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Possibly without the Tactical Computer and more wasted space?
TC is to gain crit and range for the small pulse lasers.
Alternate build would be medium pulse lasers for a bit more range: TBR-C[mwo.smurfy-net.de]
What exactly are you looking for in terms of help? What do you want your mech to do exactly? Just brawl well? Because there are few options beyond what you have.
After that it depends on what you are lacking. If your mech feels too sluggish get some maneuverability skills, or if you have to stop shooting before your target is dead go for heat gen and operations and maybe add more heat sinks to your actual build.
Dunno if it was conveyed enough in my first post, but my problem isn't the loadout, that's solid. It's the skill tree needed to compliment this brawler, y'know with all the nodes an stuff. It's a close range beast so I just need nodes to reflect that.
Could you post this build of your's using this website -- https://kitlaan.gitlab.io/mwoskill/
That is highly subjective. Tactician's advise is probably the most accurate you will get. You need about 60% radar deprivation and all the armor and structure quirks... beyond that its really down to the needs you create with your play style.
If you think its not turning fast enough for your liking you will need Anchor turn from the movement tree... go down the right side of the tree, unlock one anchor turn at the time.
If you play with override you probably don't need Operations tree for faster start ups.
If you use a lot of consumables.. depending on what consumables you want to use... your skill points will be different.
And the rest goes into the Firepower tree. Get the missile nodes for increased crit.
This is one build where I would say Radar dep is optional - you’re tough enough that a few LRMs won’t hurt you, and fast enough to find cover otherwise. You’re also a brawler, so once engaged, you won’t be off radar soon anyway. If you did want 60% radar dep though, probably grab a seismic sensor node as well, so you can ambush people coming around corners on occasion.
I haven’t tried it, but I have heard the Timberwolf suffers from low agility, so if you’re finding turning and torso twisting an issue, taking some mobility might be a good idea, though you don’t need to go down to speed tweak - just torso speed or anchor turn, which ever is needed more. This is subjective though, and if you feel the agility is fine, you can leave it alone.
In terms of the aux tree, that’s very subjective over how many Cbills you want to put on the line - I’ll nearly always put one point into it, and sometimes put one track into it (especially for cool shot), but you have to be frugal about when you use them. Never use a consumable on a game you’ve already lost, or already won, and be careful about using two or three unless you don’t care about earning Cbills (you’re unlikely to go backwards at least). It’s about options.
Damn, there seems to be no easy answer for this then. I guess it just boils down to experimentation then.
My initial skill tree build left my TBR feeling a little sluggish (probably due to the engine desync), although it had good heat management. I tinkered with it some just recently and traded all that out for better maneuverability and more weapon nodes. Feels a lot better but now I have to be more conscious about heat which is why I'm tryin' to dig for that nice middleground of everything.
Nope. Skilltree is one of the experience things... you use it to fit the mech more to the way you use it.
There are some generalist builds like 31 points into survival tree, 29 points into Defense and 30 points divided between the rest... like this:
a1733b78df8041c1eb06bbeffff6260c030000000d83506b121c320000000
But even that would be a contentious build. Some would suggest to go for cooldown instead of range in the Fire tree... others will say you don't need the agility tree and its wasted points and you should rather put them into the fire tree. Or the Operations tree going for increase of Heatcap over coolrun.
There will be people that will question what you need Target Retention for in the sensor tree.. or why even go for Radar Deprivation, as Maddermax has already expressed.
The reason for it, is that every player puts different things ahead as important, depending on their playstyle.
I personally wouldn't leave the hangar without at least 60% radar deprivation, but a lot of people are perfectly fine completely ignoring the Sensor tree and telling themselves that these are 10 points they can put to more use in the Weapon tree. The reason i wouldn't leave it without radar dep is my personal luck... whenever i decide i don't need it, i end up with a brawling mech on Polar Highlands fighting in the shade. And each and every time i am telling myself i would eat missiles for only half the time if i had just invested those skill points over 3% more range and 2% more cooldown on my weapons.
I personally wouldn't get Defense tree at all... i haven't taken it on my Timberwolf, going more into mobility instead. But i also run my Timberwolf with jump jets, which means mobility is more important to me, as i tend to use my Timberwolf in a hit and run manner. (I also use Medpuls for more range)
Your small laser build is probably gonna benefit from Defense tree much more, given that you rely on DPS over Alpha damage. Which also means you might want to go for cooldown over range, depending on just how much you shove your nose into the enemy.
I cannot recommend you the above build for this exact reason, because i don't know your playstyle and what is important to you. That is why you barely find anyone talking about skill trees, its generally accepted that its something that depends to much on your personal preference and playstyle.
And i personally don't even have the same skill trees on the same mechs, as the loadout plays such a big role.
Full Survival, double coolshots, double strikes optional but recommended, dump the rest of your nodes into Firepower (cooldown & heat gen primarily):
https://i.imgur.com/ff5Dyy8.png
if he can make it work, and he can pull his weight with it, then all the more power to him
i'd be saving my concern for something actually absurd like 12 micros or LRM60 no direct fire
You hád to say it...
https://www.youtube.com/watch?v=I7WztrPBFvo
Id swap to 4 MPL's,.
As for skill tree, full armor, all the missile nodes, 10 in consumables, and operations with 3 in sensors to get one 360 targeting node.
I also run this build on a Prime, so i can add 3 light machine guns. with the C you might wanna go with a flamer instead.
I had 4 MPL's initially but then someone mentioned higher DPS with the SPL. I lose some poking range but when I get up in your face it's worth it sometimes. However I might switch back.
What is your go-to TBR build? I always loved the SRM/MPL combo and have done quite well with it. Obviously there's going to be more qualified mechs like you mentioned (I'm thinking of getting a Linebacker) but I feel so comfortable with a Timberwolf it's one of my favorite mechs.
Yeah seems like the safer bet. At least I can poke when not using the SRM's now.
I dunno, It depends on playstyle. SPLs run cooler and match up well with the ranges I use my SRMs. I still use them on my builds, but mine are Mad Dogs intended to hit the enemy like a wrecking ball and brawl them to death without ever overheating.
The Timberwolf has worse survivability though so MPL poking to soften things up might well be better for it. Just watch the heat in a sustained fight.