Best Role For A Wolverine
#1
Posted 06 March 2014 - 08:22 AM
#2
Posted 06 March 2014 - 08:42 AM
I've got the 6R with an XL and Ultra/5 with SRMs. Hit reg seems to still be problematic, but its OK. The 7K I have as a pulse boat and the jury is still out. Lastly, the 6k is just yuck, and I want to basic it and sell it. That says a lot because I absolutely abhor selling mechs. The 6k is just that bad I think.
#3
Posted 06 March 2014 - 09:57 AM
The 6R is sort of the odd one out (and my personal favorite). Dual AC5s or an AC5/AC2 combo with 3 streaks and the head laser make it a nasty support mech. It's nothing you can't do on a shadowhawk... but it works very well all the same. Between the gun-arm and the streaks, you can pretty much land any shot you take at any angle. No torso locking on this guy - and that's sort of what differentiates it from the SHD. You can pretty much be fully above a target at point blank range and still land ALL of your shots (minus the ML).
As for the question about XLs - really no reason not to take them on the Wolvy. If you go standard you will survive longer, but you'll protect your vitals better by being fast. Really fast on the 6k/7k. I run one on my 6R even though it's a hair under stock speed - but there's no way I'd fit all that junk in without it... A necessary evil .
#4
Posted 06 March 2014 - 10:17 AM
-6K
XL375 (120kph! Zoom!)
2 ERLL
3 smalls
1 streak 2
-6R
XL300 (97kh)
LBX10 (3 tons ammo)
3 streak 2 (1 ton ammo)
1 MPL
-7K
XL300 (97kph)
3 LRM 10 (7 tons ammo)
2 ML
TAG
Edited by TygerLily, 06 March 2014 - 10:19 AM.
#5
Posted 06 March 2014 - 01:55 PM
http://mwo.smurfy-ne...e719bd91b458f04
6R:
http://mwo.smurfy-ne...938f448563994ef
7K:
http://mwo.smurfy-ne...51506d8c4bf8e77
Those are my faves so far
#6
Posted 10 March 2014 - 02:35 PM
For the 7K i'm planing something like this:
http://mwo.smurfy-ne...3fbb584c19c904b
LRMs and Streaks are for Griffins, and the Wolverine looks a little stuffed, but relatively small so it might make a good SRM brawler. Most people argue that brawlers don't use XLs but i don't know... STD engines make you either slow or underpowered or both. And with mediums you should try to flank anyway, and there you need to be reasonably quick and hit hard, so XL 4TW. But than again, i haven't tried it myself, am no pro and so this build might be utter rubbish ^^
#7
Posted 10 March 2014 - 02:41 PM
#8
Posted 11 March 2014 - 08:58 AM
#9
Posted 11 March 2014 - 09:28 AM
Myke Pantera, on 10 March 2014 - 02:35 PM, said:
For the 7K i'm planing something like this:
http://mwo.smurfy-ne...3fbb584c19c904b
LRMs and Streaks are for Griffins, and the Wolverine looks a little stuffed, but relatively small so it might make a good SRM brawler. Most people argue that brawlers don't use XLs but i don't know... STD engines make you either slow or underpowered or both. And with mediums you should try to flank anyway, and there you need to be reasonably quick and hit hard, so XL 4TW. But than again, i haven't tried it myself, am no pro and so this build might be utter rubbish ^^
This is basically what I did with my 7K, only I left off the artemis in favor of more JJs and ammo. Pretty nasty when you can get in close. Works best running support with a nice big brawler assault to draw fire. Kind of a sitting duck on wide-open maps like Alpine though.
#10
Posted 11 March 2014 - 09:51 AM
#11
Posted 11 March 2014 - 10:11 AM
The Wolverines have the best armor of any 55 ton mech, stock.
....But our armor isn't limited by some amount above stock, all 55 ton mechs can equip the same armor, even the armor deficient Shadowhawk who has the lowest stock armor of any 55 ton mech. (The Shadowhawk 2D2 starts with the armor of a Raven 2X and the Shadowhawk 5M has the armor of a Centurion AL. That's like 14 points above a Hunchback).
They work well with streaks and energy weapons. They jump very well and have impressive vertical arm range. I literally leap frog and shoot things dead.
Lasers are barely -- read NOT AT ALL -- affected by jumpjet thrust. Neither are streaks. Enjoy!
#12
Posted 11 March 2014 - 11:58 AM
Here's what I ran my Wolve's with anyway:
WVR-6K - "Fast" energy build, 2LPL with 3ML
WVR-6R - 2xAC5 with Streaks
WVR-7K - 3ML with 16xASRM, for when SRMs work
Edited by CapperDeluxe, 11 March 2014 - 11:58 AM.
#13
Posted 11 March 2014 - 12:09 PM
#14
Posted 12 March 2014 - 11:29 AM
TygerLily, on 06 March 2014 - 10:17 AM, said:
-6R
XL300 (97kh)
LBX10 (3 tons ammo)
3 streak 2 (1 ton ammo)
1 MPL
I don't have the mech but, this buid is very similar to a mech I do have.
That 6r is almost exactly like my champ Cent except the cent has one more medium.
I think it's the build I've finally settled with because, it has been doing great for me. The
streaks and lb prey on lights so well and then you can use the medium to knock off any
open parts. It's even better when those parts are the legs. Plus you still have a decent
punch against anything and good dps with the lb.
#15
Posted 12 March 2014 - 12:30 PM
#16
Posted 12 March 2014 - 12:50 PM
Koniving, on 11 March 2014 - 10:11 AM, said:
The Wolverines have the best armor of any 55 ton mech, stock.
....But our armor isn't limited by some amount above stock, all 55 ton mechs can equip the same armor, even the armor deficient Shadowhawk who has the lowest stock armor of any 55 ton mech. (The Shadowhawk 2D2 starts with the armor of a Raven 2X and the Shadowhawk 5M has the armor of a Centurion AL. That's like 14 points above a Hunchback).
It's worth noting that this is how it was in table top. Armor was bought by the tonne (or half tonne) and then allocated as you saw fit. The max armor a mech could carry was always 1/5 your tonnage plus a baseline determined by your mech's class.
The primary benefit of FF was that by being lighter, it actually raised the maximum numberof armor points that could be allocated.
for instance a Hunchback had a max armor of 169 (338 in MWO). (50 tonnes / 5) * 16 points per tonne of armor + 9 points for being a medium. With FF granting 18 points per tonne as opposed to 16 the HBK's max armor became 189 (or 378 in MWO terms).
(338 in MWO)
#17
Posted 12 March 2014 - 01:12 PM
HlynkaCG, on 12 March 2014 - 12:50 PM, said:
It's worth noting that this is how it was in table top. Armor was bought by the tonne (or half tonne) and then allocated as you saw fit. The max armor a mech could carry was always 1/5 your tonnage plus a baseline determined by your mech's class.
The primary benefit of FF was that by being lighter, it actually raised the maximum numberof armor points that could be allocated.
for instance a Hunchback had a max armor of 169 (338 in MWO). (50 tonnes / 5) * 16 points per tonne of armor + 9 points for being a medium. With FF granting 18 points per tonne as opposed to 16 the HBK's max armor became 189 (or 378 in MWO terms).
(338 in MWO)
I'm well aware. But in tabletop, there are no hardpoints. In tabletop, all mechs of equal tonnage can use equal engines.
Example All Ravens Can Use the Same Engines and the same weapons and the same ECM.
But we have artificial limits preventing ECM equipment, preventing equal engine ratings, prevent equal hardpoints.
Yet PGI favored certain mechs with more speed. Favored certain ones with better hardpoints. And they happen to start with a lot less armor than the 'crappy' variants.
A non-equal armor concept would help fix that.
Take a look at every 'meta' mech there is. What do they mainly have in common at stock? Very low armor in exchange for their high speed and high firepower. What if that stayed?
What if they couldn't get equal armor to mechs with inferior hardpoints, speed, etc?
The point is all the limits artificial. Why not level it out by limiting the one thing left?
Spoilered because off topic, but...
Oh the diversity that would ensue.
Edited by Koniving, 12 March 2014 - 03:14 PM.
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