TBR-P "DoorKnocker MKII" (4x cSSRM6, 2x cERLL, 2x JJ, cAP)

Thread in 'Timber Wolf Omni Builds' started by Creovex, Jun 19, 2014.

  1. Creovex

    Creovex Active Member

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    This thing has some teeth, and can jump in and do some damage. You can always swap out the JJs or BAP for a MKI/II Targeting computer... If they turn out to be worth it.
     
    Last edited by a moderator: Oct 4, 2014
  2. charlieboy808

    charlieboy808 New Member

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    I tweaked it just a little though to give myself the full JJ ability sacraficed C-ER LL for C-ER ML. Two on each arm is actually more damage than one LL so it might be a better considering SSRM6 is about the same range either way. Thoughts?

     
    Last edited by a moderator: Oct 4, 2014
  3. Creovex

    Creovex Active Member

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    You version works well on smaller maps but I feel like I miss the ERLL too much on ones like Alpine. Totally a preference thing. Good work!
     
  4. charlieboy808

    charlieboy808 New Member

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    I blame RNG for those feelings LOLOL "Oh you brought a brawler? Ok, let's put you on the big map."
     
  5. Thiak

    Thiak Well-Known Member

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    as long as you dont bring small lasers any map is fine, you have the range
    its worse if you have an IS mech with just MLas and streaks, but still
    no matter what, if you play it right you can still dish out a ton of damage, no matter what weapon you bring
     
  6. charlieboy808

    charlieboy808 New Member

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    It can do a ton of damage alright but it's super spread out because of the streaks. Unless I get boned in the beginning of a match I usually do about 400 damage.

    [​IMG]

    Current post for my build
     
  7. enileph

    enileph Star Lord

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    My version.
    A smaller set of JJ sine now they are only for movement accross stuff. More ammo and I use 5x ERML.
     
    Last edited by a moderator: Oct 4, 2014
  8. Damonwolf

    Damonwolf New Member

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    A monster! High damage, high kills, complete chaos.
    My version with cERLL that reach out and touch people/provide that knockout punch, and 3x cMGs that I use in concert with the cSSRMs to strip armor/crit, and when I need to absolutely keep firing while I cool down a little:



    [​IMG]

    1200 damage, 5 Kills, 5 assists, no strikes.

    Modules are Adv Zoom, Radar Deprivation, and Seismic.
     
    Last edited by a moderator: Oct 4, 2014
  9. Auriga

    Auriga MechSpecs Addict

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    I mixed some ideas together: cAP, shield arm, etc... from this thread, and i pesume that is better to place this here than to create other thread, cause while diff, the specs are quite similar still.

    I came to a quite diff build, but i have no real idea of its fine or no, as long as i dont own anything close to this mech. Decreased the SRM volley by 4 tubes but made them Streak, i think that this weapon system suits a lot the speed and mobility of the chassis, also is way less heat costly, and in the end more effective if u have the speed and turning to keep enemies in the sight.



    Includes several pieces that u may choose to switch to other thing, in example the MG pack weight 1 ton, so u can move that weight to SSRM ammo, or maybe the TargetingComputer, i heartly advice to allways mount ActiveProbes in streak builds, so the cAP is a need, and like that is placed in the part that is supposed to be more secure.

    My concerns are the SSRM ammo (20 salvoes, enough for most battles, but u may run dry), and the ammo in the right arm, cause of the chance of explosions (but again, in most battles u will try to use the shield arm while possible to absorb dmg).
     
    Last edited by a moderator: Oct 4, 2014
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