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Red Waffle Apr 26, 2019 @ 8:26pm
TBR-C Brawler Skill Help
So for a Timberwolf running a classic 4/SRM-6's and 5/SML-PULSE Lasers loadout is there an optimal skill build for such a mech? Ordinarily I'd look online for this sort of thing but no one has really made any templates or actual blueprint examples for me to knick off of. Plus I'm still trying to grasp this overall concept for varying mechs and their loadout styles.

Any help would be appreciated.
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Showing 1-15 of 16 comments
Ishan451 Apr 26, 2019 @ 9:01pm 
I am going to assume your build looks something like this: TBR-C[mwo.smurfy-net.de]

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.
Last edited by Ishan451; Apr 26, 2019 @ 9:09pm
Salty Nobody Apr 26, 2019 @ 9:10pm 
For the skill tree all of my mechs in general have the full survival tree and some radar derp. My mechs with similar loadouts to yours have most/all of the missile and laser related skills.

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.
Last edited by Salty Nobody; Apr 26, 2019 @ 9:10pm
Red Waffle Apr 26, 2019 @ 9:28pm 
Originally posted by Ishan451:
I am going to assume your build looks something like this: TBR-C[mwo.smurfy-net.de]

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.

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.

Originally posted by Tactician:
For the skill tree all of my mechs in general have the full survival tree and some radar derp. My mechs with similar loadouts to yours have most/all of the missile and laser related skills.

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.

Could you post this build of your's using this website -- https://kitlaan.gitlab.io/mwoskill/
Last edited by Red Waffle; Apr 26, 2019 @ 9:28pm
Ishan451 Apr 26, 2019 @ 9:39pm 
Originally posted by Blood ♥♥♥:
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.

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.
Last edited by Ishan451; Apr 26, 2019 @ 9:41pm
Maddermax Apr 26, 2019 @ 10:32pm 
The skills are probably dependant on how bad the heat is. If you find yourself heat-capped fairly often, then some cool run and heat gen nodes are top priority. If not, then focus on Survivability (as you’re a brawler) and lots of firepower (cooldown and missile nodes first). Don’t worry about the laser nodes, as small pulse fire so fast anyway.

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.
Last edited by Maddermax; Apr 26, 2019 @ 10:38pm
Red Waffle Apr 26, 2019 @ 11:14pm 
Originally posted by Ishan451:
Originally posted by Blood ♥♥♥:
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.

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.

Damn, there seems to be no easy answer for this then. I guess it just boils down to experimentation then.

Originally posted by Maddermax:
The skills are probably dependant on how bad the heat is. If you find yourself heat-capped fairly often, then some cool run and heat gen nodes are top priority. If not, then focus on Survivability (as you’re a brawler) and lots of firepower (cooldown and missile nodes first). Don’t worry about the laser nodes, as small pulse fire so fast anyway.

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.

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.
Last edited by Red Waffle; Apr 26, 2019 @ 11:14pm
Ishan451 Apr 27, 2019 @ 12:47am 
Originally posted by Blood ♥♥♥:
Damn, there seems to be no easy answer for this then. I guess it just boils down to experimentation then.

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.
So for a Timberwolf running a classic 4/SRM-6's and 5/SML-PULSE Lasers loadout is there an optimal skill build for such a mech? Ordinarily I'd look online for this sort of thing but no one has really made any templates or actual blueprint examples for me to knick off of. Plus I'm still trying to grasp this overall concept for varying mechs and their loadout styles.

Any help would be appreciated.
Why would you put such a build on a Timberwolf when it fits on something like a Huntsman, Stormcrow or Linebacker? (and both SCR and LBK have the advantage of higher speed)

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.
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
Last edited by The Fifth Horseman; Apr 27, 2019 @ 3:13am
cyäegha Apr 27, 2019 @ 4:14am 
Originally posted by The Fifth Horseman:
Why would you put such a build on a Timberwolf when it fits on something like a Huntsman, Stormcrow or Linebacker? (and both SCR and LBK have the advantage of higher speed)

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
Helfdane Apr 27, 2019 @ 12:05pm 
Originally posted by Ishan451:
... whenever i decide i don't need it, i end up with a brawling mech on Polar Highlands fighting in the shade.

You hád to say it...
https://www.youtube.com/watch?v=I7WztrPBFvo
Last edited by Helfdane; Apr 27, 2019 @ 12:14pm
JC Apr 27, 2019 @ 4:39pm 
Originally posted by Blood ♥♥♥:
So for a Timberwolf running a classic 4/SRM-6's and 5/SML-PULSE Lasers loadout is there an optimal skill build for such a mech? Ordinarily I'd look online for this sort of thing but no one has really made any templates or actual blueprint examples for me to knick off of. Plus I'm still trying to grasp this overall concept for varying mechs and their loadout styles.

Any help would be appreciated.



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.
Red Waffle Apr 27, 2019 @ 5:21pm 
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.

Why would you put such a build on a Timberwolf when it fits on something like a Huntsman, Stormcrow or Linebacker? (and both SCR and LBK have the advantage of higher speed)

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.
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

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.
Last edited by Red Waffle; Apr 27, 2019 @ 5:24pm
JC Apr 27, 2019 @ 5:25pm 
SPL, are to close range for the speed on this mech IMO. SPL's also got nerfed a while back and really aren't used anywhere as much as they used to. Many builsd that used SPL's swapped to MPL's or ERML's, or even ERSL's with more heat sinks
Red Waffle Apr 27, 2019 @ 6:09pm 
Originally posted by JC:
SPL, are to close range for the speed on this mech IMO. SPL's also got nerfed a while back and really aren't used anywhere as much as they used to. Many builsd that used SPL's swapped to MPL's or ERML's, or even ERSL's with more heat sinks

Yeah seems like the safer bet. At least I can poke when not using the SRM's now.
Last edited by Red Waffle; Apr 27, 2019 @ 7:07pm
Salty Nobody Apr 27, 2019 @ 6:42pm 
Originally posted by JC:
SPL, are to close range for the speed on this mech IMO. SPL's also got nerfed a while back and really aren't used anywhere as much as they used to. Many builsd that used SPL's swapped to MPL's or ERML's, or even ERSL's with more heat sinks

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.
Last edited by Salty Nobody; Apr 27, 2019 @ 6:42pm
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Date Posted: Apr 26, 2019 @ 8:26pm
Posts: 16