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Triple Dire Wolf Premades: Can They Be Countered?


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#41 Applejack

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Posted 10 July 2014 - 11:27 AM

One time in my SHD-2D2, I snuck up behind two unsuspecting Dire Whales that were at 100% HP.

I proceeded to annihilate them both with two 20 SRM alphas in the rear CT [each]. It seemed as if they were dead before they even had a chance to retaliate.

Edited by Applejack, 10 July 2014 - 11:28 AM.


#42 Reported for Inappropriate Name

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Posted 10 July 2014 - 12:49 PM

get good

#43 Edward Mattlov

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Posted 10 July 2014 - 04:45 PM

LURMs kill Dire Wolves Dead!

#44 1453 R

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Posted 10 July 2014 - 05:31 PM

There's a reason they're mostly called Dire Whales on the boards. Both words are highly accurate – the Dire part and the Whale part. They’re easily the least maneuverable machine in the game; they have absolutely horrifying firepower, but as I’ve pointed out before, they’re also able to be outmaneuvered by cap points. I don’t mean that the game can be won against Dire Whales by taking caps instead of fighting (though it totally can be), I’m saying that the cap point itself – the oil platform or command truck and its mystical laser fence – are more agile and maneuverable than a Dire Whale.

Three of them working to cover each other’s flanks can be a tough nut to crack, but unless they’re all three backs-to-walls, there’s a way to outmaneuver them somewhere. You will pay if you wind up in front of them – and you should, that’s what all that firepower is for – but honestly? The only time you can’t readily outmaneuver a Dire Whale is if it’s in a tunnel somewhere, and this circumstance has led me to one of the best Dire Whale counters in the game.

That would be: ignore the Dire Whale.

If it’s found a good position, if it has equally Dire and Whaleish buddies, or even if you just feel like it…go fight something else. Strip the Dire Whale’s team away from it while said team is off fighting somewhere else. It’s not about to come roaring in ten seconds later to reinforce its team if they’ve left it out to hang, and even if it is still in fire support range of its team, let it be. Keep its position in mind and get rid of the things that can cover its flanks, first. Stormcrows die a lot quicker than Dire Whales do, and a Dire Whale without escorts is so much lumbering junk waiting to happen.

If the thing gives you an opening, go for it – but there’s no reason you need to hit that Dire Whale threesome first, or even at all. Strip off its escorts then go cap its base/hit its Conquest points/wait out the timer. What’s it going to do, chase you down?

#45 Flak Kannon

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Posted 11 July 2014 - 01:50 PM

HI Pezzer,

I will throw in my opinion.

If you have say.. LRM 100 firing on one Direwolf at a time.. it will melt VERY fast.

I bought the Loupe hero mech last week, and couldn't find a loadout I liked until I put in 2 LRM 20's ... and 1680 rounds of ammo.

At 80 KPH, I am able to stay down and away from most direct fire..

So.. to answer your question... You get a 3 or 4 mechs with LRM 30 or greater, and coordinate fire on ONE DIREWOLF at a time.

Make sure that there is a player or three on the your team with Narc or Tag... need that for sure with the Kitfox ECM..

I predict this will be the new Inner Sphere Meta once community warfare comes out. And the players playing these new clan mechs will scream for a NERF to LRMs because they are soo effective...

I am topping 800 damage often with just 2 LRM 20's; no artemis in PUG's. Imagine a more coordinated group with 120 LRMs firing on one target at a time..

Edited by Flak Kannon, 11 July 2014 - 02:01 PM.


#46 Alaskan Nobody

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Posted 11 July 2014 - 01:56 PM

View PostFlak Kannon, on 11 July 2014 - 01:50 PM, said:

I am topping 800 damage often with just 2 LRM 20's; no artemis in PUG's. Imagine a more coordinated group with 120 LRMs firing on one target at a time..

Toss a Narc on a 150+ Jenner (slap it and RUN!) and that becomes a very scary thought.

Also a potentially insane way to earn (G)XP and Cbills. :D

#47 IraqiWalker

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Posted 11 July 2014 - 09:14 PM

View PostFlak Kannon, on 11 July 2014 - 01:50 PM, said:

HI Pezzer,

I will throw in my opinion.

If you have say.. LRM 100 firing on one Direwolf at a time.. it will melt VERY fast.

I bought the Loupe hero mech last week, and couldn't find a loadout I liked until I put in 2 LRM 20's ... and 1680 rounds of ammo.

At 80 KPH, I am able to stay down and away from most direct fire..

So.. to answer your question... You get a 3 or 4 mechs with LRM 30 or greater, and coordinate fire on ONE DIREWOLF at a time.

Make sure that there is a player or three on the your team with Narc or Tag... need that for sure with the Kitfox ECM..

I predict this will be the new Inner Sphere Meta once community warfare comes out. And the players playing these new clan mechs will scream for a NERF to LRMs because they are soo effective...

I am topping 800 damage often with just 2 LRM 20's; no artemis in PUG's. Imagine a more coordinated group with 120 LRMs firing on one target at a time..



That's a good way to deal with threats in a tactical manner, that underlines proper teamwork.

I will say this now, so you can quote it if something ever happens. "Inner Sphere LRMs are fine the way they are. Clan LRMs could use a lot less impulse on them (to compensate for the stream shake, and that's IF they hit, since AMS kills them too effectively."

#48 Gneckes

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Posted 13 July 2014 - 02:09 AM

It may just be my Impression, but... I find Dire Wolves to die really easily for something that's supposed to have ~100 points of frontal CT armour. Don't get into a staring match with one and focus your fire, and they go down.

#49 Sahoj

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Posted 14 July 2014 - 05:46 AM

Is anyone else more frightened of a trio of Victors, Highlanders or Atlas bros?

#50 Magna Canus

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Posted 14 July 2014 - 06:35 AM

PGI will be patching in the solution soon... every mech gets 2 consumable slots so everybody pack arties and air strikes and drop them all on the dire whales plus nearby friends. 24 strikes > 3 Direwhales + ECM support. They all have to be withing 180m to share the ECM bubble anyways. :D

GGClose PGI

#51 Magna Canus

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Posted 14 July 2014 - 06:41 AM

P.S. Does no one else find it strange that the word "Premade" is being used here instead of group or team or unit?

#52 Red Plague

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Posted 14 July 2014 - 02:59 PM

i havent seen any 2xGauss+2xERPPC Dire Wolves ... i like useing 2x2ac 2x2uac 2x5uac 9sl .. i like a dakka =P
the only problem i have in killing mechs is wen your more then 3 on one .. then i get killed fast ..

#53 Everad

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Posted 17 July 2014 - 02:54 AM

So far my best experiences have been seeing Dire Wolves have their arms blown off, cutting back their firepower while they get finished. So I'm becoming less shy about a good shot to their arms, even looking on my scan to see if one is weakened already. I have seen a Dire Wolf become a stick, which was satisfying to let him walk away while running off to fight the rest of the team still able to shoot back.

Of course, you're slowing down actually destroying the Dire Wolf you'd love to be rid of. And in total, both arms have more armor than the CT. However, individually, you're more likely to blow off the components if you're really not in a good position, and ideally buying time for other team mates if you slow the DPS potential of the Dire Wolf. If lucky, you're also increasing exposure of an XL Engine.

#54 Sandpit

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Posted 17 July 2014 - 05:00 PM

There's actually not enough data to answer the question. It depends on a lot of factors
your loadout
their loadout
are they wolfpacking it on their own?
how many mechs do you have with you?
Are you wanting to engage full-on or guerilla tactics?

The most important though would be knowing their loadout.





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