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Dire Wolf Builds And Tactics

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#1 EAP10

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Posted 27 June 2014 - 01:58 PM

I am wondering if anyone has any good Dire Wolf builds that I could use. It also would be nice if you guys could tell me some tactics I could use IN the Dire Wolf. Thanks!

~EAP10

#2 WaddisznoHUN

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Posted 27 June 2014 - 02:06 PM

Hi! I use one of them with 4 lbx10ac and 4 ermedlaser......useful in medium distance, especially the final blow.

Edited by Waddiszno, 27 June 2014 - 02:06 PM.


#3 Appogee

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Posted 27 June 2014 - 02:07 PM

Tactic 1: Beg your team not to leave you behind!

:P

#4 EAP10

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Posted 27 June 2014 - 02:09 PM

View PostWaddiszno, on 27 June 2014 - 02:06 PM, said:

Hi! I use one of them with 4 lbx10ac and 4 ermedlaser......useful in medium distance, especially the final blow.

Ok. I was thinking of a build with 2 gauss and the prime's arms.

#5 Lord Ikka

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Posted 27 June 2014 - 02:11 PM

Simple B loadout- 4x UAC2, 4x CML, 1 UAC20. Runs cool, and the 2s have lots of ammo for harassing.

#6 Zensei

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Posted 27 June 2014 - 02:11 PM

It was explained to me that it was a walking ****, I haven't confirmed this as my only example is Mr Hanky and I havent seen him on the fields yet.

#7 DONTOR

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Posted 27 June 2014 - 02:42 PM

View PostAppogee, on 27 June 2014 - 02:07 PM, said:

Tactic 1: Beg your team not to leave you behind!

:P

Thats why you play assult mode only while in a DW, because in conquest you really will get left behind.

I have 2 extremely effective builds and 1 that maximizes the agility quirks of the omni system.

2 gauss on the right side 2 srm6 in the left torso and an LBX20 in the left arm. 12 tons ammo spread across the weapon systems.

2 gauss in the sde torsos, 3 CERMLs in the left arm utilizing the arm actuator to make your LBX 20 in the left arm much more accurate/versatile.

The mobile DW consists of a prime or A variant CT (those 2 have +5% torso turn, B does not) Add the right torso from the prime variant for 10% turning speed increase, add the right arm with the actuator for increased arm movement, with 3 CERLLs in that arm and 2 Gauss on your left side. Add ammo and DHS too taste.

because DW CT are so massive I have found it best to use gauss on every build for the first portion of the game hill hump and corner peek for a bit then go in and clean up with your LBXs and lasers, so far it is a very efficient tactic. Lights are a serious problem so be close to something you can back into. Also run extemely high front armor, I have 120 CT, 80 STs, legs near max and arms maxed.
DWs are also 1000 times better when full elited so dont give up. Stay away from the B variants CT if you can, and use target deprvation to ward of LRM uber coring.

#8 Voranis

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Posted 27 June 2014 - 02:56 PM

Most Fun = 4-ERPPC's in one arm and an LBX20 or UAC20 in the other. (Do not ever alpha or you will nearly core yourself). Most Effective = 4 large lasers in left arm set to chain fire, and 3 LL, or LPL, or a mix of 2LL/1ML set to group fire with lower arm actuator in right arm. And on a side note, what the hell is wrong with these forums. Why does my enter key do nothing, and my posts lack any structure?

#9 Arrogusss

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Posted 27 June 2014 - 03:22 PM

I usually at the start of a match try to do my best communicating or calling out any position of enemy mechs in the distance I see...As I walk ever so SLOWLY to join up with the group.
I then usually let first contact to be made and take a position 45 degrees +/- behind my teamates and let the Damage Fly. Also in the Direwolf I move back and forth in that 45 degree firing posistion as much as I can, moving when I am spotted firing. This is how to survive...NOT be in the exact frontline, and NOT keeping the same position.
If you get spotted by more than 1 mech, especially LRM, and are not in a position to take cover quickly you die pretty quickly to focus fire because of the CT soaking mass damage.
As I did in my Misery... having Energy and ballistic combo loadouts is best and come up with a rotation where you can approach 75 percent heat with energy then go pure ballistics as you cool some then back to energy so on etc... The Mech moves and accelerates so slowly..even elited, that overheating and shutting down is certain death because by the time you power back up it takes a few precious seconds to get to your max 53 KPH where you can even manuveur out of the firing... certain death especially if LRMs are raining.
Never show your back, or run away back to an enemy... the CT problem is only super enhanced from the back..
SO the BIGGEST thing is to play it as a support mech at first, not stay in the same postion for too long, and Move in for the kill as long as you are not exposing yourself to more than 1 mech at a time.

@@@ 85 Games in my DWF-B... current Kill to Death 2.75 and I average 550 DMG per Game, some games get eaten up with 100 dmg..other games put up 1000+
Actually had my highest matchscore ever a few days ago of 161 in this mech. It is my favorite of all time so far!
GOOD LUCK FELLOW DAISHI DRIVERS :blink:

Edited by Arrogusss, 27 June 2014 - 03:23 PM.


#10 Vassago Rain

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Posted 27 June 2014 - 03:28 PM

2 gauss rifle, 2 ER PPCs, rest into ammo and heatsinks.

#11 Arrogusss

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Posted 27 June 2014 - 03:36 PM

View PostVassago Rain, on 27 June 2014 - 03:28 PM, said:

2 gauss rifle, 2 ER PPCs, rest into ammo and heatsinks.


I guess "THEY" are calling this build "META"....
IMO personally there are better builds than this. Have a few 5 million c-bills laying around to make sure you try out multiple builds, because it might look good on smurfy, but if you can't come up with a good rotaion or you aim for **** etc.... it won't work FOR YOU.
I have found with my Monster of a DWF proper rotaion is better than Alpha striking, not only because of heat managment but you miss 1 alpha.. you gotta cooldown or wait for recharge just to get that other shot off. Staggering and chain firing in the DWF is a constant barrage of HURT>

Edited by Arrogusss, 27 June 2014 - 03:37 PM.


#12 EAP10

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Posted 27 June 2014 - 04:04 PM

View PostArrogusss, on 27 June 2014 - 03:22 PM, said:

I usually at the start of a match try to do my best communicating or calling out any position of enemy mechs in the distance I see...As I walk ever so SLOWLY to join up with the group.
I then usually let first contact to be made and take a position 45 degrees +/- behind my teamates and let the Damage Fly. Also in the Direwolf I move back and forth in that 45 degree firing posistion as much as I can, moving when I am spotted firing. This is how to survive...NOT be in the exact frontline, and NOT keeping the same position.
If you get spotted by more than 1 mech, especially LRM, and are not in a position to take cover quickly you die pretty quickly to focus fire because of the CT soaking mass damage.
As I did in my Misery... having Energy and ballistic combo loadouts is best and come up with a rotation where you can approach 75 percent heat with energy then go pure ballistics as you cool some then back to energy so on etc... The Mech moves and accelerates so slowly..even elited, that overheating and shutting down is certain death because by the time you power back up it takes a few precious seconds to get to your max 53 KPH where you can even manuveur out of the firing... certain death especially if LRMs are raining.
Never show your back, or run away back to an enemy... the CT problem is only super enhanced from the back..
SO the BIGGEST thing is to play it as a support mech at first, not stay in the same postion for too long, and Move in for the kill as long as you are not exposing yourself to more than 1 mech at a time.

@@@ 85 Games in my DWF-B... current Kill to Death 2.75 and I average 550 DMG per Game, some games get eaten up with 100 dmg..other games put up 1000+
Actually had my highest matchscore ever a few days ago of 161 in this mech. It is my favorite of all time so far!
GOOD LUCK FELLOW DAISHI DRIVERS :blink:

Thank you. To DONTOR's suggestion, i put dual gauss in my Direwolf Prime and a UAC20. I love it to bits now.

#13 Arrogusss

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Posted 27 June 2014 - 04:18 PM

View PostEAP10, on 27 June 2014 - 04:04 PM, said:

Thank you. To DONTOR's suggestion, i put dual gauss in my Direwolf Prime and a UAC20. I love it to bits now.


YW. Let the stats do the talking. If you feel comfortable with that build go for it. Just don't forget to try a bunch of different ones also. Stick with the one you are most sucessfull with AFTER you waste the 5million+/- cbills on buying Shizz to try different loadouts.
I tried a pure ballistics build on my prime and just couldn't lay out enough damage in a decent amount of time. Buying and swapping out omnipods gets expen$ive!!
I now have all 3 different variants specifically built for 3 different roles.
See you on the field.. again, Good Luck to you.

#14 Bad Frosty

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Posted 27 June 2014 - 04:34 PM

There's only one Dire-Wolf build that you need to be concerned with, and it's all about he head. Just look into my autocannon, smile, and wait for the flash.

But seriously, you Dire-wolf pilots have to do something about those enormous cockpit hit-boxes. Stay back and fight at range, or at least attempt to dodge. I'm already getting tired of Dire Wolves marching up to my face, looking straight at me, and dumping a load of ordinance that ruins my paint job. I hardly even have to aim, because my salvo is already centered right on the cockpit.

No real hate for you clanners, but give me a good fight!

#15 Reported for Inappropriate Name

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Posted 27 June 2014 - 04:37 PM

there are no good builds for the dire wolf because there is no build that prevents it from dying to a cored ct when the rest of the mech is near mint.

#16 Sable

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Posted 27 June 2014 - 05:35 PM

There's 2 direwolf builds i'll share with you the third i'll keep it on the down low as long as i can.

DIrewolf prime - with A right shoulder
2 gauss
6 medium pulse lasers
1 AMS
http://mwo.smurfy-ne...e5c220c8d491b90

I like this build because it can pump out 78ish damage altogether if you can manage the gauss properly and maintain your lasers in the same spot. I like it better than the duel ppc duel gauss garbage because it allows me to pick off smaller mechs that are trying to harass me, does more damage than PPCs, and runs cooler. Its the only reason i have gauss on there instead of ultra 20s or something like that, The gauss balances out the large amount of heat produced by the pulse lasers.

Direwolf A - with prime arms.
2 LRM20s
2 UAC10s
6 ER medium lasers
1 AMS
http://mwo.smurfy-ne...d8963068100231c

This is more of a recent build for me as i wanted a more well rounded Direwolf. I found that trying to brawl your CT soaks up way too much damage (hopefully they'll fix that soon) so it's not wise to dive in the middle of a brawl. You're also really slow compared to all the new funnzies clan mechs so i wanted something that could offer supporting fire while you're moseying up the battlefield. It's not a huge heavy hitter dakka machine that some people imagine the direwolf should be but i like the utility at all ranges.

As for the Direwolf B well.... its a dakka beast and i have a very specific loadout i haven't seen many people use yet so i'm gonna hold onto that for a while. Makes me feel unique and anti-meta

Edited by Sable, 27 June 2014 - 05:40 PM.


#17 jaxjace

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Posted 27 June 2014 - 06:13 PM

put a bigger engine in it, oh wait :blink: die clanner

#18 Sagedabluemage

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Posted 04 July 2014 - 08:36 AM

i kinda like

4 ultra5
6 medium lazers
2 large lazers

i set everything to chain fire cuz i suck at alphas but im good at dps

#19 Bobzilla

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Posted 04 July 2014 - 08:43 AM

I found the biggest tactic is having weapons that can put out constant DPS as twisting to mitigate damage while waiting for weapons to cool down doesn't work with the DWF. Throw some chained LBX's or AC's then what ever else floats your boat.

Mind you I haven't gotten Elite skills yet so twist range and twist speed is limited.

#20 Sable

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Posted 04 July 2014 - 09:19 AM

I've tried many builds on PTS and Live and here are some well rounded direwolf builds that i find effective in most circumstances.

Direwolf Prime

2 Gauss (one in each arm) 5-6 tons of ammo
6 Medium Pulse Lasers (3 in each arm)
AMS - 1 ton of ammo
Heat sinks everything else

This build gives you good long range sniping and good medium and close range damage while being very heat efficient. If you start to get too high in heat just fire the gauss while you're cooling down. It should only take about one recyle of the gauss before you're below 50% again. Like i said it's very heat efficient.

Direwolf A

2 UAC10s (1 in each arm) 5 tons of ammo
6 ER Medium Lasers (3 in each arme)
2 LRM15s - 6 tons of ammo
AMS - 1 ton of ammo

This is more of an all around build i made because i got tired of being on the front lines and getting blown up quickly. It's not as heat efficient as the prime build i listed but it does allow you to contribute to the fight as you're making you way up the battlefield. The UAC10s give you a decent bunch and the 6 mediums are always good damage and range. But the LRMs have really helped this mech round out at all ranges and provide a safer indirect fire support option when you just can't catch up to the fight yet.

Direwolf B

4 UAC5s - i think 7-8 tons of ammo spread out
6 ER medium lasers

This mech is a little more vulnerable than the other two as it doesn't have an AMS or a big punchy weapon system. What i use this mech for is suppressing fire. You chainfire the UAC5s double tapping whenever you please and the main damage comes from your lasers. I really liked the 4 rotary cannons sticking out of the toros but i found the the UAC2s just didn't do enough damage. There's been a couple games where i single handedly held our back line long enough for support mechs to move in. WIth all the rattleing you can put on someone it really forces them back into cover. Carefull with this build as people will become frustraited with your constant ballistic fire and the enemy will often focus fire on you because of it.





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