Wolverines
#1
Posted 15 August 2014 - 09:35 PM
Well, tried it tonight cause it was on the A list for this mechbay ****. LOL, well, lets see. JJ nerf, check. AC2 nerf, check, SRM fixed now vs 3 Streaks in a world where lights cant wolfpack like they used to...well you get the idea.
Seriously, AC2 got **** on so much, I cant see a use for them anymore, a mech I used to get 400+ dmg on regularily I ended with 140 dmg on one match i ran, I dont think I need to describe how the single JJ performed, and I had one target i got one salvo off on that had the streaks worthwhile(ecm raven thought it should sass me up close) So, i go to mechlab, strip the thing, and then look at it for a while, and say....huh.
What do I load on this thing? I thought at first AC10 with some SRM, but not sure and didnt have one on hand at the time, so decided to just go here.
I like the griffin and wolvie, but stuff that worked when I was on them last fall, well, its all different and I was wondering what the "new" post JJ/AC2/SRM fix thoughts were on role and loadouts. Bigger engines and more fire support? SRM splatbots? LRM5 boating support harassers? What are you guys running and how do you play it?
#2
Posted 15 August 2014 - 11:46 PM
The basic idea is to take a CN9-A build, slap it into the WVR-6R (modify energy weapon load as needed), and then pull the engine for a good size XL and add some jets.
As for playing it, use your left arm to tank, support the big boys. Also a lot like a CN9-A.
#3
Posted 15 August 2014 - 11:56 PM
I'll usually get somewhere between 200 and 700 damaged, depending on map (and a bit of luck.) It makes for a great assault hunter, particularly in the later stages of a match. You can out manoeuvre any assault in the game, and just hammer them with LBX and SRMs. The LBX makes it pretty good at scaring off lights, too.
The thing to remember is that you're running a medium. If you get into a straight fight with pretty much anything, it's going to hurt.
#4
Posted 16 August 2014 - 12:02 AM
#5
Posted 16 August 2014 - 12:07 AM
RavensScar, on 15 August 2014 - 11:56 PM, said:
Looks like a decent walking cluster gun, but I'd swap the 2xSRM6 for 3xSRM4, they cycle faster. EDIT: Also, if you have to buy a new engine, go for a 280XL, same tonnage.
Edited by Escef, 16 August 2014 - 12:07 AM.
#6
Posted 16 August 2014 - 12:18 AM
#7
Posted 16 August 2014 - 12:59 AM
http://mwo.smurfy-ne...1bffeb14548043f
#8
Posted 16 August 2014 - 07:42 PM
#9
Posted 16 August 2014 - 07:56 PM
#10
Posted 19 August 2014 - 10:59 AM
Tahribator, on 16 August 2014 - 12:59 AM, said:
http://mwo.smurfy-ne...1bffeb14548043f
Same build I run and still run, got over 200k experience on this build as well as the 7K with PPC, love me some Wolverines. The 6K however is the odd duck that I am still tinkering with to find a build acceptable to my play style.
#11
Posted 21 August 2014 - 01:48 PM
#12
Posted 21 August 2014 - 11:53 PM
Silas Black Warrior, on 21 August 2014 - 01:48 PM, said:
Use the strip feature, strip everything off of it, hit save; that should fix it.
#15
Posted 23 August 2014 - 03:55 PM
280XL engine is perfect after speed tweak, but before you get it, you will probably want something faster. It will do in a pinch, but you will be slower than Mad Cats.
Forget that SSRMs exist.
I've three versions that served me well:
The one listed above with 3 SRM4 (3t), AC10 (3t), ML, 4 JJs and XL280 - good, but SRMs without Artemis are often painful to watch
The one I prefer with 3 ASRM4 (3t), UAC5 (3t), ML, 4 JJs and XL280
And the crazy one with 3 ASRM6(5t), 2 MGs(1t), ML and rest into JJs and speed.
#16
Posted 04 September 2014 - 05:35 PM
#17
Posted 05 September 2014 - 12:29 AM
http://mwo.smurfy-ne...8cb7cb24982b62e
XL300 is enough for the speed for a Gauss carrier, i run the others Wolverine with more speed. The four JJ allow you to jump high and quick and the arm monted gauss is deadly accurate compare to clan mechs without arm actuators! Compare to a Shawk with a Gauss, it's less high monted, but more agile because mounted in the arms. That's why i use a lot of JJ on it, to poptart a little.
If ennemies come close to kill you, you can pack some punch with the triple SRM2 and a medium laser.
Try it, love it. If you don't love Gauss, well just don't try it =)
See you on battlefield!
Edited by Aleski, 05 September 2014 - 12:31 AM.
#18
Posted 05 September 2014 - 08:20 AM
#19
Posted 05 September 2014 - 08:28 AM
http://mwo.smurfy-ne...abc600aa6e2fd94
Then I decided to grind Lights, go for the 2500 assists in Lights and Assaults (already had it in heavies), and grind a few mechs I had to Master to get the extra module slot.
But the 6R(P) was my favorite.
Like you, I came back to it just as a break from Heavies annnnnnnnd...utterly ineffective. It used to be some poor Jenner or Firestarter would get in my sites and could not escape fast enough to live. Now they just kind of chuckle it off as the Streaks apparently bounce off of them.
I've tried a couple different builds, because the Wolverine is my favorite mech, but haven't settled on anything that was as fun as that original build was.
#20
Posted 05 September 2014 - 08:33 AM
My 7K has 1 Lpl, 2 ml, 3 srm 6 with an XL 300. This thing will rip people apart and is fast enough to run/jump out of danger. My favorite medium chassis (couldn't stand the 6K though).
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