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Direwolf 6Uac5 Beast!

BattleMechs Weapons

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#1 SolCrusher

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Posted 23 May 2014 - 02:41 PM

Using the the Direwolf Prime and B variants and interchanging arms it may be possible to get a 6 UAC5 beast!

Prmary weapon locations
Weapons & Equipment:LocHeatAmmoCritsMass
2 ER Large Lasers LA
2 Medium Pulse Lasers LA
1 Ultra AC/5 LA
1 LRM 10 LT
2 ER Large Lasers RA
2 Medium Pulse Lasers RA
1 Ultra AC/5 RA

B weapon locations
1 ER Small Laser CT
2 ER PPCs LA
2 Medium Pulse Lasers LA
2 Ultra AC/2s LT
1 LB 10-X AC RA
2 Ultra AC/2s RT

If weapon sizes are enforced then you could take the Arms off the Primary and put them on the B. This would get you a stock setup of 2UAC5 and 4UAC2.

If weapons sizes are not enforced in some manner then you could theoretically replace the UAC2s with UAC5s.

Give you 6 UAC5's!!!!!

Oh the carnage and tears.

#2 Sevrid

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Posted 23 May 2014 - 02:45 PM

Clan power!

#3 Wildstreak

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Posted 23 May 2014 - 02:48 PM

A Hex Mech?
Like the Hex PPC and LL Stalkers?
GHOST HEAT FOR UAC INCOMING!

#4 ShadowWolf Kell

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Posted 23 May 2014 - 02:48 PM

Sadly, Clan UAC5s won't work the same way as IS ones do. Would probably be better off going with 3 cLB10Xs with Slugs.

3 cLB10X + 2 ER PPCs is doable. Too bad we didn't get the C with JJ and ECM.

#5 Helmer

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Posted 23 May 2014 - 02:53 PM

I was told the Clan 'mechs would be DOA because they were going to be too slow.

Are you trying to tell me that I was lied to by the forums?


(That's an insane build. Can't wait to see it)

Cheers.

#6 101011

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Posted 23 May 2014 - 02:58 PM

View PostShadowWolf Kell, on 23 May 2014 - 02:48 PM, said:

Sadly, Clan UAC5s won't work the same way as IS ones do. Would probably be better off going with 3 cLB10Xs with Slugs.

3 cLB10X + 2 ER PPCs is doable. Too bad we didn't get the C with JJ and ECM.

Sadly? I cannot wait to use the new UAC's!

#7 Thorqemada

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Posted 23 May 2014 - 02:59 PM

Ouch...

#8 RangerGee412

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Posted 23 May 2014 - 03:09 PM

Yes.... but can you keep all that dakka fed with ammo?

#9 Zack Esseth

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Posted 23 May 2014 - 03:15 PM

View PostRangerGee412, on 23 May 2014 - 03:09 PM, said:

Yes.... but can you keep all that dakka fed with ammo?

This exactly. If you place 6 UAC 5's on the mech you are spending 41 TONS on just guns. How much open tonnage does the DIre Wolf have? 50? 9 tons wont keep those things fed for long. Three LB 10X will come in at 30 tons and two ER PPC's will give you another 12 tons leaving 8 tons for Ammo and Heat sinks. Probably the better build, even if you do the tripple Ultra 10s.

#10 OneEyed Jack

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Posted 23 May 2014 - 03:19 PM

View PostZack Esseth, on 23 May 2014 - 03:15 PM, said:

This exactly. If you place 6 UAC 5's on the mech you are spending 41 TONS on just guns. How much open tonnage does the DIre Wolf have? 50? 9 tons wont keep those things fed for long. Three LB 10X will come in at 30 tons and two ER PPC's will give you another 12 tons leaving 8 tons for Ammo and Heat sinks. Probably the better build, even if you do the tripple Ultra 10s.

Need to work on the math muscle there, sport. 6 x 7 = 42. That leaves 8 tons for ammo, and 1/2 ton left over (50.5 tons pod space).

#11 SolCrusher

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Posted 23 May 2014 - 03:19 PM

It could make a great clean up mech, wait around until things are shredded by your team then slowly advance across the battlefield just hope your team killed all the lights.

#12 RangerGee412

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Posted 23 May 2014 - 03:41 PM

Could you imagine all that cockpit shake? Good lord lol

#13 SolCrusher

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Posted 23 May 2014 - 03:46 PM

If ghost heat for AC2s are kept where it's at then the UAC2 is DOA because you could trigger ghost heat with a single gun! So Clan UAC2's can't have Ghost heat associated with them, otherwise the B variant is DOA.

Anyways the Ghost heat and clans will cripple a number of builds.

Edited by SolCrusher, 23 May 2014 - 03:47 PM.


#14 Scratx

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Posted 23 May 2014 - 03:50 PM

I'll be very surprised if there won't be a ghost heat limit imposed on UAC5's. 3-4 tops is what I expect to be possible.

Frankly, just slapping in 4 UAC5's will be brutal murder and leave enough tonnage for some other weaponry. Hexa-ERMLas plus Quad UAC5, anyone?

#15 Sephlock

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Posted 23 May 2014 - 03:54 PM

They are going to nerf this so hard, and for all the wrong reasons.

I would honestly rather they just remove the weapon knock altogether as a sop to the crybabies rather than nerf this magnificent weapon within days of release.

But we all know how that's gonna go...

#16 Khobai

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Posted 23 May 2014 - 03:54 PM

Welcome to 6 months ago. Dire Wolf being overpowered is nothing new. However I believe there will be some severe ghost heat penalties on clan weapons.

Heres my predictions-
CLB5X, CLB2X, CUAC5, and CUAC2 will have a ghost heat limit of 3
CLB10X and CUAC10 will have a ghost heat limit of 2
CLB20X and CUAC20 will have a ghost heat limit of 1
CGauss will have a ghost heat limit of 1 (with MASSIVE heat penalties for firing 2 or more)
CERML will have a ghost heat limit of 4
Clan large energy weapons including CERPPC will have a ghost heat limit of 2
Clan SSRM4 and SSRM6 will have ghost heat limits of 2-3
Clan LRMs will have the same ghost heat as IS LRMs

Edited by Khobai, 23 May 2014 - 04:02 PM.


#17 Odins Fist

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Posted 23 May 2014 - 03:55 PM

How much do want to bet that a lot of people are going to be disappointed with the DireWolf and what it actually can do with a loadout that won't make it overheat like a boss..??

#18 Alex Warden

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Posted 23 May 2014 - 03:56 PM

*sigh* when everybody cried "wah clanmechs will be sh** with those rules" i told you "no they won´t"... now people start to realize that the omnisystem allows for brutal sh**... the slow lights might be problematic, but face it... no one will care with the majority of clanmechs being plain better than IS mechs... PGI´s balancing attempts won´t change the fact of pure weapon platform ability...

you will see even worse "metabuilds" (letz´s call them "optimized to the max") then now as soon as ppl adapt to the weapons mechanics...

and the Annihilator will most likely be one of the first IS mechs after the clans... to try to counter the slow death of IS mechs...
until Inner Sphere Omnis appear as the next huge 20000$ package...

Edited by Alex Warden, 23 May 2014 - 03:59 PM.


#19 SolCrusher

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Posted 23 May 2014 - 03:58 PM

View PostAlex Warden, on 23 May 2014 - 03:56 PM, said:

*sigh* when everybody cried "wah clanmechs will be sh** with those rules" i told you "no they won´t"... now people start to realize that the omnisystem allows for brutal sh**... the slow lights might be problematic, but face it... no one will care with the majority of clanmechs being plain better than IS mechs... PGI´s balancing attempts won´t change the fact of pure weapon platform ability...

you will see even worse "metabuilds" (letz´s call them "optimized to the max") then now as soon as ppl adapt to the weapons mechanics...

and the Annihilator will most likely be one of the first IS mechs after the clans... to try to counter the slow death of IS mechs...


And all I've been waiting for is an Annihilator........ but the Direwolf will do.

#20 Thorqemada

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Posted 23 May 2014 - 04:01 PM

The thing with ammo is that you dont need to scale the amount of ammo with the number of guns, you need just as much to kill your enemies and more guns simply decrease the TTK - ammo count is not the problem here!

Edited by Thorqemada, 23 May 2014 - 04:02 PM.






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