemis, less jets, SPLs over MPLs.

You can probably shave some armour off the arms if you need more weight. In my experience, I rarely lose an arm. It can't shield for **** and it's more likely you lose an ST - especially with the larger profile from those SRM boxes added.

Yeah it feels exciting to pack on all these different weapon systems and have your machineguns fire all the time, but it's just probably going to distract you more than it does your opponent.

If you like MPLs - I know I do, just boat 6 of them and fill everything else with DHS.

Bottom line, pick a focus and focus.

#15 krevLL

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Posted 12 August 2016 - 09:22 PM

Yessir. Going to put those SRMA6's and SPLs back on. Next variant is gonna have all MPLs. It (the mess of a build) deals damage, but not enough fast enough to matter in a brawl when it's die or kill.

PS. 4 SRMA6 and 4 SPLs saved my *** 4 times on Terra. You ain't kidding about running cool. Just keep dishing it out without overheating with just a bit if discipline. My 5th energy slot is a MPL but that was more an OCD decision to end up with 0 tons and 0 slots leftover.

Edited by krevLL, 12 August 2016 - 09:26 PM.


#16 Mazzyplz

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Posted 13 August 2016 - 01:57 PM

http://mwo.smurfy-ne...23ca3ea6ecf8baf

why are you getting rid of the LPLs though, maybe this would be better if we take the advice in consideration?

downgrade the srm6 for artemis 4 versions that shoot faster (for brawl power)

retain the LPL, keep 2 er-meds.


get rid of machineguns and smalls - (the machinegun ammo was a particular wasteful item to carry instead of even 1 additional heat sink)

but... i like large pulses so i might be biased

then again, you might NEED the targetting computer for this timby variant. so you'd have to try things out.

by the way... when you make builds don't pay a lot of attention to the dps and firepower numbers on the left in smurfy.
they cannot quantify things like artemis, pinpoint... and other factors.

sometimes a build that looks lower numbers does better in the game.

#17 Void Angel

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Posted 13 August 2016 - 02:08 PM

View PostkrevLL, on 12 August 2016 - 09:22 PM, said:

Yessir. Going to put those SRMA6's and SPLs back on. Next variant is gonna have all MPLs. It (the mess of a build) deals damage, but not enough fast enough to matter in a brawl when it's die or kill.

PS. 4 SRMA6 and 4 SPLs saved my *** 4 times on Terra. You ain't kidding about running cool. Just keep dishing it out without overheating with just a bit if discipline. My 5th energy slot is a MPL but that was more an OCD decision to end up with 0 tons and 0 slots leftover.

There's a reason that a major player-run tournament league is named "Run Hot or Die." It's always better to have the option of trading heat efficiency for emergency damage, but those builds require heat control to avoid disaster - keep practicing good heat discipline.

You really don't care about getting all of your slots filled - wasting tonnage is your only concern, and you can usually get there with a MK I-II targeting computer, heat sinks, or ammo.

#18 krevLL

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Posted 14 August 2016 - 06:52 AM

I actually never knew that player run tournaments were even a thing, but that makes sense. So that being the case, is it more advisable to have ERMLs instead of SPLs? Or does the doubled heat just end up reducing your overall ability to push out damage. Probably, I doubt the extra 1 damage is worth double the heat. Can still practice discipline with the current build.

I know filling all the slots doesn't really make too much difference, crits are still luck and chance. Gonna go discipline myself now!

#19 Void Angel

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Posted 14 August 2016 - 11:16 AM

Eh, it depends on how your engagements play out. I personally use ERMLs, but many people swear by the Small Pulses - the SPLs are better within their range, but their range is so limited that I prefer the less efficient but more versatile Mediums. Your mileage will vary, based on your playing style and the time of day you play, as well as incidental factors like Challenge Weekends and the ever-shifting meta.

My advice is to try both, sticking with it for a few matches, and see how your playing style and skills match up with the build - then tweak and test again. This kind of iterative approach to 'mech building will serve you well, far beyond any specific chassis or weapon system.

#20 DonGardenio

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Posted 15 August 2016 - 12:13 AM

Depends on your focus.

If you are packing SRMs, the obvious companion lasers are SPLs. You're going to be fighting at knife range anyway, and if you aren't then you are doing something wrong. Using MLs instead gives you the option to piss about at beyond SRM range, but you ultimately suffer within SRM range. I call that spreading yourself thin.

If you are packing AC5/10s or LPLs, then SPLs are a bloody odd choice. You shouldn't be wading so damned close then, except to hump the odd LRM boat. **** can hit the fan and SPLs might come into helpful then - but you shouldn't build around the odd scenario. MLs are obviously a better companion due to better overlap of weapon ranges.

Decide your focus, build around your focus and play around your focus. Do that and you'll beat anybody with some half arsed fannying about 'versatile' build that saw fit to slap SRMs and PPCs together with no additional DHS.





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