One troubling thing I've seen on Madcat builds are the tendency to go damage heavy and heat sink ignorant. Sure, you can run a jump sniper with the Madcat and pile on CERPPC's and AC's and not have the DHS to back them up. I've also people try to compensate with dropping the CERRPPC's and going AC's. To me, people are just missing the capability of the mech and the slot savings of clan weapons. Superiority is a ridiculously effectively long range and close range mech with the DHS to back it up. You can snipe away and poptart with your CERPPC's all day with minimal heat issues. And when the enemy closes, you unleash 24 SRM's (50 pt alpha) in their face and keep repeating again with minimal heat issues. A lot of times, I'll have an overarmed Madcat charge me, fire two times shutting down and I can go around to their back side and unleash two SRM alphas in their back and kill them.
Good idea. Nice and simple I would tweak it like this though: - Needs more jump to be a poptart - PPCs should be on one side for three reasons: 1) better pinpoint convergence 2) expose less of your mech when firing, shield the rest of your mech against buildings and cliffs 3) shield arm on your other side - Re-arranged the armor a bit. Timberwolf torsos are juicy. Depending on which side you prefer, you can mirror the mech and swap the S arms for C+P arms. Same bonus quirks. You could even take the C torso for +10deg torso twist, getting the one of the DHS back and full armor in exchange for one of the SRMs.
I've yet to lose an arm and not a torso with a Timberwolf. The arms are low slung and what parts of the arm that are on the torso is on the back. The Timberwolf is basically a flying Stalker torso. The other party with no arm mounts is when you need to shoot up or shoot down, you can't do that. You get slightly better convergence in the torso and you have about 1M higher positioning for the cerppcs. With 2 JJ's, the chassis can poptart effectively. Once they put in leg damage, you *might* have to go up to 3 JJ's. Wait and see what the actual leg damage is then.
Simple, versatile, brutal up-close. It can both poptart and brawl. I think it's one of the best TBR builds i've tested so far.
I traded the 4th SRM6 for artemis and moved both ERPPCs to the torsos (using the S right torso and the prime left torso). The heatsinks are precariously in the arms with only 20 armor, but I haven't lost them yet since they're not very effective shields anyway. This is the closest thing to a poptart I've played despite having jumpjets on nearly everything I play. First game gave me a good feeling and a bad omen. This is the build of the devil. Game 2: [img width=700 height=431]http://i60.tinypic.com/2rrtkk8.jpg[/img]
Hands down, one of the best builds for the TBW right now. It is my go-to build when I don't want to play Gauss. 5/5 It combines the new SRM-awesomeness with a solid 2x ERPPC FLD-PP punch, simple and yet effective. You can also use 4x cSRM4 instead of the SRM6s for lesser spread and higher RoF:
I was curious about 4xSRM4 vs 3xSRM6+A so I did a little comparison: Code: Alpha Heat Cooldown DPS HPS D/H 4xSRM4+3DHS 32 11.6 3.15 10.16 3.26* 3.11 3xSRM6+A 36 10.8 4.00 9 2.70 3.33 ^ All numbers accounts for fast fire, 2x basic efficiency and S torso quirks * Accounts for 3*0.14 heat dissipation per second from the extra heat sinks 4xSRM4 ends up being a 12.8% DPS increase in exchange for 20.1% more heat. That of course does not account for unquantifiable benefits of artemis and double torso-mounted PPCs vs 3 DHS utility for both weapon types. Interesting tradeoff.
I would advise any builders in this thread who aren't doing so to put both PPCs in the same arm for improved convergence, as well as to shave the other arm down to meet your weight needs, rather than shaving your legs.
Love this build give it 5 stars but I just didnt like how it was working for me. I took this build it kinda made it my own, I used the OP build and a few of the others I have seen here and this is what I came up with. Yes this might belong in a new thread since it is a lot different but I'll post it here first. My first changes were to take down a few of the SRMs and put on more lasers but the heat was pretty crazy, so I went with the LPL and I looooooove this build. It is hot, but you just have to know how to manage your heat. I would post a few screen shots but I dont have them uploaded anywhere at the moment (one with 700+ damage 5 kills and the next match where I got 800+ and 5 kills). Just wanted to say thanks for the build!
I like e92's take the best out of these (2 torso erppcs+3srm6a). I thought I'd miss the erppcs in the arms with the decrease in firing arc, but having them in the torso at least makes for a never blocked shot - especially since I'm getting used to how little JJ boost there is post July 15th patch. Erppcs and srms actually complement each other reasonably well now that clans can fit the DHS needed to run them both. Definitely like this build more than the 4srm6a, 4erml I tried to get to work through mech leveling.
I can't believe this. I tried to get almost this exact weapon loadout working on awesomes and recently that one battlemaster for months and months and it's always too hot/vulnerable/slow but then a god damn paid-for clan madcat fits it with heat and speed to spare compared to my best effort oh and also jumpjets. This game. The shear P2W. EDIT: oh, and on a heavy rather than an assault
Welcome to Mechspecs. Rebuild the spirit of this loadout in an IS mech? Challenge accepted. - Victor 9S was my immediate thought . It was already done though. I tweaked Leonhart's "Gypsy Danger". This does suffer from missile tubes being too small. - Highlander 733 is a closer re-make and will take a standard engine gracefully HGN-733 "Supremacy" If you wanted a heavy, then: - My initial thought was Thunderbolt 9SE. Tweak of Aylek's "Striker" - But a Quickdraw 4H does this very well: QKD-4H "Superior" For medium, they would work very well on the Shadowhawk/Wolverine/Griffin trio: - Tweak of Solahma's SHD-2K "Dirty Bird 2.0" - Copied onto the GRF-1N or WVR-7K. My favourite to pilot if I had one would probably be the Quickdraw with the Shadowhawk a close second. It is the same speed as the Timberwolf and I would argue has better survivability. Quickdraws are lower on the general perceived threat-scale and have a much smaller silhouette. My playstyle in this loadout ends up spending 85% of the time taking jump shots with the PPCs. The comparison between the two in that state is pretty close: TBR 3.53 DPS, 51% heat efficiency vs. QKD 3.10 DPS, 62% heat efficiency. They are closer than you might think though. Due to the spread mechanic of the clan PPC, if you are hitting limbs, the DPS of the TBR drops to 2.94. Overall, I would say this is not one of the builds that showcase the disparity between clan and IS. I think the clan PPC is fairly well balanced with the IS version. The exercise really shows how much more configurable IS mechs are and the variety and ability to build a deadly loadout into them. This build is currently the top viewed TBR loadout on Mechspecs and all it took was a little bit of inspiration to do a similarly viable loadout to seven IS mechs. [size=8pt]Note: please take the IS discussions to their respective threads so as to not thread crap on Rhent's build with IS non-sense
I know you can build IS mechs with similar-looking loadouts and but none of the examples you provide there have the same 71 damage alpha with manageable heat issues (Clan DHS) on a mech that also packs comparable speed/agility and associated mobility/surviveability (Clan XL) and on an IG model that doesn't make it inherently vulnerable to enemy fire in vital places (the Highlander? With that massive CT? there's a reason you see so few in game. I love it but PGI broke it. Quickdraws seem to be pretty vast too. Thunderbolts little better. Victors loose their arms/side torsos so fast its absurd). That Shadowhawk look interesting untill you see the armour it carries compared to its speed. I actually had some success getting the Battlemaster to run cooler by swapping an ER PPC for a PPC (I guess loosing 10 damage on a close up alpha isnt going to hurt too bad. Kind of.) but it's still just too vulnerable once the central three sections (most of the mech) are exposed which given the size of the IG model and its tendancy to draw fire you can guarantee will happen. Its fun to play but just so frustratingly innefective; you just explode if you make a mistake and curtail your game, or play ultra cautious and contribute little to winning the match. Also: clan ERPPCs balanced? Lower tonnage, lower slottage, for the same/better damage, dps, range, speed. if I could put them on the BLR in question I'd save a couple tons and slots (a major limitation) on space and tonnage for a faster engine, more heatsinks, more ammo...see what I'm getting at? on their own these advantages aren't game breaking, but mechs are assemblages of parts.
My beautiful build. Ruined. Went from something like this where it was 2erppc and 3srm6a all in the torso (a beautiful thing): to this, which is the best I can see to make it in a fixed JJ world (taking 1 miserable slot that I needed to fit it in the torso still). New build is to make it a reverse griffin where most of the firepower is on the left side: