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Direwhale Philosophy....


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#21 DONTOR

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Posted 17 September 2014 - 01:49 PM

6 LBX5s + the rest ammo is quite fun and tears up light mechs and assults alike. LBX5s have such a tight spread that they do far better at range than LBX10s. I would even say they are twice as effective or more beyond 300M than an LBX10, very tight spread + great rate of fire.

#22 juxstapo

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Posted 17 September 2014 - 03:13 PM

View PostEscef, on 17 September 2014 - 01:41 PM, said:

That... would have to be one of the slowest charges in the history of mechanized warfare.


CHAAARRRRRRRRRRR {yawn} GGE

Perhaps not so much a "charge", but more along the lines of "Constant, Insistent pressure at a certain point on the battlefield" eh?

#23 Bhelogan

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Posted 17 September 2014 - 03:39 PM

View PostEscef, on 17 September 2014 - 01:41 PM, said:

That... would have to be one of the slowest charges in the history of mechanized warfare.


Well, yes but the pugs usually are so timid that you get there in plenty of time to take it.

#24 Arctcwolf

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Posted 22 September 2014 - 04:16 AM

my philosophy was...lots of er meds and UAC10's...but that was before the heat nerf...

now...its the same gauss/lrg laser/lpl/ppc builds everyone runs.

i suppose i could run 9x meds still, and the rest heat sinks, and run range and cooldown mods on the lasers, but eh

#25 mad kat

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Posted 30 September 2014 - 12:20 AM

I have to disagree if you have Artemis equiped SRM's or just lots of SRM's and can get close enough to a DW on the red team Like my SRM boats Awesome, Griffin, Centurion, Wolverine And maybe my 4sp the direwhale is screwed. It's centre torso is so ridiculously easy to hit (yes that's coming from an Awesome and Dragon pilot) with SRM's or any other large calliber ballistic for that matter that it usually drops after a couple of good alpha's. As a result when i'm runing around with over a 50 point short range Alpha at my disposal i go looking for Direwhales (not hard considering there's so many of them now). Most of their pilots can't handle an aggressive brawler anyway i've found.

Edited by mad kat, 30 September 2014 - 12:26 AM.


#26 FearNotDeath

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Posted 30 September 2014 - 08:28 AM

View PostAntleredCormorant, on 17 September 2014 - 04:58 AM, said:

Let the rest of your team engage the enemy.Use them as cover.


I'm definitely guilty of those two.
Posted Image
"Better you than me."

#27 Azrealoth

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Posted 30 September 2014 - 10:01 PM

Simple philosophy, you are the Death Star. You move in and kill planets in a single shot and small attack craft that are beneath your notice eventually kill you. If you an live with that then the Emp...I mean the outer clans need you, sign up today. Oh and bring your checkbook.

#28 Moonlander

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Posted 30 September 2014 - 10:33 PM

View PostAzrealoth, on 30 September 2014 - 10:01 PM, said:

Bring your checkbook.


Check's are still a thing? What is this, 1990? XD

#29 n r g

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Posted 30 September 2014 - 10:35 PM

One of my favorite mechs. Basically an assault turret at 400-700m. Watch out.

#30 Mobile Ordnance Platform

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Posted 30 September 2014 - 10:51 PM

View PostAntleredCormorant, on 17 September 2014 - 04:58 AM, said:

Apologies to those who don't run them this way, but..

I don't use clan mechs, but from what I've seen online the philosophy goes something like:


Let the rest of your team engage the enemy. Close in behind whoever is taking the most fire so they can't back up. Use them as cover. Fire your uber weapons loadout over/around and, sometimes, through the friendly. If it's a light/medium mech that can manuever well you may not be able to use them for cover as easily. In this case your best bet is to actually shove them forward so they can absorb any return fire.

By no means should you use your mech to:

1. Lead an assault (it's only a weight class after all!)
2. Provide cover for more vulnerable friendly mechs
3. Draw fire towards your more heavily-armored mech
4. Commit to a fight before the rest of your team has softened up the opponent

this pretty much.. 90% pug direwhales





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