@@Squeaky_Ben I dunno ,but i do know from day one of playing mechcommander I WANTED EVERY Timberwolf i could salvage! It's still my favorite mech because it looks cool, but damn PGI had to go and ruin it.... The IS use to shake in fear if the clans were even mentioned..
I'm an IS fella, but I think it's a real shame the Timber Wolf's been sub par for so long. It's one of the most iconic mechs, it should be feared again.
Personally I think there are no bad or sub-par mechs. The trick is finding a new niche for it. I find it quite effective at backing up light/medium flankers thanks to its speed and armor. I've had several good matches where poking with a pair of lights caused the enemy to mistake our distraction for the main assault and rotate to meet us, leaving their new flank wide open for the beefier heavies and assaults to chew them up. I may have terrible aim and really messed up ideas for loadouts, but battlefield tactics are something I'm halfway decent at (as long as I remember not to charge in like the Terminator when I first make visual contact.)
"sub par" More like it's it's in the top 10% instead of first place. The Timberwolf's advantages now are speed and build variety instead of just being best in class. Also, they're really ugly imho, but I think that of a lot of clan mechs.
Top 10% of what? It's not the best 75t clanner, and there are only three of those, so that's ruled out. And considering all clan heavies or all clan mechs just makes it clearer it's not in the top 10%. Bit of an exaggeration, I think. Let me clarify what I mean by sub par: I'm not talking about 'compared to all other mechs,' I'm talking about 'compared to its status and how good it should be, and used to be in MWO.' Par for the Timber Wolf = *at least* a contender for best in class, and it hasn't been that for a very long time. As Blackhawk says, it's not even considered a significant threat any more, there are clan mechs all the way down to medium I'd give priority to. No one's saying it's an awful mech, just that it's fallen too far.
@@VanBurenPhilips The Timberwolf is iconic, but it was only really one of the deadliest Clan mechs in the first Invasions. The simplest explanation for why it "fell too far" is that PGI has been releasing mechs into the game roughly consistent with their chronological order in the lore. I say roughly because we're starting to get to mechs that were developed just after the Clan invasions in time for the Word of Blake Jihad, and possibly even after that, but some of the newest weapons and modules in lore might never be introduced to the game, nor will there likely be the ability to load Clan tech on IS mechs and vice versa. So how good you try-hards think a mech is now is ultimately going to be based on how new it is. Stop whining and enjoy the game.
Pfff why be petty dude? You were doing ok until then. Firstly, try hard... that's pretty funny, take a look at my videos and tell me if you think I'm trying hard enough XD (coming next, one of my favourite mechs, the Spider 5V. Not joking). Also I've been very clearly talking about the TW from an enemy's pov, as an IS player. How the fuck do you equate that with try hard? I don't even own any TWs! Secondly, enjoy the game? I do, a great deal. I think the major change to 3060s tech & new skill system, and the various smaller changes have, on the whole, been a massive improvement. Almost every mech changed for the better and the game became a lot more fun, for me. Unfortunately the TW's one of the very few that is now somewhat weaker than it used to be. No one even disagrees with that, but mentioning it is 'whining'? Don't be childish, and read the actual discussion instead of imagining your own. Its fading glory in line with the lore is a cool idea, but given PGI's balance philosophy is to keep all mechs relevant, I think it's clear that's more by accident than design. Regardless, it has declined further than it should. 'No longer best in class' =/= 'meh, a TW, ignore it.' And we know, from how it used to be in MWO, that it *can* be much better. Perfectly reasonable to redress that balance, not all the way, but just to lift it from the underwhelming position it's in now.
R00t b33r did a mini scorch warrant build that can only be done if you have that one ballistic arm that comes with the warrant and it is pretty good. Good video too...
@@BlackhawkSC For brawling that would be similar but the LB 20 doesn't have the same DPS as 2 LB 10s and the LB 10s have better range than the LB 20 giving them more flexibility.
@@darrenskjoelsvold LB10 + SRM4 is a brawl build just as much as LB20 + SRM6 so we're really talking about brawling anyways. You can shoot LB10s past brawl range (not any of the SRMs) but that's not really what you should be doing. Treating LB10s as midrange weapons is a common mistake in MWO. They also lose effectiveness past 300m or so due to the spread. I demo'd the effect of LB10 spread in a video I made a long time ago and I can link that video if you need it. Anyways, focusing just on brawling, again I didn't see the video you referenced but I put together a WAR omnipod build and I think you can only take 2 SRM4s if you want enough ammo for 2xLB10s and SRMs. You'd want at least 4 tons of LB10 ammo and unless you strip some serious armor off the legs, you only have 1 ton for 3xSRM4. But to give as much advantage to the LB10/SRM4 build as possible let's assume 3xSRM4 and 2xLB10s. Then your max DPS is 16.89. With the LB20 / SRM6 build your max DPS is 17.8 (build link mwo.smurfy-net.de/mechlab#i=309&l=334a1671db7589a9abcd8d4d6aafbd3601bb03e1). You also get a left shield arm when you're brawling. In the LB10's case, you don't have a shield side. So I see no real advantages in using the LB10/SRM4 combo on the TBR. You see more LB10/SRM4 combos on mediums and such, but if a mech has the tonnage to do LB20/SRM6 usually that's preferred.
I think the problem with the Timber Wolf is that yeah, the engine desync murdered it. But I also think that PGI has a hard time buffing it because everyone wants the Timber Wolf to be the scary 75-ton badass she's always been, but they want to make sure they don't make it too overpowered. Pretty much any build you can do on a Timber Wolf, you can do better on the Linebacker, Ebon Jaguar and Hellbringers, and that's just sad. I'd be okay with them freeing up some "Fixed Armor Slots" or bumping the speed up to 86.4 KPH like it's supposed to be.
Your speed boost suggestion is a good one, and emblematic of the fact that it _is_ possible to just buff the mech in question without buffing the others. Pitch, yaw, etc; even max armor values.
So I play fairly casually, I don’t often look at the patch notes and I don’t care if a mech is good or bad, unless it’s REALLY bad I hear the term “Engine Desync” often, but I am not entirely sure what actually went down. Could someone elaborate?
there was a time where a bigger engine gave bonusses to movement (faster turning, twisting, accel/decel-eration), but they took that out and gave us the movement tree instead
I'd love to see the Timbi buffed. It is one of the most iconic Mechs in the whole Battletech universe. It is the most iconic Clan Mech imho. PGI has buffed a lot of the iconic Mechs (HBK-4G, COMs, TBTs, AS7s,...) which i appreciate. I think the TBR deserves such a treatment as well. I'd like to have my perception on the battlefield changed from "Oh, a Timbi..." to "OH SHIT! A TIMBERWOLF!!"
Personally I love my 8 MPL TBR-A build (well, any energy CT TBR can do it with A LT and PRIME arms) - it's exactly what it says on the can, 8 MPL with a TC1 and the rest of space filled with heat sinks. Requires volley firing (4+4) for best results, but wrecks components left and right.
8 MPL is a 52 pt alpha and 1.4s of face time minimum, and you need to time the 0.5s to avoid ghost heat. 6 MPL 1 LPL is a 51 pt alpha, 1.09s of face time, with slightly better damage if you're firing beyond MPL optimal range, and no need to time the ghost heat delay. You lose 2 DHS, but I think the tradeoff is worth it. Also remember the A LT makes your LT really vulnerable, and using it causes you to lose agility quirks vs other LT omnipods.
I've got a prime only brawl build that is actually effective. 3hmg, 4srm6, 4spl. If you pack it in right you got plenty of ammo, and more than enough heat sinks.
Hey bro, great video! I have a guestion tho because I am clueless about this: You know, I come from the older games, MW mercenaires, Vengeance (great games), and in online I only have an Atlas and a Jenner, and now, I am looking forward to buy a new medium/heavy mech that is META/Strong or at least, you know easier to play or is better than the average. I looked at the iconic mechs (Uziel, Mad dog/Vulture, etc.) and they were hella expensive, or just crappy and not worth the money (at least that's what I heard about them on UA-cam), which mech would you recommend that is strong, and easy to play or just good for first heavy/medium mech? :)
Thanks for coming by the channel. I have two videos just for new players looking for mech recommendations. ua-cam.com/video/Evj3frDP2RM/v-deo.html ua-cam.com/video/2uTI087BAEw/v-deo.html
I find that on some mechs that are limited on tonnage that a combo or ML and ERML can work quite well. Your alpha strike damage close is the same and you get more damage if the target is past the optimal range of the ML. They do get out of sync if trying to shoot them fast, but this can be an advantage for noobs like me when under pressure as it can make heat management easier when the lasers don't all fire together which can avoid a potential shutdown. Yes it is true that the combo is less efficient than plain ML or ERML operating at their ideal ranges, but combat is seldom at ideal ranges.
Mixed range loadouts is more common for new players, I do understand that. The idea is to have "something" for every situation you encounter. I'll point out two major problems with this. First is that you end up spending too much time thinking about which weapon group to use. "Too much time" can be as little as a second, which is a lot of time for someone to be shooting at you. This is more common when you have 3 or 4 weapon groups, all with different ranges and some with different projectile velocities. You're thinking about am I going to overheat, am I using the weapon with the proper range, do I have to lead my target etc etc. Simple loadouts like I show in my videos, take much of that thinking away and instead, put that brainpower on figuring out how to position correctly, which is much more effective. I feel like that's what's happening with that Orion pilot. He's staying still in one spot, possibly spending too much time thinking about which weapon group to use while he's getting shot up from two sides. Next, a mixed range loadout never has an optimal range. No matter where you are on the map and where the enemy is on the map, your weapon payload is not optimized. It may be too short for your long range weapons (which are less heat efficient or lower DPS at short range) or too long for your short range weapons. A player with an optimized loadout that's also positioned correctly will be able to out-trade you all the time. Some players will say "I can't be positioned correctly all the time". Of course not, neither am I. But if you're well positioned more than half the time, you're probably winning out overall.
@@BlackhawkSC, thanks for the very detailed reply. I agree with your points, especially on a large mech like an Orion were you should be able to settle on one type of laser. Also your point about simplifying weapon control is a good one. Generally I try to select mechs that have weapon loadouts that only require one or two mouse buttons. In the event that I did have a mix of ML and ERML I would probably key them on one button. When I looked through my mechs I could not find an example where I had mixed ML and ERML, LOL. However I did find more than one light mech where I have mixed MPL and ERSL which seem to be a good match for range and cooldown, fired on the same button.
I have an old video series regarding weapon synergies, it might help take a look at that and see which weapons combo well with each other. It's IS focused but you can apply the same principles to clan as well. ua-cam.com/play/PLwqk5uyksy_N5gbQD4frnfPSQZYqpdQE0.html
The part where you mention only playing a loadout for fun is ironically the best reason to play any loadout, meta be damned. I would also argue that running machine guns is perfect for when you're using MPLs or any small lasers along with missiles. For one or two tons, you can add a shitload of crit chance to your backup weapons with no additional heat. Looking back to when I was trying to figure out which Timberwolf to buy for the best CT I'd use, I should have gone for one with an energy hardpoint instead of the ballistic. Silly me, I was used to IS ballistics and didn't realize the Clan AC2s all require two or more slots. But one of the missile torso omnipods also has a ballistic hardpoint, and another on the opposite side has an energy hardpoint, so I was able to build up a few loadouts that run machine guns with the arm lasers, enough missiles to keep the enemy in cover, and a TAG to keep those sweet locks on them.
The main problem with MGs is that as soon as you equip one you start needing to play around it, which means having to stare at your target. MGs are therefore great on lights where they can get behind enemies and shooting and twisting doesn't matter. You can stare at an enemy's back all day. Anything heavier though you'll most likely have your target looking at you, and you need to try to spread that return fire across multiple components, so staring is really bad. I know MGs will work in some situations on heavier mechs, like when you're not getting shot back, but using that tonnage on some other equipment is probably going to be less situational.
@@BlackhawkSC You don't need to stop twisting or doing anything differently than normal. Just put the machine guns in the same fire group as your backup lasers and you're golden. If you get the chance to hold that trigger then that's great, but the point is to add to the laser crits, not try to play Shadowcat.
Yeah you can do that but you waste DPS. Synchronizing weapon cooldowns is one of the principals of building mechs. This is because whenever you're not on the offensive, you should be defending. In case of MGs of course there is no cooldown so you combo it with other high DPS high facetime weapons.
@@BlackhawkSC Synchronize shit. You don't lose any DPS by adding machine guns if you are competent at managing your heat. And if you're defending and not firing, you're doing it wrong. If you need to stop firing for heat, then you should be thinking about maneuvering to a better position. That's exactly what the 81 kph engine is for. And if you're so hard against MGs, then use the tonnage for an AMS for once and be useful to the team.
Let me put it in another way because I think my first explanation wasn't clear. Suppose you don't synchronize cooldowns, assume you have 2 weapons and they have a 3 and 5 second cooldowns. Do you fire every 3 seconds or do you fire every 5 seconds? If you fire every 3, then you're facing the opponent when you 5 second weapon isn't ready. You give the opponent access to your CT or any component he wishes to hit when you're facing him but you're only hitting him with half your firepower. If he has a proper build with synchronized cooldowns, he can hit you with his entire alpha while you're looking at him while taking only half of yours. Or do you fire every 5 seconds? Then you waste the DPS on the weapon with the 3 second cooldown. The only way to maximize DPS is to keep staring at the enemy, which hopefully you understand is bad. Alternatively if my weapons all have 5 second cooldowns, if I time my shots at every 5 seconds, I don't waste DPS and I can twist and spread damage when my weapons are on cooldown. There's no sacrifice made when I'm defending nor when I'm on the offensive. When you mix MGs and most lasers you have to deal with that problem. MGs don't have cooldowns so they pretty much require constant face time. Lasers are usually burst damage weapons. If an enemy is firing back at you, while your lasers are cooling down, your face time is unoptimized. The only way this will work is if you're not giving face time at all, which is the case with lights that can backstab. On heavies normally you're facing the enemy and he can shoot back at you. You can make a claim that mixing in MGs can be useful when an enemy is not looking at you, but then you get into the question of how often that happens. If I dedicate tonnage and slots to something on my build, it should be useful all the time when I'm in combat, and not just situationally. So an extra heatsink or in the case of battletechs, a bigger engine, is always useful when I'm fighting. The MGs are not.
I have to say that you should keep in mind that the TBR has 5 DHS. With the buffs to how those work with the dissipation, it’s not in as bad a place as it was before.
I think every mech improved with the heat dissipation buffs, but when you combine that with the engine desync, the net effect is that the TBR fell behind several clan heavies overall.
The only build I liked on the Timmy was a streak, atm, mpl and flamer boat. However after the geomerty rework, it was nerfed, with no way to put the smaller ssrm launchers in the upper mounts, making it a much bigger target, leaving me with no Timmy build that I really care for.
@@catnium Before the geometry rework the mech didn't have the large bunny ears when the srm6's were mounted high. The rework means now there's no way to dodge having the bunny ears (beyond not taking missiles etc), which is a nerf for the build that deliberately tried to not have them.
Thank you you mentioning me, mate. You won't believe, but the idea of Timby with lpl and mplas came to my mind after our talk and before this video. Great minds think alike! I'm sad to hear about spls, Chris Lowrey is a genius! As for the Warrant, firstly I rocked uac20 and 4 hmlas, but since you can easily do it on a Summoner, now I run 8-set of omnis, cooldown nodes, lbx20, 2xasrm6s and 4xsplas, first game with it here, 926 damage - ua-cam.com/video/Eu_pjEyFpPE/v-deo.html
I've been planning a build on the Warrant because of the unique side torso that lets me mount 2 energy weapons in each side torso. With 2 PPC's (Large Pulses can work) being put there and 2 ATM6's to save on weight and size. Than load the arms with up to 4 small lasers, I don't know how Micro Pulse and Heavy Smalls would work in a heavy. The build to me is essentially a PPC carrier that can pack more weapons than a summoner and Hellbringer at the loss of ECM. It doesn't have the best mounts, but armor and smaller profile could make up for it. I suppose the ATM's can swapped for any of the SRM6's or even a LRM5 when that patch comes out. And then! Swapping the PPC's for Large's than up the Smalls to Mediums could work, haven't looked into heat efficiency for that though, plus it'll add face time.
@@MrSoulpolo Ya, the PPC isn't very heat neutral. I can get 4 heatsinks with the smalls, but it takes some fire control. I tend to delay my PPC shots to prevent a big heat spike, and you can't exactly fire all the weapons at once because of the different ranges.
Small Pulse lasers I find are some of the best weapons to use against light mechs. I prefer to run them. when I want to go Light Hunting. Or When I'm running a Long range Build to chase away. Or out right kill any Light foolish enough to think I'm it's prey. :3
try Running an LRM Build with the Timber Wolf. And maybe a Poking build with that One 3 energy Shoulder. Combo-ed with several Small Pulse lasers to chase away or kill lights that come after you.
Is it worthwhile to use the TBR-A left torso in order to build the LPL, 6xMPL variant on variants that lack the CT energy mount, or does the change in profile for the side torso make it iffy?
Yeah, not only the enlarged LT but the -A LT also takes away some agility if you look at the quirks that come with the other LTs. So for both reasons I think it's only really worth running on the A/D/C.
They've nerfed the Clans so hard the Timber is just inferior nowadays, the engine is just too large for the tonnage, expect this to get worse with the next tech pass.
I made a thousand dmg yesterday with the Streak srm build, and also with an ATM12 build. Thats rare, usually you get focused a lot in this mech for some reason..
The missile ears make it a big, easy target. Some players go for perceived threats first, and some go for easy targets first. A Timber Wolf could get either response.
I get what you mean with saying the mad iic is more tanky and can have more fire power, i run one on occasion with 6mpls, and 2 heavy lgs, with 2mpls in the ct, you cant really do that with TBR
Try that build with 2xLPLs instead of the 2xHLLs. You exchange alpha size for lower duration and synced cooldowns. I think you also get better heat efficiency mech.nav-alpha.com/#065ae3f6_MAD-IIC
My problem.........is............that the Timber Wolf does not look right without its iconic mickey mouse ear missile launchers. So I tend to run them with either SRM, ATM, or LRM launchers. I just cannot look at the thing without the iconic look. I HAVE A PROBLEM hehehehehehe.
I played Timberwolf the last months alot and can show 3 builds that are good with it... Depents on your firegroup control. Alpha Strike Skirmisher Build: www.bilder-upload.eu/bild-ac8151-1552425960.png.html Flex Build: (My Favorit but needs 4 Firegroup managment) www.bilder-upload.eu/bild-f5f5d0-1552426071.png.html Peaking PPC build: www.bilder-upload.eu/bild-0ab70f-1552426099.png.html finaly i have to say ... there are better mechs but whats an claner without an Timberwolf ^^
As you should have seen I used a 10 ton weight range for comparison purposes. 65 ton to 85 tons. Because there are similarities between the roles the mechs in that weight range plays.
One more note... Just because a mech has more armor and firepower doesn't make it necessarily better at a specific role. For example, the HBR is the top laser peek mech in the game right now despite having less firepower, armor, and heat dissipation than a MAD IIC. That's why in the video I use a weight range and compare different roles for mechs in that range.
2xUAC10 4xerml 5tons of ammo 1 heatsink, thats the only build that brings me consistent good results, all other builds usually get cored way to easily with the bad hitboxes the timberwolf has, so u atleast need a good alpha to protect urself. the ammo position is kinda dodgy but with out head or leg slots the best u can do. mech.nav-alpha.com/#aa6db978_TBR-A
@@BlackhawkSC jeah when I bought the timber for the last event where u had to pilot a timberwolf I was thinking to get the S too, as someone who did not play at that time its really hard to understand how the timberwolf was so dominant back in the day
@@Mkoll yep back in the day, it was fast, carried lots of weapons and was pretty tanky. Now its agility has been nerfed, and its weapon payload has been eclipsed by other mechs
I like to run the TBR-Prime with this build: mech.nav-alpha.com/#e2e349d6_TBR-PRIME Worth noting it's not necessary to use the prime for this build, but the set-of-8 quirks acceleration and cooldown quirks make it rewarding to. Overall I feel there's not much reason to run the Timber right now with the Ebon and Hellbringer being so good but the mech is still pretty damn fast for 75 tonnes and can rack up decent damage in quick play nascars.
I personaly run x6 Streak SRM6 and x4 ERML with some heatsinks, TC and CAP. I am extremely disappointed with the TimberWolf and this is the only build I found that works for me on it. As such, I gave it full Speed Tweak and I use it as a support to murder those little light mechs with my Streaks and have ERMLs for range and extra damage. Heat is good enough, mobility is proper and it has JJs for sneaky stuff as well. That is the only build on Timby that works for me and it actually works very well.
Hey, your video is really helpful... however sometimes your style of portraing things and builds is a little bit to dense. Especially for non english speaken viewers. Sometimes one or two explicit sentences or another slide would make things easier to understand. e.g. showing to timber A-torso as variant for the MLas build. ... but basically it s a really good vid.
Yeah probably I did the same as you by writing to compressed ;)... The A-Troso was just meant as an example for a general statement. So you say, that you could do the MLas Build with the A-Torso, but you would not do so bc of the bigger profil. - If you want to understand that sentence only from the information from your video, you have to understand and remember the differences of the Torso typs right at the begining of the video and kind of memorize that. So a little hint like: "the A-Torso, which is the one with the 3 high engery hardpoints on the shoulder...." would make it more comforttable to process the information. I think the non englishspeaken vievers would give that also some more time to process the information. But of course that s only luxury problems bc everyone can rewatch the video :)
I see what you're saying. Yes the content is condensed sometimes. This is because most of my viewers already know the basics, so explaining it like that would make the video too long. However I'll be very happy to explain anything that doesn't make sense.
I'm a old school MechWarrior so my Madcat aka Timberwolf has 2xLRM15 3xMG and 2x ER PPC with jump jets. On a prime haul with changed Omni parts. Because Meta's are for pussies.
I'd probably switch the TBR-PRIME build to LBX20 + 4xASRM6 since the solo queue is more brawly in mid 2019.
The timber wolf use to be the icon of the clans and the face of mechwarrior....Thank you PGI for ruining my dreams....
Were you around when the clans first released?
There was a period when IS assaults trembled in fear of a Timberwolf.
It was THAT powerful.
@@Squeaky_Ben I dunno ,but i do know from day one of playing mechcommander I WANTED EVERY Timberwolf i could salvage! It's still my favorite mech because it looks cool, but damn PGI had to go and ruin it.... The IS use to shake in fear if the clans were even mentioned..
the face of mech warrior ?
HAHAHA
no..
@@catnium proxy.duckduckgo.com/iu/?u=http%3A%2F%2Fpics.mobygames.com%2Fimages%2Fcovers%2Flarge%2F1214326819-00.jpg&f=1
proxy.duckduckgo.com/iu/?u=https%3A%2F%2Ftse4.mm.bing.net%2Fth%3Fid%3DOIP.nqM6OCeFn5jkDQ_Dk-nraQHaHU%26pid%3DApi&f=1
I'm an IS fella, but I think it's a real shame the Timber Wolf's been sub par for so long. It's one of the most iconic mechs, it should be feared again.
Personally I think there are no bad or sub-par mechs. The trick is finding a new niche for it. I find it quite effective at backing up light/medium flankers thanks to its speed and armor. I've had several good matches where poking with a pair of lights caused the enemy to mistake our distraction for the main assault and rotate to meet us, leaving their new flank wide open for the beefier heavies and assaults to chew them up.
I may have terrible aim and really messed up ideas for loadouts, but battlefield tactics are something I'm halfway decent at (as long as I remember not to charge in like the Terminator when I first make visual contact.)
"sub par" More like it's it's in the top 10% instead of first place. The Timberwolf's advantages now are speed and build variety instead of just being best in class.
Also, they're really ugly imho, but I think that of a lot of clan mechs.
Top 10% of what? It's not the best 75t clanner, and there are only three of those, so that's ruled out. And considering all clan heavies or all clan mechs just makes it clearer it's not in the top 10%. Bit of an exaggeration, I think.
Let me clarify what I mean by sub par: I'm not talking about 'compared to all other mechs,' I'm talking about 'compared to its status and how good it should be, and used to be in MWO.' Par for the Timber Wolf = *at least* a contender for best in class, and it hasn't been that for a very long time. As Blackhawk says, it's not even considered a significant threat any more, there are clan mechs all the way down to medium I'd give priority to. No one's saying it's an awful mech, just that it's fallen too far.
@@VanBurenPhilips The Timberwolf is iconic, but it was only really one of the deadliest Clan mechs in the first Invasions. The simplest explanation for why it "fell too far" is that PGI has been releasing mechs into the game roughly consistent with their chronological order in the lore. I say roughly because we're starting to get to mechs that were developed just after the Clan invasions in time for the Word of Blake Jihad, and possibly even after that, but some of the newest weapons and modules in lore might never be introduced to the game, nor will there likely be the ability to load Clan tech on IS mechs and vice versa. So how good you try-hards think a mech is now is ultimately going to be based on how new it is. Stop whining and enjoy the game.
Pfff why be petty dude? You were doing ok until then. Firstly, try hard... that's pretty funny, take a look at my videos and tell me if you think I'm trying hard enough XD (coming next, one of my favourite mechs, the Spider 5V. Not joking). Also I've been very clearly talking about the TW from an enemy's pov, as an IS player. How the fuck do you equate that with try hard? I don't even own any TWs!
Secondly, enjoy the game? I do, a great deal. I think the major change to 3060s tech & new skill system, and the various smaller changes have, on the whole, been a massive improvement. Almost every mech changed for the better and the game became a lot more fun, for me. Unfortunately the TW's one of the very few that is now somewhat weaker than it used to be. No one even disagrees with that, but mentioning it is 'whining'? Don't be childish, and read the actual discussion instead of imagining your own.
Its fading glory in line with the lore is a cool idea, but given PGI's balance philosophy is to keep all mechs relevant, I think it's clear that's more by accident than design. Regardless, it has declined further than it should. 'No longer best in class' =/= 'meh, a TW, ignore it.' And we know, from how it used to be in MWO, that it *can* be much better. Perfectly reasonable to redress that balance, not all the way, but just to lift it from the underwhelming position it's in now.
"Since I only have one Virago" - Well there is your problem, you need another!
Haha yes... it's my personal policy not to duplicate mechs on an account, although I've broken that rule occasionally
Kana with his Hellbringer obession.
@@Squeaky_Ben I think I have 12 Hellbringers across all my accounts, but Kana probably has an account somewhere with only Hellbringers :)
@@BlackhawkSC Wrong, he has gotten to the level where a hellbringer has an account full of Kanajashis.
I enjoy my TBR-Prime with 2xATM and 4xHML from time to time, its a great pack hunter.
R00t b33r did a mini scorch warrant build that can only be done if you have that one ballistic arm that comes with the warrant and it is pretty good. Good video too...
I'm guessing something like LB10s and SRMs?
@@BlackhawkSC yeah, I think SRM 4s and LB 10s actually.
You can already run something similar without the WAR omnipods, LB20 and SRM6s.
@@BlackhawkSC For brawling that would be similar but the LB 20 doesn't have the same DPS as 2 LB 10s and the LB 10s have better range than the LB 20 giving them more flexibility.
@@darrenskjoelsvold LB10 + SRM4 is a brawl build just as much as LB20 + SRM6 so we're really talking about brawling anyways. You can shoot LB10s past brawl range (not any of the SRMs) but that's not really what you should be doing. Treating LB10s as midrange weapons is a common mistake in MWO. They also lose effectiveness past 300m or so due to the spread. I demo'd the effect of LB10 spread in a video I made a long time ago and I can link that video if you need it.
Anyways, focusing just on brawling, again I didn't see the video you referenced but I put together a WAR omnipod build and I think you can only take 2 SRM4s if you want enough ammo for 2xLB10s and SRMs. You'd want at least 4 tons of LB10 ammo and unless you strip some serious armor off the legs, you only have 1 ton for 3xSRM4. But to give as much advantage to the LB10/SRM4 build as possible let's assume 3xSRM4 and 2xLB10s. Then your max DPS is 16.89. With the LB20 / SRM6 build your max DPS is 17.8 (build link mwo.smurfy-net.de/mechlab#i=309&l=334a1671db7589a9abcd8d4d6aafbd3601bb03e1). You also get a left shield arm when you're brawling. In the LB10's case, you don't have a shield side.
So I see no real advantages in using the LB10/SRM4 combo on the TBR. You see more LB10/SRM4 combos on mediums and such, but if a mech has the tonnage to do LB20/SRM6 usually that's preferred.
Man I don't even care if it's the best. This thing's been my favorite mech since I was a little guy playing Mech Commander.
I’m running a 4x SRM6 with LBX20 on one of my TBRs. As with any brawl mech, it depends on map/team.
I have a TBR-Prime, and i set it up as a support/lategame brawl with 2xLRM 15 and 2x ERPPC, works pretty nicely.
I think the problem with the Timber Wolf is that yeah, the engine desync murdered it. But I also think that PGI has a hard time buffing it because everyone wants the Timber Wolf to be the scary 75-ton badass she's always been, but they want to make sure they don't make it too overpowered.
Pretty much any build you can do on a Timber Wolf, you can do better on the Linebacker, Ebon Jaguar and Hellbringers, and that's just sad.
I'd be okay with them freeing up some "Fixed Armor Slots" or bumping the speed up to 86.4 KPH like it's supposed to be.
Your speed boost suggestion is a good one, and emblematic of the fact that it _is_ possible to just buff the mech in question without buffing the others. Pitch, yaw, etc; even max armor values.
So I play fairly casually, I don’t often look at the patch notes and I don’t care if a mech is good or bad, unless it’s REALLY bad
I hear the term “Engine Desync” often, but I am not entirely sure what actually went down. Could someone elaborate?
there was a time where a bigger engine gave bonusses to movement (faster turning, twisting, accel/decel-eration), but they took that out and gave us the movement tree instead
quantaca ah I see, ok thanks :)
I'd love to see the Timbi buffed. It is one of the most iconic Mechs in the whole Battletech universe. It is the most iconic Clan Mech imho. PGI has buffed a lot of the iconic Mechs (HBK-4G, COMs, TBTs, AS7s,...) which i appreciate. I think the TBR deserves such a treatment as well. I'd like to have my perception on the battlefield changed from "Oh, a Timbi..." to "OH SHIT! A TIMBERWOLF!!"
Didn't you notice? They only buffed Inner Sphere mechs. Find that peculiar?
Don't expect balanced game play from pgi
unless they move the missile mounts to the arms this mech will always be ez mode to kill
no buff will save the clans idiotic design
Personally I love my 8 MPL TBR-A build (well, any energy CT TBR can do it with A LT and PRIME arms) - it's exactly what it says on the can, 8 MPL with a TC1 and the rest of space filled with heat sinks. Requires volley firing (4+4) for best results, but wrecks components left and right.
8 MPL is a 52 pt alpha and 1.4s of face time minimum, and you need to time the 0.5s to avoid ghost heat. 6 MPL 1 LPL is a 51 pt alpha, 1.09s of face time, with slightly better damage if you're firing beyond MPL optimal range, and no need to time the ghost heat delay. You lose 2 DHS, but I think the tradeoff is worth it.
Also remember the A LT makes your LT really vulnerable, and using it causes you to lose agility quirks vs other LT omnipods.
I've got a prime only brawl build that is actually effective. 3hmg, 4srm6, 4spl. If you pack it in right you got plenty of ammo, and more than enough heat sinks.
Hey bro, great video! I have a guestion tho because I am clueless about this: You know, I come from the older games, MW mercenaires, Vengeance (great games), and in online I only have an Atlas and a Jenner, and now, I am looking forward to buy a new medium/heavy mech that is META/Strong or at least, you know easier to play or is better than the average. I looked at the iconic mechs (Uziel, Mad dog/Vulture, etc.) and they were hella expensive, or just crappy and not worth the money (at least that's what I heard about them on UA-cam), which mech would you recommend that is strong, and easy to play or just good for first heavy/medium mech? :)
Thanks for coming by the channel. I have two videos just for new players looking for mech recommendations.
ua-cam.com/video/Evj3frDP2RM/v-deo.html
ua-cam.com/video/2uTI087BAEw/v-deo.html
Solid video and informative as always.
I find that on some mechs that are limited on tonnage that a combo or ML and ERML can work quite well. Your alpha strike damage close is the same and you get more damage if the target is past the optimal range of the ML. They do get out of sync if trying to shoot them fast, but this can be an advantage for noobs like me when under pressure as it can make heat management easier when the lasers don't all fire together which can avoid a potential shutdown. Yes it is true that the combo is less efficient than plain ML or ERML operating at their ideal ranges, but combat is seldom at ideal ranges.
Mixed range loadouts is more common for new players, I do understand that. The idea is to have "something" for every situation you encounter. I'll point out two major problems with this.
First is that you end up spending too much time thinking about which weapon group to use. "Too much time" can be as little as a second, which is a lot of time for someone to be shooting at you. This is more common when you have 3 or 4 weapon groups, all with different ranges and some with different projectile velocities. You're thinking about am I going to overheat, am I using the weapon with the proper range, do I have to lead my target etc etc. Simple loadouts like I show in my videos, take much of that thinking away and instead, put that brainpower on figuring out how to position correctly, which is much more effective. I feel like that's what's happening with that Orion pilot. He's staying still in one spot, possibly spending too much time thinking about which weapon group to use while he's getting shot up from two sides.
Next, a mixed range loadout never has an optimal range. No matter where you are on the map and where the enemy is on the map, your weapon payload is not optimized. It may be too short for your long range weapons (which are less heat efficient or lower DPS at short range) or too long for your short range weapons. A player with an optimized loadout that's also positioned correctly will be able to out-trade you all the time. Some players will say "I can't be positioned correctly all the time". Of course not, neither am I. But if you're well positioned more than half the time, you're probably winning out overall.
@@BlackhawkSC, thanks for the very detailed reply. I agree with your points, especially on a large mech like an Orion were you should be able to settle on one type of laser. Also your point about simplifying weapon control is a good one. Generally I try to select mechs that have weapon loadouts that only require one or two mouse buttons. In the event that I did have a mix of ML and ERML I would probably key them on one button. When I looked through my mechs I could not find an example where I had mixed ML and ERML, LOL. However I did find more than one light mech where I have mixed MPL and ERSL which seem to be a good match for range and cooldown, fired on the same button.
I have an old video series regarding weapon synergies, it might help take a look at that and see which weapons combo well with each other. It's IS focused but you can apply the same principles to clan as well. ua-cam.com/play/PLwqk5uyksy_N5gbQD4frnfPSQZYqpdQE0.html
I've had decent success running 6 ERML 1 UAC10 Timber Wolf in QP as a second line support mech, but it can be inconsistent if you get an unlucky jam.
4x srm 6 + 5 spl. Thats a lot of fun :D
The part where you mention only playing a loadout for fun is ironically the best reason to play any loadout, meta be damned. I would also argue that running machine guns is perfect for when you're using MPLs or any small lasers along with missiles. For one or two tons, you can add a shitload of crit chance to your backup weapons with no additional heat. Looking back to when I was trying to figure out which Timberwolf to buy for the best CT I'd use, I should have gone for one with an energy hardpoint instead of the ballistic. Silly me, I was used to IS ballistics and didn't realize the Clan AC2s all require two or more slots. But one of the missile torso omnipods also has a ballistic hardpoint, and another on the opposite side has an energy hardpoint, so I was able to build up a few loadouts that run machine guns with the arm lasers, enough missiles to keep the enemy in cover, and a TAG to keep those sweet locks on them.
The main problem with MGs is that as soon as you equip one you start needing to play around it, which means having to stare at your target. MGs are therefore great on lights where they can get behind enemies and shooting and twisting doesn't matter. You can stare at an enemy's back all day. Anything heavier though you'll most likely have your target looking at you, and you need to try to spread that return fire across multiple components, so staring is really bad. I know MGs will work in some situations on heavier mechs, like when you're not getting shot back, but using that tonnage on some other equipment is probably going to be less situational.
@@BlackhawkSC You don't need to stop twisting or doing anything differently than normal. Just put the machine guns in the same fire group as your backup lasers and you're golden. If you get the chance to hold that trigger then that's great, but the point is to add to the laser crits, not try to play Shadowcat.
Yeah you can do that but you waste DPS. Synchronizing weapon cooldowns is one of the principals of building mechs. This is because whenever you're not on the offensive, you should be defending. In case of MGs of course there is no cooldown so you combo it with other high DPS high facetime weapons.
@@BlackhawkSC Synchronize shit. You don't lose any DPS by adding machine guns if you are competent at managing your heat. And if you're defending and not firing, you're doing it wrong. If you need to stop firing for heat, then you should be thinking about maneuvering to a better position. That's exactly what the 81 kph engine is for. And if you're so hard against MGs, then use the tonnage for an AMS for once and be useful to the team.
Let me put it in another way because I think my first explanation wasn't clear. Suppose you don't synchronize cooldowns, assume you have 2 weapons and they have a 3 and 5 second cooldowns. Do you fire every 3 seconds or do you fire every 5 seconds? If you fire every 3, then you're facing the opponent when you 5 second weapon isn't ready. You give the opponent access to your CT or any component he wishes to hit when you're facing him but you're only hitting him with half your firepower. If he has a proper build with synchronized cooldowns, he can hit you with his entire alpha while you're looking at him while taking only half of yours. Or do you fire every 5 seconds? Then you waste the DPS on the weapon with the 3 second cooldown. The only way to maximize DPS is to keep staring at the enemy, which hopefully you understand is bad.
Alternatively if my weapons all have 5 second cooldowns, if I time my shots at every 5 seconds, I don't waste DPS and I can twist and spread damage when my weapons are on cooldown. There's no sacrifice made when I'm defending nor when I'm on the offensive.
When you mix MGs and most lasers you have to deal with that problem. MGs don't have cooldowns so they pretty much require constant face time. Lasers are usually burst damage weapons. If an enemy is firing back at you, while your lasers are cooling down, your face time is unoptimized. The only way this will work is if you're not giving face time at all, which is the case with lights that can backstab. On heavies normally you're facing the enemy and he can shoot back at you.
You can make a claim that mixing in MGs can be useful when an enemy is not looking at you, but then you get into the question of how often that happens. If I dedicate tonnage and slots to something on my build, it should be useful all the time when I'm in combat, and not just situationally. So an extra heatsink or in the case of battletechs, a bigger engine, is always useful when I'm fighting. The MGs are not.
I have to say that you should keep in mind that the TBR has 5 DHS. With the buffs to how those work with the dissipation, it’s not in as bad a place as it was before.
I think every mech improved with the heat dissipation buffs, but when you combine that with the engine desync, the net effect is that the TBR fell behind several clan heavies overall.
The only build I liked on the Timmy was a streak, atm, mpl and flamer boat. However after the geomerty rework, it was nerfed, with no way to put the smaller ssrm launchers in the upper mounts, making it a much bigger target, leaving me with no Timmy build that I really care for.
byter honestly I like this build on the Mk II better anyway. Missiles are quite heavy.
wtf you talking about ? i have srm6 top mountsed bunny ears
and lrm15 on the body
@@catnium Before the geometry rework the mech didn't have the large bunny ears when the srm6's were mounted high. The rework means now there's no way to dodge having the bunny ears (beyond not taking missiles etc), which is a nerf for the build that deliberately tried to not have them.
Thank you you mentioning me, mate. You won't believe, but the idea of Timby with lpl and mplas came to my mind after our talk and before this video. Great minds think alike! I'm sad to hear about spls, Chris Lowrey is a genius! As for the Warrant, firstly I rocked uac20 and 4 hmlas, but since you can easily do it on a Summoner, now I run 8-set of omnis, cooldown nodes, lbx20, 2xasrm6s and 4xsplas, first game with it here, 926 damage - ua-cam.com/video/Eu_pjEyFpPE/v-deo.html
Thanks for the idea :)
I've been planning a build on the Warrant because of the unique side torso that lets me mount 2 energy weapons in each side torso. With 2 PPC's (Large Pulses can work) being put there and 2 ATM6's to save on weight and size. Than load the arms with up to 4 small lasers, I don't know how Micro Pulse and Heavy Smalls would work in a heavy. The build to me is essentially a PPC carrier that can pack more weapons than a summoner and Hellbringer at the loss of ECM. It doesn't have the best mounts, but armor and smaller profile could make up for it. I suppose the ATM's can swapped for any of the SRM6's or even a LRM5 when that patch comes out. And then! Swapping the PPC's for Large's than up the Smalls to Mediums could work, haven't looked into heat efficiency for that though, plus it'll add face time.
to hot for sure ....
@@MrSoulpolo Ya, the PPC isn't very heat neutral. I can get 4 heatsinks with the smalls, but it takes some fire control. I tend to delay my PPC shots to prevent a big heat spike, and you can't exactly fire all the weapons at once because of the different ranges.
I set mine up with 2ppc 1gauss its a fun little sniper.
In my Warrant I run an lb10 4 medium pulse and 2 srm4 with Artemis. It is very effective
i run lbx 20 and no artemis
Small Pulse lasers I find are some of the best weapons to use against light mechs. I prefer to run them. when I want to go Light Hunting. Or When I'm running a Long range Build to chase away. Or out right kill any Light foolish enough to think I'm it's prey. :3
try Running an LRM Build with the Timber Wolf. And maybe a Poking build with that One 3 energy Shoulder. Combo-ed with several Small Pulse lasers to chase away or kill lights that come after you.
Is it worthwhile to use the TBR-A left torso in order to build the LPL, 6xMPL variant on variants that lack the CT energy mount, or does the change in profile for the side torso make it iffy?
Yeah, not only the enlarged LT but the -A LT also takes away some agility if you look at the quirks that come with the other LTs. So for both reasons I think it's only really worth running on the A/D/C.
They've nerfed the Clans so hard the Timber is just inferior nowadays, the engine is just too large for the tonnage, expect this to get worse with the next tech pass.
I made a thousand dmg yesterday with the Streak srm build, and also with an ATM12 build. Thats rare, usually you get focused a lot in this mech for some reason..
It’s just so engrained in seasoned players because it’s a big threat
The missile ears make it a big, easy target. Some players go for perceived threats first, and some go for easy targets first. A Timber Wolf could get either response.
because their ez mode to kill
shoot left ear
shoot right ear
done
mech is done
you are dead
A mad cat without ears aint a mad cat
I get what you mean with saying the mad iic is more tanky and can have more fire power, i run one on occasion with 6mpls, and 2 heavy lgs, with 2mpls in the ct, you cant really do that with TBR
Try that build with 2xLPLs instead of the 2xHLLs. You exchange alpha size for lower duration and synced cooldowns. I think you also get better heat efficiency mech.nav-alpha.com/#065ae3f6_MAD-IIC
My problem.........is............that the Timber Wolf does not look right without its iconic mickey mouse ear missile launchers. So I tend to run them with either SRM, ATM, or LRM launchers. I just cannot look at the thing without the iconic look. I HAVE A PROBLEM hehehehehehe.
I played Timberwolf the last months alot and can show 3 builds that are good with it... Depents on your firegroup control.
Alpha Strike Skirmisher Build:
www.bilder-upload.eu/bild-ac8151-1552425960.png.html
Flex Build: (My Favorit but needs 4 Firegroup managment)
www.bilder-upload.eu/bild-f5f5d0-1552426071.png.html
Peaking PPC build:
www.bilder-upload.eu/bild-0ab70f-1552426099.png.html
finaly i have to say ... there are better mechs but whats an claner without an Timberwolf ^^
Why are you comparing the Timberwolf (75 ton heavy) with the Marauder IIC (85 ton assault)? Of course it carries more armor and firepower.
As you should have seen I used a 10 ton weight range for comparison purposes. 65 ton to 85 tons. Because there are similarities between the roles the mechs in that weight range plays.
One more note... Just because a mech has more armor and firepower doesn't make it necessarily better at a specific role. For example, the HBR is the top laser peek mech in the game right now despite having less firepower, armor, and heat dissipation than a MAD IIC. That's why in the video I use a weight range and compare different roles for mechs in that range.
2xUAC10 4xerml 5tons of ammo 1 heatsink, thats the only build that brings me consistent good results, all other builds usually get cored way to easily with the bad hitboxes the timberwolf has, so u atleast need a good alpha to protect urself. the ammo position is kinda dodgy but with out head or leg slots the best u can do.
mech.nav-alpha.com/#aa6db978_TBR-A
I used to run something like that on my -S as well. The Only difference is that the -S gives you a JJ in place of the extra ERML.
@@BlackhawkSC jeah when I bought the timber for the last event where u had to pilot a timberwolf I was thinking to get the S too, as someone who did not play at that time its really hard to understand how the timberwolf was so dominant back in the day
@@Mkoll yep back in the day, it was fast, carried lots of weapons and was pretty tanky. Now its agility has been nerfed, and its weapon payload has been eclipsed by other mechs
Tbr-c with 5 mpls and 4 srm 6's
I like to run the TBR-Prime with this build: mech.nav-alpha.com/#e2e349d6_TBR-PRIME
Worth noting it's not necessary to use the prime for this build, but the set-of-8 quirks acceleration and cooldown quirks make it rewarding to.
Overall I feel there's not much reason to run the Timber right now with the Ebon and Hellbringer being so good but the mech is still pretty damn fast for 75 tonnes and can rack up decent damage in quick play nascars.
I personaly run x6 Streak SRM6 and x4 ERML with some heatsinks, TC and CAP. I am extremely disappointed with the TimberWolf and this is the only build I found that works for me on it. As such, I gave it full Speed Tweak and I use it as a support to murder those little light mechs with my Streaks and have ERMLs for range and extra damage. Heat is good enough, mobility is proper and it has JJs for sneaky stuff as well.
That is the only build on Timby that works for me and it actually works very well.
Hey, your video is really helpful... however sometimes your style of portraing things and builds is a little bit to dense. Especially for non english speaken viewers. Sometimes one or two explicit sentences or another slide would make things easier to understand. e.g. showing to timber A-torso as variant for the MLas build. ... but basically it s a really good vid.
Thanks for your feedback. As always if you have questions just ask. I'm not sure I understand your comment about the TBR-A torso though.
Yeah probably I did the same as you by writing to compressed ;)... The A-Troso was just meant as an example for a general statement. So you say, that you could do the MLas Build with the A-Torso, but you would not do so bc of the bigger profil. - If you want to understand that sentence only from the information from your video, you have to understand and remember the differences of the Torso typs right at the begining of the video and kind of memorize that. So a little hint like: "the A-Torso, which is the one with the 3 high engery hardpoints on the shoulder...." would make it more comforttable to process the information. I think the non englishspeaken vievers would give that also some more time to process the information. But of course that s only luxury problems bc everyone can rewatch the video :)
I see what you're saying. Yes the content is condensed sometimes. This is because most of my viewers already know the basics, so explaining it like that would make the video too long. However I'll be very happy to explain anything that doesn't make sense.
I'm a old school MechWarrior so my Madcat aka Timberwolf has 2xLRM15 3xMG and 2x ER PPC with jump jets. On a prime haul with changed Omni parts. Because Meta's are for pussies.
My brother runs 3 MPL's, 2 LRM15s, and a PPC. He consistently gets 400-700 damage