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The Timber Wolf In Mwo... Easy Kill?


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#41 Diablobo

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Posted 03 December 2012 - 06:47 AM

The Mad Cat will be trash just like most stock designs are due to the triple heat that MWO has and the fact that DHS aren't actually double the heat dissipation of singles. The broken MWO heat system takes almost all of the mech designs that we know and love and turns them into EZ Bake Ovens.
MWO is still pretty fun, but triple heat Battletech is not.

#42 Khobai

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Posted 03 December 2012 - 07:07 AM

Quote

That is the point of an Omnimech. One chassis, multiple variants. It's the Pods that are changed to give you a Prime or Bravo variant.


Yes but its not the point of MWO, the point of MWO is that you have to buy three different mechs.

#43 Sears

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Posted 03 December 2012 - 07:13 AM

View PostKhobai, on 03 December 2012 - 07:07 AM, said:


Yes but its not the point of MWO, the point of MWO is that you have to buy three different mechs.


Perhaps for omni mechs it could be one tree to master, but that tree has 3x as much xp required to get there.

#44 Fetladral

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Posted 03 December 2012 - 07:25 AM

View PostSeijin Dinger, on 03 December 2012 - 05:09 AM, said:

Also please note that a Clan XL engine only takes up 2 critical slots instead of 3 in each of the L/R Torso, and it takes 3 criticals on an engine to destroy it, so it will have the added benefit that you will need to destroy both Left and Right Torso to take the thing down using the XL weakness


What he said. Clan mechs can survive a L/R torso taken off even if they have a xl engine.

#45 AlexEss

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Posted 03 December 2012 - 07:41 AM

The Madcat have side-mounted launcers (this give it a very crappy firing angle and is most likley th reason the Mk2 version had itäs pods mounted at an angle.

That being said it is not exactly easy to strip a Cat right now either if the pilot knows what he is doing. Add to that the rest of the clan tech and you have one tough mech.

I for one will be very surprised if they change this as it is no real reason to change it. After all they did not really change the Hunchback now did they and that have not stopped people form putting XL engines in it.

#46 Bluescuba

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Posted 03 December 2012 - 07:45 AM

View PostFetladral, on 03 December 2012 - 07:25 AM, said:


What he said. Clan mechs can survive a L/R torso taken off even if they have a xl engine.


Well only if they have clan xl engines

#47 Joseph Mallan

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Posted 03 December 2012 - 07:46 AM

View PostKhobai, on 03 December 2012 - 07:07 AM, said:


Yes but its not the point of MWO, the point of MWO is that you have to buy three different mechs.

No, Inner Sphere Pilots need to do this for a profit driven reason. Omni Mechs are built as a base chassis(ONLY), and then Weapons pods are added and modified as the Unit or pilot desires.

#48 Ogresan

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Posted 03 December 2012 - 07:46 AM

I fully expect clan mechs to have these sorts of weaknesses. They are built as dueling machines, not war machines. All omni mechs should have unchangable structure and engines and only rearmable with the available omni pods of the time. This, combined with their extreme expense will balance them with IS mechs. Who wants to lose a million c-bills on destruction?
Most new players (the ones PGI actually has to care about most), have no idea what the clans are let alone their technology. I am looking forward to destroying many many Madcats and Daishi.

Edit: Forgot to remind everyone that clan LRMs are direct fire only, this means 630m range in line of sight. Duelling machines, not war machines.

Edited by Ogresan, 03 December 2012 - 07:57 AM.


#49 IceSerpent

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Posted 03 December 2012 - 07:48 AM

They should make shoulder-mounted launchers a separate location - neither side torso, nor the arm, just like MW4 did. This is not specific to Timber Wolf, but should apply to all mechs that have something on top of the shoulder (i.e. Hellbringer, Summoner, etc.). Otherwise it would be stupid easy to take those locations out.

#50 Sifright

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Posted 03 December 2012 - 07:52 AM

View PostIceSerpent, on 03 December 2012 - 07:48 AM, said:

They should make shoulder-mounted launchers a separate location - neither side torso, nor the arm, just like MW4 did. This is not specific to Timber Wolf, but should apply to all mechs that have something on top of the shoulder (i.e. Hellbringer, Summoner, etc.). Otherwise it would be stupid easy to take those locations out.


like hunchbacks giant hunch which screams please please shoot me here and remove ALL of my weapons.

Edited by Sifright, 03 December 2012 - 07:52 AM.


#51 AlexEss

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Posted 03 December 2012 - 07:52 AM

View PostIceSerpent, on 03 December 2012 - 07:48 AM, said:

They should make shoulder-mounted launchers a separate location - neither side torso, nor the arm, just like MW4 did. This is not specific to Timber Wolf, but should apply to all mechs that have something on top of the shoulder (i.e. Hellbringer, Summoner, etc.). Otherwise it would be stupid easy to take those locations out.

That would be a pointless step back from the lore just to stroke the ego a some people. After all the hunchback haver had this "problem" since forever and i still see people using them so i do not see how this problem is a problem.

#52 Levi Porphyrogenitus

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Posted 03 December 2012 - 08:19 AM

A few points have been made already. cXL engines only place 2 critical slots in each side torso, and it requires 3 being destroyed for an engine to pop. However, losing a side torso will (or should, at least) bump up the mech's heat output rather significantly (since so much shielding has been breached, lots of extra heat leaks out).

The side torso will likely include both the missile launcher (but presumably only if missiles are equipped; being an omnimech it should have a very modifiable profile) and the side of the main fuselage (the latter part like the Catapult). I'd expect that missile builds would have a heightened vulnerability due to the prominent pods, but I also expect that plenty of people would kit their Madcats without torso missiles, for exactly that reason.

The main thing I'd be concerned about would actually be the cockpit. It should, even with improved hitboxes, be a very vulnerable one. For the main battle heavy of the Clans, that will be a potentially telling vulnerability.

All in all, the Madcat should be fun to fight against, since so many people will be doing their best to get one to drive (dunno why but it's hugely popular), so the more vulnerable the thing is the better from my point of view.

#53 Sears

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Posted 03 December 2012 - 08:22 AM

I think it should be part of the RT and LT.

But it all depends on the redesign by Alex whether they are massive targets or not. Mech's gotta have some weakness though, like other have said, the Hunchback is a prime example of this.

#54 Aegis Kleais

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Posted 03 December 2012 - 08:49 AM

I believe this can be resolved by ensuring that the LT/CT/RT torso hitboxes are adjusted accordingly.

What will be cool is if they all the bay doors to the Timber Wolf as well. And I agree with what others have said; the TW is iconic, yes, but it doesn't mean that the person behind it will utilize it in a formidable fashion. Taking clan tech out on the field is probably going to be insanely expensive, even to the point where winning might not cut you a profit if you take considerable damage.

The Wolf has always had a big nose (speaking of which, I'd LOVE to see the 'clipped' nose on the Wolf like they did with the Catapult), and that's just one of the 'design flaws' you deal with; many mechs have them; it doesn't detract from the fact that the Mech moves, in a stock variant at an amazing 81kph. For the speed, armor, and wide array of weapons the Wolf can carry, it'll still be a very daunting Mech in the hands of a skilled pilot.

#55 Sears

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Posted 03 December 2012 - 08:53 AM

I'm not too big into the lore, read a few books. But with Omni's in theory you can swap any weapon to any weapon hard point?

So could you have a Timberwolf with a PPC on it's RT a Gauss on it's Left and Missle pods for arms?

If so those things are going to look hilarious with the visual changes.

Edited by Sears, 03 December 2012 - 08:54 AM.


#56 Elkarlo

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Posted 03 December 2012 - 09:15 AM

The Problem the Timberwolf has is: It needs Space, it's a very Nasty Long range Mech.
Basically the Main Armament of a Marauder and a Cat in one Mech with high Speed. With the Armor of the Marauder.

Even in TT a Timberwolf Prime would totally suck when played in Solaris/Duell Mode.
And MWO plays Heatwise Solaris/Duell Mode and we got close range combat like in Solaris matches..

A Timberwolf D on the other side... would pawn all matches without doubt.
2x cERPPC and 4x SSRM6

you can't aim longrange at the Beast as it has the firepower of an ERPPC Awesome with only 66% heat.
(and smaller Heatsinks so it can fit more)

And Shortrange combat... as long as you have no ECM on your side... you are executed by 24 SSRM hitting you. this would be twice as many as from the Streak Cats you hat so much ATM.

So go for the Alternate D Variant and the Weakspot would be very welcome by your enemies and their only Chance to survive... and before they have to go through a armored maxed mech. Only Compareable Mech we got is the Awesome !

So the Timberwolf D would be the Firepower of 1x AWS-9M + 2x CPT-A1 on Streaks. With the Speed of an Centurion and the Armor of the Awesome...

Yes it will be totally underpowered and cannonfodder.

Edited by Elkarlo, 03 December 2012 - 09:17 AM.


#57 Wolfways

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Posted 03 December 2012 - 10:15 AM

If i was piloting a Timberwolf i'd be less bothered about the torso's than the huge Catapult sized head hitbox :)

#58 General Taskeen

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Posted 03 December 2012 - 10:16 AM

People keep asking if the Madcat LRM20 boxes are pods, and yes, they are. Other alt configs put different things there:

(Reference, Technical Readout: 3050 Upgrade - IS & Clan Unabridged)

Prime
LRM20 (LT/RT)
Note* The torso also extends down the sides of the cockpit
Machine Gun (RT)
MPL (LT)

(a clear picture)
Posted Image

Alt Config A
Streak SRM6 (RT)
3 MPL (LT)

Edited by General Taskeen, 03 December 2012 - 10:19 AM.


#59 verybad

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Posted 03 December 2012 - 10:28 AM

Much as I hate Clan Cheesymechs, the MadCat will be an effing terror versus current mechs in the game. It's XL engine is more surviveable, it gets free case (and not just in the torsos, it can carry them in limbs also), it gets smaller 1.4x Heatsinks, and of course the better clan weaponry.

The nearest mech in the game currently would be either a Cataphract Variant or Awesome 9M, but they can't really compete.

The arms are goign to act as shields for the torso, the "ears", while large, are well armored, The ears are also no on all variants of the MadCat, there are some erergy weapon boats variants for example.

The thing will be a beast, and will singlehandely obsolete most mechs in it's spead and vague weight range. (at least for players that pick their teams by the toys they can use)

I expect and hope that Clan teams will be made smaller in the matchmaking system in order to both compensate for thier power, and because the clan forces often reduced the size of their attacking force in order to more accurately prove how badass capable they were

Edited by verybad, 03 December 2012 - 10:29 AM.


#60 AlexEss

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Posted 03 December 2012 - 11:15 AM

Like people will not stuff their IC mechs full of clan tech the second it hits the market.. The clan mechs will have an advantage for about 4 seconds Sure the omnipod system will make them more configurable but a med laser is a med laser no matter if it is in the foot or the pelvis...

I am not all that worried actually.





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