Staggercheck's Dire Wolf Guide, Or... The Fine Art Of Being Left Behind, Isolated, Flanked And Killed.
#1
Posted 19 September 2014 - 07:36 PM
Yes: You probably haven't unlocked your basics yet. Don't worry... it gets better.
No: You have solid teammates, really know how to play or you hid yourself well. Do you have a guide?
This is good laughs. How did you Master your Dire Wolf without pulling your hair out? Share your secrets, successful Dire Wolf pilots!
#2
Posted 19 September 2014 - 07:42 PM
#3
Posted 19 September 2014 - 07:43 PM
#4
Posted 19 September 2014 - 07:50 PM
Here is what you want:
2 gauss rifles
What is so special about them you ask? No heat.
Master the charge, mix in some medium and large lasers and you'll be ready in no time. Try not to be farthest on the front and you'll be fine, teammates love to pull back and leave you behind. You'll have the range to keep some distance.
#5
Posted 19 September 2014 - 08:00 PM
But of course that's not OP. IS needs to L2P.
#6
Posted 19 September 2014 - 08:11 PM
If you cannot keep up with the team (nascar on river city), tell them and position yourself to secure 1-2 kills and stall the enemy as long as possible.
I have a 5.x k/d and 750 or so average damage in my Dire, its by far the easiest mech to farm cbills with in the ghetto.
#7
Posted 19 September 2014 - 08:23 PM
Master them I spent a long time finding builds I liked and fit for what the mech could do, ie not move very fast at all, so long to mid range based builds. I normally play in the group que but once in a while take a dip in the solo que and I just position myself where I know the enemy usually comes from, but that mostly just works in the solo que as most are fairly common tactics are used on each map.
FYI, I'm a little drunk now after drunk night drops with the unit so take what I have said with a grain of salt.
#8
Posted 19 September 2014 - 08:31 PM
Xtrekker, on 19 September 2014 - 08:00 PM, said:
But of course that's not OP. IS needs to L2P.
.
Six CUAC-5's only deal +-30 damage in 1.5 seconds.
Maybe you were abducted by aliens and are experiencing lost time you can't account for?
Edited by I Zeratul I, 19 September 2014 - 08:33 PM.
#9
Posted 19 September 2014 - 09:13 PM
I strapped 3 gauss and 4 er medium lazors to mine and rampaged my way thru pretty quick
#10
Posted 19 September 2014 - 09:20 PM
Oh, wait...
Rule #1:
KNOW THE MAPS
Know from the instant the map starts where you're running to as a team and get out of the gate fast. Most pugs go slow, start late and wander. This leaves the chaff behind you to distract the enemy. Even in a Dire Wolf you can keep near the middle of the pack with good attention to position and knowing to stay ahead of the curve on moving along. For example if you drop in Alpha on River City, you start out at a sprint, cross the water right to C3 and cut under the bridge to D2. If you attempt to cross the bridge to B4 then down, you're going to die alone.
Rule #2:
ASK FOR AN ESCORT
You won't always get a good response but it's about shifting the odds. If you say in chat '100 tons of face-wrecking love, slow and lonely and looking for an escort'. You'll often find medium pilots who are very happy to Remora around you, keep you safe and scavenge kills off mechs you rip open. It'll also make people at least take a peek at where you are and be aware of you. Sometimes you'll get some smartass who says 'keep up fatty' or the like but often you'll get someone to watch your back.
Rule #3:
KEEP MOVING
You will be tempted to 'set up shop' somewhere and snipe at people. There are some occasions and some maps where that works but often in pug matches the hive-mind of a pug team will scatter and gather like a flock of birds, sweeping and swooping here and there. Don't get mesmerized by the hope of a certain kill, waiting for that half-crippled Summoner to peek around that corner again and then realize you're a full click from the rest of your team and in the path of the red swarm. Stay on the move; unless you're in the middle of a huddle you should be moving with the team after every single shot or major engagement. You need to try and stay in front of your teams movement curve, you don't have the speed to catch up.
Rule #4:
DON'T GET GREEDY
The Dire Whale is an absolutely unforgiving mistress. This is why really exceptional players can just dominate in them match after match; the fewer mistakes you make the more often you're going to really get to bring all that grief to work for you. For the rest of us it's a far more fickle mistress. Don't get greedy on kills with it. In the long run your KDR is better served by surviving matches than dying in the hopes of getting 1 more kill. 1 more kill in a 3 kill match in return for dying yourself makes that a 4/1 KDR run. Not bad... but surviving with 3, then getting 2 the next match and 2 the one after before dying makes that a 7/1 KDR. You're also more likely to drive more wins by being around for longer to do damage to the enemy. You can afford to get out of position a bit in a faster mech to chase a kill. Not much, but a little. If you're out of position in a Dire Wolf all you can hope is that the other team is terrible because you won't be able to get back in time.
That's all I got.
#11
Posted 19 September 2014 - 09:48 PM
StaggerCheck, on 19 September 2014 - 07:36 PM, said:
Yes: You probably haven't unlocked your basics yet. Don't worry... it gets better.
No: You have solid teammates, really know how to play or you hid yourself well. Do you have a guide?
This is good laughs. How did you Master your Dire Wolf without pulling your hair out? Share your secrets, successful Dire Wolf pilots!
I'm bald..... No hair to pull out.
I primarily pilot my Prime. The best advice I have is keep moving... always. Pay attention to the map and move with the team. If the team is doing something stupid then keep moving to where you can do the most good. With some luck you might get a couple of others to move with you. You will be surprised at how often you can flank or even walk up right behind others because they just don't pay attention to their surroundings.
#12
Posted 19 September 2014 - 09:58 PM
Here are the three builds I used:
DWF-Prime: 2 x CERPPC 2 x CGAUSS. CAP, TC, ammo as filler
DWF-B: 4 x CERLL (chain fire these guys) 2 x Gauss, CAP, TC, ammo as filler. I brought the A's arm in to allow the LA actuator.
DWF-A: I switched this around an awful lot but settled on 3 x CERLL 1 x CGAUSS 2 x CLRM15 w/Artemis. CAP, TC, AMS
My damage #s are solid in the -A but I just can't get the kills I do with the other two. Something about the PPC/Gauss combination scared people too because I hardly ever die in that build even though I have slightly less kills in it than my -B.
Sometimes you can't help but get left behind and wiped out. It sucks but sometimes you just get put in terrible groups. For me it happens on River City Night the most, they all take off across the water to the other side of the bank and when I get halfway across I'm exposed and get wiped out by the entire enemy team firing from the cover of the bank behind me.
If you can travel with the group and stay tight though you will wreck ****. I love when I get a team that will stay in a death ball and you find yourself in a target rich environment. Sometimes it almost feels unfair when you can start chaining the 3-5 kills together but that will be balanced by the times you get caught in the open and LRM'd into submission. The Dire Wolf is a feast or famine machine.....one mistake and you're done, period. You will not survive accidentally bumping into an entire ECM'd lance because of you speed and agility levels (unless its the rare time they are just scared of you and run) suck so bad. When you get on a roll though it is fun!
Edited by Kain Thul, 19 September 2014 - 09:59 PM.
#13
Posted 19 September 2014 - 10:04 PM
#14
Posted 19 September 2014 - 10:10 PM
El Bandito, on 19 September 2014 - 10:04 PM, said:
Ummm... I'm kidding around with this post. You get that, right? Still, lots of goo advice being added to the topic... by most people.
#15
Posted 19 September 2014 - 10:55 PM
I should have felt dirty.
I didn't.
#16
Posted 19 September 2014 - 10:59 PM
Sable, on 19 September 2014 - 08:05 PM, said:
Psssst! You know, somtimes the Atlas had this before the clans arrived this exact problem! :-x
Edited by Sarlic, 20 September 2014 - 12:49 AM.
#17
Posted 19 September 2014 - 11:04 PM
#18
Posted 20 September 2014 - 12:44 AM
Crawling your way to the mountain you get shot from the left.
Just pray there are no dedicated light pilots on the way to you.
Once you manage to climb up that damn hill, half the team is already dead.
ii) Crimson Strait Skirmish and you spawn in F1.
The whole team runs over the saddle and plays the "run counterclock and eat the slow guys"-game.
Once you are on the platform/ saddle you realize they play the same game just the other way around and you are the slow guy.
Other maps/ starting points are not an issue.
Edited by Solomon Ward, 20 September 2014 - 12:50 AM.
#19
Posted 20 September 2014 - 12:49 AM
I Zeratul I, on 19 September 2014 - 08:31 PM, said:
.
Six CUAC-5's only deal +-30 damage in 1.5 seconds.
Maybe you were abducted by aliens and are experiencing lost time you can't account for?
Not even close to true. The initial encounter between two mechs will be 30 damage immediately, then 30 damage 1.5 seconds later, assuming the DW didn't double fire, in which case you're looking at probably around 80 damage in 1.5 seconds. That's a lot of f'ing damage. Don't pretend like it's not.
#20
Posted 20 September 2014 - 01:02 AM
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