This information is now available in the 'Resources' tab. https://www.mechspecs.com/resources/compact-clan-quirk-reference.18/ Thanks for your help and support! -- Sub7
This smaller list would be very beneficial, if it were not subject to changes (which we know it will be), in all the clan mech chassi forums. :unsure:
Wonderful! Mind as well include the hardpoints on it... cause as we know it there is usually a reason why some parts have huge penalties.
Correct! Also, getting the Config S Side Torso is a MUST. Either LT/RT is fine, and it will give your that JJ you need. There is a HUGE difference between 0 to 1 JJ. It helps you turn and nevigate over those stupid small rocks, and go up and down smll steps. This is especially important since for some reason Clan mech legs are quite a bit more prone to being caught onto something in the field. I have gotten trapped on these one small piece of rock that takes quite some turning and moving and reversing to get out of, and that much happens more often than it should.
i actually forgot the structure strength quirk on the S legs, but you're still right, as long as you dont want/need more than 1 JJ go with the sidetorso
Note on Config P HEad. P: Armor Strength (H) -10% -- 1E Normally as long as you have it up to 16 you can take a hit or two for your head, and max head armor is 18. So for TWO points of armor youg et an Energy Hardpoint! Consider that you can put an cERLL in it, it is a good deal.
Indeed, but the 2x cMG is so delicious. For 1 ton you get 2x cMG and half a ton of ammo. Then again you can use it for the bigger ballistic guns. You don't have any viable arm Ballistic Hardpoint on this mech. Remember, RA is basically Config C only, you need that ECM. Also RT-D and LT-P allows for a wider angle of movement, which is a bit more useful than RT-P/LT-D.
YOU MISSED ONE! (Actually you missed 2 things) CT of CONFIG S comes with ONE FREE JJ. RT-S: 1E 1B 2M (YES AN ENERGY Hardpoint) Personally I think CT and Head should be separated data. Basically other than Config S any Timberwolf should suck up on the penalty and get LT and/or RT of Config S for the JJ. Then again those two pods are just wonderful. Config C side-torso parts are almost never used unless you really need AMS. You can mix Config P parts with your required Config S part to lessen penalty. That having said, if you like any missile focus it is better to take it like a champ and use both Config S side-torso.
The Config P arm bonus affacts ALL hardpoints not just the weapon on the arm. So if you want to equip 2x bigger ballistics on the side-torso you may want to get a LA-P and use it as a shield arm. The lack of a torso energy hardpoint is really a pain, not to mention too many JJ taking up tonnage, and an engine too big.
fixed, thanks =) well, to be honest having some chassis with specials in the CT keeps some uniqueness (nova ams, or tbr mg/energy)
Agree! I do like how timberwolf have different CT! I wish one of them have a missile hardpoint on it though, or at least a ballistic with TWO slots instead of one.
This puts words to a couple of questions that've been rattling around in my head for a while. Does the -10% Armor Strength apply to the head only, or across the whole mech? Also, if it applies to the head only, what happens when I have 2 different arm omnipods that have different yaw and pitch bonuses? Do they apply to their respective arm only, or do they stack across the whole mech?
The armor penalty is Head only, and there is a (H) note on it. Same goes with bonus armor for arms and legs in some mech pods. They are marked with (parts) on them. Yes the values do stack. So, having two +1 JJ parts and you get +2 JJ total. Same goes with movement angle. You can view the total bonus/penalty of your mech. BOTH ARMS share the bonus. There is no separate arm movement in this game.