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Dire Wolf Mech Feedback - 1.3.299


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#1 Kyle Polulak

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Posted 17 June 2014 - 11:31 AM

Greetings MechWarriors!

Please provide us with your likes, dislikes, and feedback on these Mechs:
  • DWF-Prime
  • DWF-A
  • DWF-B


#2 Navid A1

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Posted 17 June 2014 - 08:16 PM

I dont have a dire wolf, but i can make the following observations:

The dire wolf (and warhawk) walking animation(s) needs some rework.
for a 100 ton mech it jumps up and down a lot. There are a high number of movement and angle spikes.
the movement animation should represent the enormous mass and inertia of the chassis.
to say it short... it should lumber around instead of tip-toeing.

Moreover. with the default FOV, the pilot seems seated too close to the front window. it gives a feeling of a giant pilot in a tiny cockpit.

#3 John Archer

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Posted 17 June 2014 - 08:52 PM

All variants.

FIX THE DAMN CENTER TORSO HIT BOX NOW PLEASE.

This is coming from someone who just shelled out a crap load of cash for a Gold Diashi only to have it take any and all damage to the center torso, including passing through to the rear, most of the time.

Not a happy customer right now.

PGI, make me happy please. :ph34r:

#4 Mad Dog Morgan

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Posted 17 June 2014 - 08:58 PM

If the center torso hitbox is modified, the mech will need to be rescaled. It is clearly not proportionate to a 100 ton scale. Make the whole thing bigger.

#5 Dunereaper

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Posted 17 June 2014 - 09:15 PM

The Direwolf is in need of some center torso hitbox modifications. other than that it is fine.

#6 QuimMorius

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Posted 17 June 2014 - 10:58 PM

View PostJohn Archer, on 17 June 2014 - 08:52 PM, said:

All variants.

FIX THE DAMN CENTER TORSO HIT BOX NOW PLEASE.

This is coming from someone who just shelled out a crap load of cash for a Gold Diashi only to have it take any and all damage to the center torso, including passing through to the rear, most of the time.

Not a happy customer right now.

PGI, make me happy please. :ph34r:


So you expect your mech to be OP just because you got the Gold version, lol!
Mine is working just fine 3,4 KDR after 6 hours playing, best KDR mech I have now and it is just basic'ed, and I have no practive with clan tech and additional aiming required. So, if something needs to be done it has to be weakened.

#7 Star Colonel Silver Surat

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Posted 17 June 2014 - 11:16 PM

How about we just leave it alone.

#8 Darksoul719

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Posted 18 June 2014 - 02:11 AM

fix the ct hit box it goes down way to easily

#9 John Archer

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Posted 18 June 2014 - 02:55 AM

View PostQuimMorius, on 17 June 2014 - 10:58 PM, said:


So you expect your mech to be OP just because you got the Gold version, lol!
Mine is working just fine 3,4 KDR after 6 hours playing, best KDR mech I have now and it is just basic'ed, and I have no practive with clan tech and additional aiming required. So, if something needs to be done it has to be weakened.


No you sarcastic fuggin' twit... I expect to play a damn mech that doesn't get cored by a few volleys of LRMs or some lasers hitting it no matter which direction I attempt to turn.

The center torso is a damage magnet and unlike your Godlike self, the average Dire Wolf player /does/ experience this issue...

And yes, I did shell out a metric ****-ton of cash and I do expect to have paid for a good product...

#10 Platinum Spider

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Posted 18 June 2014 - 04:05 AM

I've got one set up with 4 gauss and chain fire doesn't work right, only 1 of the 4 will charge and after it fires nothing until it cools.

#11 Chive On

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Posted 18 June 2014 - 05:05 AM

I believe they said only two Gauss could charge at a time, ergo: no four Gauss set ups.

#12 Tekrus

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Posted 18 June 2014 - 05:23 AM

The Dire Wolf had major problems with the center torso hitbox. I died pretty fast with a destroyed engine every single time. This is a 100ton mech so should last more in the battlefield also sucks not to be able to change the type of engine (from XL to Standar).

#13 Zomboyd

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Posted 18 June 2014 - 05:57 AM

I noticed that i after turning my back to LRMs to shield my front, the damage was passing through and hitting front torso ended up losing all armour from front and almost coring me out even though i still had Armor on rear of mech

#14 Gyrok

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Posted 18 June 2014 - 06:04 AM

The prime variant with side torsos intact is fine for torso twist speed once elited I think, perhaps another 5-10% torso twist RANGE would be good.

Now, the B, with the ballistics in torso should really have a bit more twist range as well, considering the bulk of your firepower cannot be aimed much up or down, it would really make sense to give it some more yaw range. You already cannot fire at anything that is much elevated above you.

Have not run A yet, though I suspect the yaw range could use a bump there as well...

#15 Shae Starfyre

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Posted 18 June 2014 - 06:28 AM

I, too, feel that the CT needs to be reworked.

And it does feel like there are transfers going on between front and back; but no conclusive evidence.

#16 VXJaeger

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Posted 18 June 2014 - 07:44 AM

CT is so huge problem in this mech, that I can't even see other problems behind it.
CT can be hit from all directions, and twisting is useless. It can be shot even from behind with lazors, so a little problem there. Maybe 600 armor on CT would be enough so it equalizes with other mechs?

#17 Ultimax

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Posted 18 June 2014 - 12:23 PM

The Dire Wolf can really field an amazing amount of raw firepower, it has excellent omnipod/hardpoint options.

Unlike most Clan mechs which are over-engined, this one is locked into a woefully small engine.

With low slung arms forcing you to expose yourself, and a CT that seems to be a giant bullet magnet the 300 engine really shows the issue this game has where speed is more important than raw armor when it comes to survivability.


At the very least the hitboxes need to be re-worked.


It can't be easy trying to balance a mech this dangerous on the field, but it would be pretty unfortunate to see it slowly become unused due to being killed too easily.

#18 Imigo Montoya

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Posted 18 June 2014 - 01:26 PM

Fix the Center Torso Hit Box plz..... it is ridicoulus that my mech go down in flames with the center in ashes and the other armor is still intact

#19 Kairos De Soya

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Posted 18 June 2014 - 01:32 PM

CT Hitboxes only. Otherwise it would be...

-Clan Engines need to be adjustable - even with only about 30+/- Engine ratings or else, as Ultimatum X already pointed out.
-Clan Heat cycles in "std." variants. We must invest a better part of 3Mio C-Bills to make the things remotley work - or strip the entire collection and then build 1-3 Mechs as desired...

This isn't about Goldmech Users, it is not because I invested much - my own risk - but these things are 100ton MONSTERS... and after 2 Minutes in engagement the Mech is down as almost every "pod" shot goes center torso. I feel with my Daishi to be in a Palladium Rifts setting where every hit goes Main Body. Stupidly broken with only approx. 100 Armor. Give me 350 and I am fine.

#20 Antagonist

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Posted 18 June 2014 - 02:08 PM

As stated by others, the hitboxes and the walking animation need some work.

Also, regarding the A configuration: Whenever I get around to playing with it, I expect to reap a bloody harvest. Replace 2 tons of AMS ammo with two additional heatsinks and lauch as you chainfire LPLs all day long, only broken by intermittent salvoes of Streak SRMS and Gauss slugs.

If it performs only half as good as I expect it to, it's on the right track to becoming my favourite DWF configuration.





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