Here's a long (and probably not awaited update). So the Clan Mechs are here and while I have no interest in acquiring them with real money (I thought the Phoenix Pack were a fairer deal TBH), it will be a while until the clan mechs I have interest in playing are released and while I have a small list left... I swear I need an inordinate amount of C-bills to acquire them... so there is some grinding to be had... and the mechs on the list are pretty pricy at this point, so unless they go on sale for C-bills soon (only 2 C-bills sales to date, in which the Atlas-D was prominent in both sales), it isn't happening for a bit. I may go with variants I have not grinded yet (like the Stalker-4N, but there's no change to it yet to make it worth grinding).
With that said, I've finally "completed" all the IS medium mechs in total (I think I've not done the BJ-1DC and the Cicada-3C, for various reasons) and have already grinded out all the Lights minus the Locust (there's no compelling reason to really)... and while it was cheaper to do... it's usually a fun time trying to figure them all out. Although.. I didn't end up having a winning K-D ratio... which either speaks to my brief hiatus, or that the Wolverines are not as good as the Griffins in the Saber package. Go figure.
I'm still waiting on the Vindicator though... that should be interesting... hopefully.
So, without further interruptions... let's talk Wolverines!
Wolverine (WVR):
Best variant: 7K
Worst variant: 6R
Interesting variant: 6K or 6R
Best feature: Gaining the best benefits of the Hunchback in terms of torso twist and JJs like the Griffin, it is crazily mobile.
Worst feature: Limited variation... worse than some of the bad Griffin and Shadowhawk variants.
Major Changes: Mediums "buffs", SRMs working, and any sort of LRM buffs.
Back when the Saber Pack was released... soon after seeing Wolverines were fielded... they seem to have gone the way of the dodo. There is a lot of things that make the Wolverine pretty sweet, but on the other hand they have been "cursed" (for a lack of a better term) with poorer hardpoints than the equivalent 55 tonner (save for the Kintaro). As I'll explain in detail, I will "expand" on a few things with respect to some of the "cooler" and "older" stuff crossed my mind...
I had projected the 7K to be "the best" variant of the bunch, based on hardpoints. Luckily, that doesn't require a brain surgeon to confirm that...
However, it brings to light one thing that doesn't usually get discussed.... the head's energy point.
The Awesome and Hunchback have the same hardpoint and while the former has been used as a missile platform, it carries better than both ground bound mechs... with the Hunchback's torso twist. Inevitably, you realize a TAG in the head is an exceptional spot for a missile boat tool. Too bad it's not so great for other stuff... given the limitations of IS tech.
I found it a lot more fascinating than the Griffin-3M. While I believe the Griffin is the undisputed missile boat medium champion (lots more tubes), I like the 7K in that I have more backup weapons to use IN CASE OF BEING ATTACKED. Missile boats have a poor tendency to be undergunned when challenged, so the 7K fits that bill. While people are thing "hey, I could do the same thing or better with a Kintaro", remember that JJs are pretty damn important in this game. That has more to do with the state of JJs than anything else, so it's worth keeping in mind.
Of course, you could "choose" to run it as a SRM/Streak boat, but there are better options. The good thing is that the missile hardpoints are spread out, so there's no "missile torso" like the Griffin does to be disabled...
The 6K is an interesting beast. The lack of jumpjets pretty much makes this "worse" than a Trebuchet-5J... and that's saying a lot (or not, since I rarely see Trebuchets). It also inherits that "energy arm" like the Griffin-1N... again... you don't have JJs. This doesn't help matters at all.
Arm articulation is awesome... but it actually really sucks when you don't have JJs, since PPCs tend to be written off... and that leads me to what I ended up using.
Lasers... lots of lasers. No pulse necessary (and pulse is not really that useful to me for the tonnage used). Imagine if you had like a "bionic arm"... or it just simply being fused/infused with a light saber. Might as well use the X-men reference... it is an "Adamantium Claw"... well a poor facsimile (it can be shot off, unlike the person that this is technically referencing). Still, it's ridiculous amounts of fun. Now I have to use the cliche that still applies today...
"With great power, comes with great responsibility."
What tends to happen when you use lasers... especially with arm articulation is that there's a great tendency to try to fire them a tad wildly... and at times you are in a poor position to "shoot over" your teammate. While running lots of lasers, I've personally had the misfortune of being directly behind people... probably shouldn't have done that in the first place. The thing is... it is truly hard to get an angle OVER your teammate, w/o actually hitting them in the process. When trying to fire behind cover/terrain like you'd see in Tourmaline, you find lots of spots you didn't want to aim into (like, the wall) and you'd find that you really need to pick your spots when shooting it. Mouse sensitivity plays a lot into lasers, as the "default" setting is waaaay too high for most people to be accurate. Even lowering it a tenth or .2 would increase laser accuracy greatly.
So, I apologize again for ruining backsides with the 6K... it's just hard to control the damned thing.
At least in my mind... it was "practice" for the Clan ER lasers... since they required more duration. Also, you would be surprised how many people literally take damage from lasers. It's more than you'd think... despite the PPC/AC/FLD meta.
Now... let's get to the mech that feels like the Raven-2X or 4X... the mech you have to "get it over with"... the Wolverine-6R. It is essentially a poor man's Shadowhawk-2H... and yet the 2H is better. However, it is better thought in terms of classic mechs we all know and remember.... the Centurion-A, combined with the Centurion-D... and adding JJs.
So, you're probably wonder... is this mech salvageable? Can one make chicken salad out of chicken poop?
I know I don't usually post mechlab builds, but for this one, I will make an exception...
WVR-6R
There were other options... making it a similar missile boat like the 7K, with a backup ballistic not named the MG (which is very hard to put together) or a SRM/Streak boat with some sort of punishing ballistic. Both attempts garnered limited success. The primary issue was always that the ballistic arm was very often shot off, thus invalidating the point of putting in weapons there. I know such a problem occurred with the 6K, but for that mech... YOU HAD NO OTHER OPTION (outside of using the missile hardpoint, which is a fruitless endeavor in my experience). The 6R's focus IS its missile hardpoints, so synergy needs to be maintained as much as possible.
So, somewhere along the line.. during some time on the PTS, I had some discussions about what to do with the 6R... and I'd like to thank Mechwarrior Mousse for the basic idea. I had to "upgrade" it to make it more useful for myself.
In the design I linked, the focus of the mech MOST resembles a Cent-A build (3 ASRM6s) with the Centurion-D (larger engine cap, ballistic arm for 2 MGs). While this isn't as great as the Centurion (Zombie Cents with 2 med lasers are the general norm), the head laser is virtually difficult to remove. The MGs are actually a PERFECT complement to lowering the need for a heavy ballistic, while allowing for a large engine to be fielded. Although I should've considered going this route in the first place, but sometimes it is too often that a mechlab labrat like me overthinks stuff. I wasn't really thrilled with the 2MG idea mind you, but given that the build is forcing you to close on the target... it's optimal.
What's odd and strange is that my ASRM6 accuracy for the moment is 60% (with limited uses, but not statistically significant yet)... while my ASRM4 accuracy is @ 50%. I'll need to do some more testing though, but I wonder if the SRM fixes hurt the smaller SRM volleys more. I know AMS is somewhat of a factor, but the smaller clusters of missiles SHOULD be more effective because of the greater concentration. ASRM6s have a somewhat larger cluster (well, not as bad as non-Artemis launchers). When it hits though... it smashes stuff. This is good news for everyone that loves SRMs (well, you need Artemis anyways).
Well, it's all the info I can share now... and while I'll try to have more content and stuff to speak of soon... I guess it's OK if people ask more questions/inquire about builds and stuff. I may consider doing mechs not on the list (C-bill sale required though) and I don't mind putting some thought into builds and design philosophies and explaining myself.
Still, it is what it is... and it's up to PGI to make things interesting (and not just nerfing and buffing things at random).
I guess the only suggestion needed is that the Wolverine-6K needs a torso twist buff (increase range and/or speed) IMO as the engine cap "increase" is superfluous in making the mech more effective (seriously, the difference between 360 and 375 is a whole lot of tonnage and not much on ROI for making it more useful). The 6R probably needs some buff (another hardpoint for either missile or ballistic would be extraordinarily helpful... probably better for the missile hardpoint though).
I guess... until next time!
Edited by Deathlike, 27 June 2014 - 02:50 PM.