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Diregod Anyone?
#81
Posted 02 July 2014 - 08:44 AM
See, I believe the real difference lies in the pilots supporting you. If you have a couple of mediums keeping the lights off your back and helping focus down your targets in their spar time things are going to end well, nine in ten times.
In PUGs everyone Is a soloist.
#82
Posted 02 July 2014 - 08:47 AM
OriginalTibs, on 02 July 2014 - 08:44 AM, said:
See, I believe the real difference lies in the pilots supporting you. If you have a couple of mediums keeping the lights off your back and helping focus down your targets in their spar time things are going to end well, nine in ten times.
In PUGs everyone Is a soloist.
whoa i think i now know what to try with my Dire A....... thanks
wonder if that build leaves tonnage left over... if so maybe replace 2 of the pulses with 2 larges to give the ability at SOME range smackage.
#83
Posted 02 July 2014 - 08:47 AM
He was literally melting mechs that took him on.
Edited by Piney, 02 July 2014 - 08:47 AM.
#84
Posted 02 July 2014 - 08:50 AM
#85
Posted 02 July 2014 - 08:56 AM
#88
Posted 02 July 2014 - 03:56 PM
OriginalTibs, on 02 July 2014 - 08:44 AM, said:
See, I believe the real difference lies in the pilots supporting you. If you have a couple of mediums keeping the lights off your back and helping focus down your targets in their spar time things are going to end well, nine in ten times.
In PUGs everyone Is a soloist.
my god im loving this build but i swapped out 2 of the mediums for 2 large pulses
its F'ing beautiful i might even push it to 4 LPL and 4 MPL
#89
Posted 03 July 2014 - 03:30 AM
2x LBX20 and 2x LBX10 with enough ammo to kill the entire enemy team and my own....max armor and everything.
8 ER ML, 2 LBX10, 2 SRM6+Art and again, heaps of ammo. Idk how the heat would work on that loadout, but it seems like it would be a good brawler.
#90
Posted 03 July 2014 - 03:26 PM
LordKnightFandragon, on 03 July 2014 - 03:30 AM, said:
2x LBX20 and 2x LBX10 with enough ammo to kill the entire enemy team and my own....max armor and everything.
8 ER ML, 2 LBX10, 2 SRM6+Art and again, heaps of ammo. Idk how the heat would work on that loadout, but it seems like it would be a good brawler.
one alpha would shut you down and probably keep you down for a bit, if you did group fires of 4 ML you could get 5 salvos in
not including trying to use the SRM's the LBX would give you something to fire all the time though. so it would give some pain.
#91
Posted 03 July 2014 - 04:36 PM
LordKnightFandragon, on 03 July 2014 - 03:30 AM, said:
With this build and max armor, you only have room for about seven tons of ammo. Which is enough to kill a few people if their armor is already stripped, but no way an entire twelve man team.
Edited by Seraphic Law, 03 July 2014 - 04:46 PM.
#92
Posted 03 July 2014 - 10:32 PM
Seraphic Law, on 03 July 2014 - 04:36 PM, said:
With this build and max armor, you only have room for about seven tons of ammo. Which is enough to kill a few people if their armor is already stripped, but no way an entire twelve man team.
It was like 60shots of each of LBX10 and 20 ammo. So about 120 rounds total. Dealing 60dmg a shot lol...would strip the CT off an atlas in like 3 shots....from full to dead....180dmg?
#93
Posted 03 July 2014 - 10:37 PM
Bobby Blast, on 29 June 2014 - 06:47 AM, said:
Keep thinking this man. I think otherwise.
DIRE WOLF DWF-PRIME 16 12 4 3.00 29 4 7.25
DIRE WOLF DWF-A 12 10 2 5.00 22 2 11.00
DIRE WOLF DWF-B 8 5 3 1.67 13 2 6.50
Edited by GRiPSViGiL, 03 July 2014 - 10:39 PM.
#94
Posted 03 July 2014 - 11:18 PM
they're balanced, I usually dance around Dires and engage them in their back. or draw their fire while my team impales them. the times i fear dires most is when i'm caught -right in front of them- with no chance of escape, thats the perfect trap for a Dire wolf.
Examples are like
The Path in Frozen City under the ice shelf
the tunnel and station in Forest Colony. (and the path beside tunnel)
anywhere in River city that is excessively Urban, or the Water.
under HPG relay.
i can name more, but usually those areas are the ones that make me nervous now that clans are out. ******' dires make my hair stand on end when they're ontop of you and there's no getting behind them or running away.
Edited by Hikyuu, 03 July 2014 - 11:22 PM.
#95
Posted 04 July 2014 - 12:44 AM
Gyrok, on 29 June 2014 - 07:17 AM, said:
Hmm...these myths keep getting spread...TW is good...but it is not that great. Summoner is arguably a better jump sniper and brawler (hit boxes), and sure, you can do many things with TW better than some mechs, but it specializes poorly. It is good at many things, but great at nothing. It does happen to be quick for the size though...
The timberwolf is the best jump sniper in the game. I absolutely love the summoner, but I'd be crazy to claim that it does a better job than the timberwolf. You can pull off a gauss with two ER PPCs with excellent cooling in a timberwolf, while the summoner can only run one ER PPC with a gauss. Not to mention the summoner can only run an asymmetrical sniper build if you pack the gauss in the side torso, which isn't exactly optimal. As for hit boxes, where are you coming from? The summoner's CT hit box is absolutely huge, pretty much engulfing every hit the mech takes. The timberwolf's hit boxes, meanwhile, are reminiscent of that of the stalker. You can run a shield side that will soak up all incoming damage if you shield properly, and when that goes, there is only fifty percent damage transferred onto the CT. You can tank for days in that thing, only exposing your lethal side for a moment when you return fire. There is nothing more powerful in this game than a skilled pilot in a timberwolf. If used correctly it absolutely puts the dire whale to shame. If you aren't aware of how OP the sniper timberwolf is, maybe you should check out a stream or two of high elo gameplay. Heimdelight's steam, perhaps?
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