cLPL and ERMLas share the same burn time of 1.30s. Putting them together just made sense. Trading range of ERLLas for slightly higher alpha and slightly better heat The version above is outdated due to various changes in game mechanics but will be kept for legacy. And so, presenting you the "1.1something Seconds" *updated 22nd July 2015* I'm obstinately keeping the 5 cERMLas just for the lolz
I've been running this for a few days and really like it. Try loosing the JJ and taking a mkII targeting computer.
always take one JJ for maneuverability and positioning, MkII TC isn't that much an improvment over the MkI. If you have to have a MkII TC, drop a DHS or even armor. I'd drop anything just to take one JJ over no JJ
There is no way I would trade the only JJ for a TC2. Not that you need JJs for specific maps (although it helps a ton on canyon network for example), it simply gives you more options for better / faster positioning in general and outmaneuvering your JJ-less opponent in a brawl.
I run this setup for a while now and games with 1k+ damge have become quite normal (pug). My current stats on the C-Variant : 125 games 596 average damage k/d ratio 3,35 I tried about 30 games with 4 MPLas instead of the MLas, resulting in lower damage, so theese stats should be even better without my MPL testing My last game tonight: Modules: Arty (I'm not good at aiming it, so it usually does not add that much dmg hear Coolshot (just because I earn so much money with this mech and can easily afford it) CERML Range lvl 5 (492m range ML? Sign me up!) Radar Depr. (makes life so much easier when you have no AMS) Adv. Zoom / Adv. Seismic (depends on my mood)
With the incoming fixed JJ in the TBR-S LT omni-pod you will have to change your build to something more like this. Great mech and great built. I love using this Timberwolf.
U mean more like THIS, cause the Jumpjets gonna come fitted in the proper piece that currently allows the use of it.
Eh? I was under the impression the JJ will be fixed, as in you can't move or remove them. In which case the LT will have 2 JJ and there is nothing you can do about it. Edit: also I presume you remove the lower arm part to enable greater alpha ability?
We are just guessing so far....PGI will decide. I presume that one will come fitted and one optional.
You might be, it seems clear cut from what Russ has said about it. http://mwomercs.com/forums/topic/173062-october-road-map/page__p__3776433#entry3776433
Think I'm gonna drop the the tc1 when I'll get this mech, and pump the legs, at least they are my primary targets on a full life TBR since the rest of hitboxes are great. Also, I'll run the LPLs in the arms.
updated the first post to reflect the new changes in JJs Also, a cooler running version since the laser nerfs to Clan weapons. This one can be built on any Timberwolf
I always play with arm lock on by default and unlock when needed. This works especially well on laser drill builds with any mech. The pinpoint is much better. I don't get how people can play with arm lock off on laser drill builds where the arms and torso lasers keep going to different locations
4/5, Solid burnerbuild for the C variant. Love playing it, I just suck at heat management, but in the right hands this is a beast!