By Tibbers, I mean Timber-Wolf.
With the dawn of the engine Desync it's a bit more clumsy than we used to feel it, along with other mechs since engine desync is felt globally. Tibbers, is even less agile than the marauder.
Wingbreaker, on 21 May 2017 - 04:23 PM, said:
And then there's the quirks, and nega-quirks. The TBR-A Right Torso gives acceleration and deceleration bonus, however the TBR-A Left Torso somewhat nullifies that, and still net -5% reverse speed. The TBR-S Torsi adds up at a nasty amount of negative quirks too.
The kicker too is that, much of those negative quirks are solved by the 8/8 bonuses, but isn't it more likely to switch out omnipods for their hard-points, and other things like the Jump-Jets?
TBR-S has a single jump-jet on the CT, so we usually swap out the torsi to free up 4 more tons and more slots.
TBR-S Right Torso also has jump-jets, and can be easily equipped TBR-A, TBR-C, or TBR-D CT, so we have JJ and still have cockpit level energy hardpoints -- perfect for laser vomit builds.
Lets compare values:
The old Tibbers go by 95 deg/s torso turn rate, now it goes 81.08 deg/s. -10% of turn rate as it was before is -9.5, and net 85.5 deg/s turn rate. Now with 81.08 deg/s, -10% is a horrid 72.972 deg/s. A +10% turn rate is still at 89.188 deg/s, it's still not up to it's former glory, nor enough to match that of the marauder.
What I am getting at here is that, are the red scary numbers even relevant anymore? TBR is less agile already, does it even need those confounding quirks anymore? Because with how TBR is less agile already, something like the TBR-A LT is already a turn-off.
So, what do you think? Could TBR stand to lose those negative quirks -- and positive quirks meant to balance it all out?
Edited by The6thMessenger, 22 May 2017 - 03:50 PM.