

Dire Wolf Ammo Heavy
#1
Posted 06 July 2014 - 01:42 PM
Once in position, I push with the autocannons and short range lasers, the idea being to put out a ton of short ranged low heat damage.
Anyway, vets tell me what you think. Will this build work, or am I wasting my time?
http://mwo.smurfy-ne...9892e234044be65
#2
Posted 06 July 2014 - 01:52 PM
2) If you must run CLRM's on a DWolf (what a waste!) move the RA UAC5 into the RT, ditch the machine gun. Swap the DWF-Prime RA for a DWF-A RA; you'll lose one CERSL but gain free arm movement. This makes a tremendous difference with those lasers.
#3
Posted 06 July 2014 - 02:40 PM
I disagree about clan LRMs being useless - I would argue the opposite. I also don't understand the point about free arm movement. None of the Direwolf variants has a lower arm actuator.
Generally I think it's better to focus on one particular role. The double LRM20 really makes this a 50:50 mech, LRM support and dakka/laser brawler. For a brawler he runs way too hot, for a real LRM boat he is missing many things and it would be a deadweight to your team using this 100ton massacre mech to stand in the last line hurling missiles. The other thing is, that U/AC5s don't use your available pod space efficiently. Direwolves are all about using a multitude of heavy guns. The ER small lasers already take up valuable space (not to speak of MGs....). Last but not least your build has too much LRM ammo.
I recommend to adapt your build like this:
http://mwo.smurfy-ne...23dae51b2b63111
It has nominally less alpha/not much improved sustained damage, but remember to consider the LRMs in the equation. They are not gonna contribute to your alpha/sustained damage when youre playing in your chosen role, but they do factor in significantly in the stats. In your chosen role my suggestion should be much superior and you can still hurl a couple of LRMs, if youre bored/pinned behind cover.
Edited by Autobot9000, 06 July 2014 - 02:45 PM.
#4
Posted 06 July 2014 - 05:35 PM
Autobot9000, on 06 July 2014 - 02:40 PM, said:
I disagree about clan LRMs being useless - I would argue the opposite. I also don't understand the point about free arm movement. None of the Direwolf variants has a lower arm actuator.
Generally I think it's better to focus on one particular role. The double LRM20 really makes this a 50:50 mech, LRM support and dakka/laser brawler. For a brawler he runs way too hot, for a real LRM boat he is missing many things and it would be a deadweight to your team using this 100ton massacre mech to stand in the last line hurling missiles. The other thing is, that U/AC5s don't use your available pod space efficiently. Direwolves are all about using a multitude of heavy guns. The ER small lasers already take up valuable space (not to speak of MGs....). Last but not least your build has too much LRM ammo.
I recommend to adapt your build like this:
http://mwo.smurfy-ne...23dae51b2b63111
It has nominally less alpha/not much improved sustained damage, but remember to consider the LRMs in the equation. They are not gonna contribute to your alpha/sustained damage when youre playing in your chosen role, but they do factor in significantly in the stats. In your chosen role my suggestion should be much superior and you can still hurl a couple of LRMs, if youre bored/pinned behind cover.
Just wanted to point out that direwolf variant A's right arm has a lower arm actuator, if you don't put ppcs in there that is.
#5
Posted 06 July 2014 - 06:13 PM
Autobot9000, on 06 July 2014 - 02:40 PM, said:
I disagree about clan LRMs being useless - I would argue the opposite. I also don't understand the point about free arm movement. None of the Direwolf variants has a lower arm actuator.
err....
Saiyajin12, on 06 July 2014 - 05:35 PM, said:
Which is exactly what I said. Of course, you need to check the box, as it's disabled by default, but IMHO if you can work the arm into your build (using lasers) then it's worth doing so, to free up the ballistic/whatever in the other arm.
Likewise, the +torso twist RT's are worth using as well, build allowing.
But Clan LRM's: They are objectively, grossly worse than IS LRM's. They are nearly completely shut down by a single AMS unit: Multiple AMS totally negates even 2 launchers. My twin-AMS Nova will stand downrange of a 2 launcher mech (size of the launchers is irrelevant, as all the launchers fire missiles at the same rate; larger launchers just fire longer.) and not even bother moving into cover from the missiles.
They're really, really not good at all unless you're playing against very poor players.
#6
Posted 06 July 2014 - 10:26 PM
@Wintersdark
Tbh youre coming along quite as the troll saying clan LRMs wouldn't be an issue. So much emotional fuzz and contradiction in your post as well. I am not gonna bother with this.
Edited by Autobot9000, 06 July 2014 - 10:38 PM.
#7
Posted 07 July 2014 - 05:15 AM
#8
Posted 09 July 2014 - 07:16 AM
Autobot9000, on 06 July 2014 - 10:26 PM, said:
Look closely. Smurfy does not list lower/hand actuators for several clan mechs that have them. Smurfy is wrong. Direwolf A does indeed have a lower arm actuator on the right arm. I know this because I own one.
#9
Posted 09 July 2014 - 07:32 AM
Autobot9000, on 06 July 2014 - 10:26 PM, said:
@Wintersdark
Tbh youre coming along quite as the troll saying clan LRMs wouldn't be an issue. So much emotional fuzz and contradiction in your post as well. I am not gonna bother with this.
Smurfy is all kinds of rong for several clan mechs.
I 100% gurantee you there is one Dire Wolf arm with an optional lower arm actuator (and just on that side)
#11
Posted 10 July 2014 - 12:28 AM
Wintersdark, on 06 July 2014 - 01:52 PM, said:
nope. and once the min range patch comes they will augment my close range damage nicely.
and as far as the arm actuator goes, you can stop arguing now. It does affect aiming on both arms, you get like 10 to 20 degrees of yaw although since I've mastered the daishi i've stopped needing it. You also cannot use it with ppc's on the same arm, however you can load up the other arm with two ppc's and a goose or whatever you want, and the yaw remains so long as that box is ticked.

Edited by Battlecruiser, 10 July 2014 - 12:31 AM.
#12
Posted 11 July 2014 - 03:58 AM
Jorgandr, on 09 July 2014 - 07:16 AM, said:
Look closely. Smurfy does not list lower/hand actuators for several clan mechs that have them. Smurfy is wrong. Direwolf A does indeed have a lower arm actuator on the right arm. I know this because I own one.
Jesus Christ, this ignorance. If you don't know something, do us the favor, be honest and don't pretend to know.



Edited by Autobot9000, 11 July 2014 - 04:01 AM.
#17
Posted 14 July 2014 - 09:11 AM
Autobot9000, on 11 July 2014 - 03:58 AM, said:
Jesus Christ, this ignorance. If you don't know something, do us the favor, be honest and don't pretend to know.

I am sorry to ask, but is this an unticked lower arm actuator on the right arm of the dire wolf A or is it not? You quoted: "There is an lower arm actuator". You posted: "There is an lower arm actuator". So where does the ignorance part come from?
EDIT: And as I justed checked the lower arm actuator on the DWF-A ingame, I just checked the lower arm actuator on the DWF-A ingame. (what a pun)
Edited by Connaugh, 14 July 2014 - 09:15 AM.
#18
Posted 14 July 2014 - 09:49 AM
Autobot9000, on 11 July 2014 - 03:58 AM, said:
Jesus Christ, this ignorance. If you don't know something, do us the favor, be honest and don't pretend to know.
Jesus Christ, what blindness.
Do yourself a favor and check your second screenshot more closely.
Connaugh, on 14 July 2014 - 09:11 AM, said:
I am sorry to ask, but is this an unticked lower arm actuator on the right arm of the dire wolf A or is it not? You quoted: "There is an lower arm actuator". You posted: "There is an lower arm actuator". So where does the ignorance part come from?
EDIT: And as I justed checked the lower arm actuator on the DWF-A ingame, I just checked the lower arm actuator on the DWF-A ingame. (what a pun)
Yes, it is. He is blind.
Edited by Jorgandr, 14 July 2014 - 09:50 AM.
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