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The Most Murderous Direwolf Builds I Can Come Up With Given The Current Mwo Mechanics


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#1 Monky

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Posted 19 July 2013 - 04:47 PM

Here's what I've been messing around with in REMLAB



Build one; The Frontloader


Possesses a reasonable engine rating (300XL), 6 long range weapons that deal 15 damage a piece, and the ability to fire them all at least once without shutting down, and can continue firing half of its loadout while it cools down.

300 XL engine
12 total DHS
Endo Steel
Ferro Fibrous
3x Clan ERPPC
3x Clan Gauss
7 tons Gauss ammo

This build is capable of an absolutely stupid 90 point alpha without shutdown, and can follow up with 45 point hits until it is cool enough for another surge. 90 + 45 = 135, enough to pretty much ensure the death of anything lighter than an Atlas in 2 hits.


Build two; The Really Dire Wolf

Possesses the fastest engine rating possible, jumpjets, and a more sustainable 60 point alpha with big ammo reserves, only 15 points of damage shy of the Front Loader once you've fired the second volley, and outpaces it at the 3rd volley (provided anything lives that long).

400 XL engine
12 total DHS
Endo Steel
Ferro Fibrous
2x Clan ERPPC
2x Clan Gauss
6 tons Gauss ammo

In my opinion all around better due to increased damage in a brawl, if one were to happen, but still really ridiculously powerful, and with only 4 weapons. Garanteed to be makeable even if the hardpoints are restricted somehow as the Direwolf has at least 2 ballistics and 2 energy (though engine size might come down to be in line with the current rules, that just means more tonnage for ammo/heatsinks/jumpjets/whatever else you want to cram on it).

Edited by Monky, 19 July 2013 - 04:47 PM.


#2 ArmandTulsen

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Posted 19 July 2013 - 08:39 PM

Just the thought of it is scary.

#3 Anjian

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Posted 19 July 2013 - 08:47 PM

Dire Wolf aka Daishi, dominated the battlefields for Mechwarrior 4. If you remember the game, few only uses the Atlas in that game because an Atlas is an easy kill (sort of the equivalent of a bad Awesome in MWO) against the mega Assaults and Gauzillas in that game. Multiple Gauss, on top of that, poptarts with dual Gauss and LRMs (Mad Cat Mk 2) made MW4 a living hell.

#4 80sGlamRockSensation David Bowie

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Posted 19 July 2013 - 08:47 PM

You forgot

CERPPC
3x CUAC20


(btw, that is a 135 pt alpha)

Edited by mwhighlander, 19 July 2013 - 08:48 PM.


#5 SgtMagor

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Posted 20 July 2013 - 05:19 AM

if the Clan mechs will be able to carry their full loadout in MWO just facing off with a prime variant will cause massive amounts of destrcuction. 4 x ER Large Lasers

#6 Karnak

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Posted 20 July 2013 - 05:48 AM

I am sure many players are eagerly waiting to do Clan mechs, but from where I sit the Inner Sphere mechs are a lot more interesting because of the limitations.

The pilots also aren't vat born scum. :P

#7 Sephlock

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Posted 20 July 2013 - 05:51 PM

View PostKarnak, on 20 July 2013 - 05:48 AM, said:

I am sure many players are eagerly waiting to do Clan mechs, but from where I sit the Inner Sphere mechs are a lot more interesting because of the limitations.

The pilots also aren't vat born scum. :(

What about Horse :lol:?

#8 aniviron

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Posted 21 July 2013 - 04:10 AM

View PostKarnak, on 20 July 2013 - 05:48 AM, said:

I am sure many players are eagerly waiting to do Clan mechs, but from where I sit the Inner Sphere mechs are a lot more interesting because of the limitations.

The pilots also aren't vat born scum. :(


Hey! I object to that. Humans, just like poultry, are better when grown in a tank. :lol:

#9 GODzillaGSPB

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Posted 21 July 2013 - 04:27 AM

View PostAnjian, on 19 July 2013 - 08:47 PM, said:

Dire Wolf aka Daishi, dominated the battlefields for Mechwarrior 4. If you remember the game, few only uses the Atlas in that game because an Atlas is an easy kill (sort of the equivalent of a bad Awesome in MWO) against the mega Assaults and Gauzillas in that game. Multiple Gauss, on top of that, poptarts with dual Gauss and LRMs (Mad Cat Mk 2) made MW4 a living hell.


The only thing they can take away from the hardpoints is their weapon-type (while in MW4 they were at least limited in size). We already have no size limits to them in MWO. So any clan-mech with the right tonnage can then take multiple gauss and ppc and whatnot. No need to wait for Mad Cats MKIIs os Daishis to appear.

What could possibly go wrong? :(

#10 spectrefang

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Posted 21 July 2013 - 12:52 PM

View PostKarnak, on 20 July 2013 - 05:48 AM, said:

I am sure many players are eagerly waiting to do Clan mechs, but from where I sit the Inner Sphere mechs are a lot more interesting because of the limitations.

The pilots also aren't vat born scum. :angry:


A Dezgra freeborn is no match for a Trueborn warrior.

For a murderous Direwolf load out you need look no further than the Widowmaker:
2 ERPPCs
2 LPLs
3 ERMLs
1 ERSLs
1 UA/C20

#11 MisterPlanetarian

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Posted 21 July 2013 - 01:15 PM

Given current mechanics i think mounting 3 7+ slot ballistics will be impossible, unless you are allowed a CT gauss rifle.

2 ERPPC 2 cGauss /SSRM6+2ML seems more reasonable. Or just additional heatsinks.

#12 Alex Warden

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Posted 21 July 2013 - 01:16 PM

the most simple solution i would see is, allowing clanmechs ONLY to equip the designated canon modules... (A,B,C... etc.) but giving them the config modules for free or XP... and NOT make them freely customizable... but on the otherhand, that might make them inferior to our IS supermechs...

Edited by Alex Warden, 21 July 2013 - 01:17 PM.


#13 Anjian

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Posted 21 July 2013 - 10:03 PM

Feel the power. Monster Daishi has 132 points of alpha damage. Note 3 Clan AC20s on this baby. See even a monster Annihilator turned to mush


Edited by Anjian, 21 July 2013 - 10:03 PM.


#14 Anjian

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Posted 21 July 2013 - 10:23 PM

More Daishi mayhem. He got 3 Clan LBX20? Plus 2 Clan LBX 10 on top of those?




Heavy lances with Daishi, taking on the Jade Falcons.




A Daishi resolves family issues. This baby packs 3 Clan Gauss and 2 ER Large Pulse lasers to boot.







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