A Modest Guide To Direwolves
#1
Posted 13 April 2015 - 09:36 PM
Greetings all, let me start out this guide with a small foreword that is not related to piloting Direwolves, but will hopefully lessen the number of scathing negative comments directed at me. This guide is presented as being a modest one, and thus should not be taken as the be-all end-all guide to Direwolves. Pros looking for the best builds possible should probably ignore this guide as it has been created by a pug, doing pug matches, and is intended for other pugs. Additionally, I am not the best Direwolf pilot out there, so my builds are likely not the best out there as a result. Lastly, I will use the Inner Sphere name for the Direwolf, the Daishi, interchangeably throughout, as it is the name that I got used to using long before MWO, as well as the fact that Daishi just sounds cool.
The Daishi has long been my favorite mech within the Battletech universe. Being a 100 ton clan assault mech, it has a fearsome reputation both in lore and in game. The famous mech pilot Natasha Kerensky herself piloted one of these beasts until the day she died. I remember being a young child and sneaking onto my dad's windows 98 PC at 4:00 A.M. just to play some Mech Warrior 3. Whenever I played it, the Daishi was always my favorite to run. So you can imagine my excitement when the arrival of the clans was first announced, and that my favorite mech would be a part of it. The Daishi was one of two mechs I purchased in the first wave, and I've been enjoying piloting this thing for almost a year now. As a result, I like to think I have some experience under my belt and would thus like to give my two cents on it.
TL;DR: This guide is not for pros, I like the name Daishi, I like the mech it describes even more.
General Guide:
So, now for the guide part of this guide. Let me first cover the basics for those of you who are unfamiliar with clan mechs in MWO, and as to what the ramifications are for the Direwolf as a result of these game mechanics. If you already understand that stuff, then I recommend you skip this paragraph. The clan mechs currently in MWO are all omnimechs, and as a result they have some similarities between them, which also separates them from there inner sphere equivalents. Clan omnimechs, unlike Inner Sphere battlemechs, they have fixed equipment, if you have ACs or PPCs in an arm you can't put a lower arm actuator in there, are unable to change their engine size, internal structure, armor, or switch between standard and double heat sinks. The advantage they have is that they can swap the hardpoints of one variant with those of another within the same location and same mech. Ex: If you are using a Gargoyle prime variant, you can swap it's right arm and its respective hardpoints (one ballistic and one missile hardpoint) for a different arm and it's hardpoints (such as the A variant's right arm, which has two energy hardpoints). This results in clan mechs having more flexible weapon loadouts whereas the Inner Sphere have more flexible tonnage on a given mech. This, along with how clan weapons differ from their Inner Sphere equivalents, which I will not cover, results in Clan mechs being high DPS generalists while Inner Sphere are pinpoint alpha specialists (for the most part in regards to both factions). So, what does this have to do with the Direwolf? Well, the space on the Daishi as well as the tonnage (unless you drop armor) cannot be changed. This can be a slight problem at times, as you will occasionally run out of space before tonnage, which is bad as you always want to hit maximum tonnage. Furthermore, and more damningly, you can never increase the speed of a Direwolf, ever. This means that you will always be a slow, fat, easy to hit target, as well as the fact that your torso twist speed is a little slow. Additionally, only one omnipod, the Direwolf A's right arm, can have a lower arm actuator. This means that unless you use that one omnipod and don't put PPCs in it, your arms will always be locked in place with your torso, giving you less range of movement to aim your weapons, without rotating the entire mech, and making it harder to hit light mechs. In brief summary, your Direwolf will always be slow, almost never have lower arm actuators, and can never free up additional space or tonnage (again, without removing armor that is).
So some people might ask, with all of these limitations, why would I ever pick up one of these expensive, slow moving things. The answer is rather simple, and don't let anyone tell you otherwise. They have ridiculous amounts of firepower. We're talking the weight of a medium mech like a Nova or Centurion, plus an extra half ton for s#!&@ and giggles, with full armor to, in guns, ammo heatsinks, etc. The Daishi bar none has the most firepower. The awesome firepower available to a Daishi pilot can strip even another assault mech of all its armor in a matter of seconds. Combined with nineteen and a half tons of armor, almost the weight of a locust, nothing can stare down a Daishi and live without serious assistance from friendly mechs, generally speaking.
However, piloting a Daishi is not as easy as charging head first into the fray and firing all of your guns until the enemies stop moving. This is due to the Daishi's reputation of having stupid amounts of guns while being a slow, easy to hit target. As a result piloting a Daishi proficiently requires a degree of finesse, co-ordination, and patience.
Firstly, never leave your team and head off by yourself. This is a suicidal thing to do, as people recognize the threat a Daishi poses and will thus quickly focus fire on you. Even the Direwolf can't stand up well to the firepower of a full lance of enemy mechs on its own. So, a Daishi pilot should always stick with its team, and the team should never abandon their Daishi, or any of their assault mechs for that matter.
Secondly, piloting a Daishi requires patience. Not only because of long travel times due to its slow movement speed, made even worse on big maps like Alpine Peaks or some of the CW maps, but also because, again, charging into the fray right off the bat is a bad idea. Direwolf pilots should be mindful of exposing themselves to enemy fire as they are slow to move back into cover. Furthermore, Direwolves are LRM magnets, so if you notice that the enemy has lots of lurm spam going on, either hug cover or a team mate with ECM. Additionally, Direwolves should wait to charge at the enemy and expose themselves fully until the team is doing a big push, or the match is almost over. When the match is almost over and the enemy is beaten up and low on ammo, the last thing they want is to have a mostly unscathed Direwolf charging at them. So, in short, you have to be patient and learn to recognize when it is the right time to charge out into the open at the enemy, as doing this at the wrong time results in your rather swift demise.
Thirdly, and this goes for piloting any mech really, learn to identify what mechs truly pose a threat to you. Always watch out for mechs that either have TAG or NARC equipped. This is because if they can make use of that equipment, their LRM boats will have a nice, fat, slow target to shoot their LRMs at. As LRMs are a big threat to a slow assault like the Daishi, mechs like this should be avoided, killed quickly if possible, or engaged from cover. Next, you should watch out for light mechs. This is because their significant speed advantage, combined with your slow movement, makes it easy for them to circle strafe you and hit you from behind until you drop. This problem is further magnified by your limited ability to have lower arm actuators in a Daishi, as well as the fact that most clan weapons are damage over time weapons, meaning that even a lucky hit on a light with most clan weapons won't really do that much to stop them. The third type of mech to really watch out for is other assault mechs, especially the heavier ones that have a chance of holding their own against a Direwolf. Depending on loadout and damage taken, an enemy assault can dish out a fair amount of pain to your direwolf before going down, especially if they are fit for brawling and you are running a mostly long ranged build. Again, this holds true for all assault mechs, but bears repeating here as it all does even more so due to the nature of the Direwolf.
TL;DR: Stick with your team, lrms are bad news, as are lights, NARC, and TAG, be patient as it generally pays off, don't expose yourself because you are fat, slow, and dangerous, making you a prime target.
Builds and Tactics:
Now, I'm pretty sure I've covered the basics of piloting one of these things, but the main reason people will be reading any of this is for builds, so here are some of my builds, as well as the reasoning and strategy behind them. These are far from the best builds, just ones I have had moderate amounts of success and fun piloting. Different people have different piloting styles and thus some of these may not suit your style. Feel free to post your own builds in the comments. However, before getting to builds, I would like to quickly talk about building a Direwolf and what can and can't be done with one. If you are just looking for builds and nothing else, skip the rest of this paragraph. The first thing to consider when looking at building a Daishi is what hardpoints are available to you, as they will determine what you can do in one. As the S variant is only available for purchase with real money, at $25 for it and nothing else, I will not be covering it, as few people make use of it. However when its omnipods are released for purchase with Cbills, I will revise this section, taking the S into account. The remaining hardpoints and variants of the Daishi can be bought with Cbills, so let's take a look at them. The Daishi is able to have up to 8 energy hardpoints (9 with the B variants central torso), 6 ballistic hardpoints, 2 missile hardpoints, 1 AMS hardpoint, and has no ECM hardpoints or jumpjets. It goes without saying that it cannot have all of these hardpoints at once, but can usually have some mix. This makes the Daishi a rather potent energy boat but is also the king of 'dakka' (heavy amounts of ballistics). However, as it can only have 2 missile hardpoints, it is not ideal if you are looking for a missile boat, thought they make a great supplementary weapon to your main loadout. While the Direwolf thankfully can have AMS, it is usually far from enough to keep it safe from the LRMs generally directed at it, and it uses the same location as another omnipod that can instead give it 2 more ballistic slots. All round, this makes the Direwolf a great direct fire platform, whether energy or ballistic based, but leaves it unable do much else. If you want to see where all the hardpoints are and what combinations you can get, I highly recommend you check out http://mwo.smurfy-net.de/mechlab Now, without further ado, here are my builds:
1. http://mwo.smurfy-ne...bc3eb18ca226b4b
The first Daishi I ever built when the clans were released, it shows, but I still think this a viable mech. It doesn't offer insta-kill levels of pinpoint alpha, or indeed much alpha at all, but instead is a easy to pilot mid-range gunner mech. The TC MK I combined with the BAP offers high speed, long range targeting, making it easy to find your prey and the AMS is something both you and your team will appreciate if the enemy team has any LRMs whatsoever. The combination of weapons is simple, the UAC/10s offer low heat DPS out to mid-range and are can deal a surprising amount of damage, assuming they don't jam. The 4 ER large lasers offer long range poking and if they can be kept on target they can really bring the pain. It should go without saying but bears repeating that all 4 should never be fired at the same time, instead chain fired or fired in groups of 2. With 22 double heatsinks heat is easier to manage than most other Daishi builds, or clan builds in general for that matter. This is far from an ideal Daishi build, but one that is easy and somewhat forgiving to pilot.
2. http://mwo.smurfy-ne...cf378b5fcbccc3f
This build was an attempt to create a clan version of my Atlas build using the Daishi. Initially anyhow, as it ended up with more weapons, and thus firepower, at its disposal. The large lasers and UAC/2s are designed for long range poking, though the UAC/2s can also provide more DPS at close range. The remainder of the weapons are all brawler weapons and thus this mech can be harder to pilot, as it is less forgiving, and relies upon its pilot to get it into position to properly deploy its close range weapons, as charging in at the wrong time will likely result in your death. Still, if used right it can really dish out the hurt.
3. http://mwo.smurfy-ne...e0fe1317156889d
This Direwolf is clearly an attempt at creating one that makes use of LRMs while still having something of a close range punch. The twin 20s provide a decent damage and can let you help out when away from the fight while the AMS helps protect you from retaliatory fire from the enemy. The LB20X is a decent brawler weapon, though it can be swapped out for its ultra variant if desired. One benefit of this makes layout is that it has a lower arm actuator, which combined with the LB20X, makes this mech surprisingly able to ward off lights. A couple blasts from the LB20X can usually take out the legs of a light, if not kill it outright, and the lower arm actuator helps in hitting the pesky little things. The large pulse lasers are also quite good in a brawl out to mid range, but they have one serious problem, as does this mech overall. Heat. Three large pulse lasers with only 15 double heatsinks to cool them results in this mech having heat issues, which can be hard to avoid in a heated firefight. Though this mech has good firepower, including indirect firepower, the heat issues hold it back.
4. http://mwo.smurfy-ne...95d26d9fa9b9da3
I won't lie, I almost considered not posting this build. I've seen many Direwolf builds used by other players, but not once have I seen this one or one similar to it. This is likely my favorite, and most successful, build to run. What can I say, 2 LB20s with a UAC/20 on top, this thing just shreds through other mechs at close range. The large laser provides long range poking and additional damage, though it along with 1 ton of LB20 ammo can be swapped out for 2 SRM6s with 2 tons of ammo, making it more heat efficient and giving it more brawling firepower at the expense of any long ranged weapons. Still though, try this build out, even if you are a pro who is laughing at all my builds, this one included, I still recommend trying it out, it's just so fun.
Conclusion:
The Direwolf is a fun and powerful mech to pilot, and it's easy to see why so many people pilot the thing. While my guide is not the best and neither are my builds, I hope that I've managed to help at least one new pilot get into and get used to using one of these lethal machines of war. If you think my guide is missing anything, just tell me in the comments below. If you have your own build that you would like to share, link it below, I might even add it in if I personally like it. Regardless, I would like to bid you all adieu, and have fun.
#2
Posted 13 April 2015 - 11:22 PM
The most important skill to learn as a Direwolf pilot is planning. You will always be the slowest, least maneuverable mech on the battlefield. As such, you need to have a few moves played ahead always.
Thus, before your startup sequence is finished you should already know where you're headed, and you should have your Daishi moving at full throttle the moment the match starts. This is CRITICAL if you don't want to risk being left alone in the back and picked off.
You always need to know where you are going, and where you will go from there. The Direwolf is a monster, and will win any standup one vs. one fight, but like any mech it can be taken apart quickly if focused or swarmed. Its not enough to see a target and crush it, you need to know what you'll do after that so you can already be moving there.
The Direwolf, being as slow as it is, is absolutely unforgiving. You cannot round the wrong corner and quickly back up or reposition elsewhere - that just takes too long.
The collary to the above is you need to recognize where you've screwed up, and when you will die, and rather than trying to uselessly cower try taking a couple of them with you. Likewise, don't reverse into cover every time someone pokes you with a medium laser: crush them instead.
For builds: start with dual gauss. Always. Then add a couple LL or LPL or 4ish erml's, then whatever else. Big autocannons are tempting, but you're already generating lots of heat from the lasers, so you need the long range 30pt strike at zero heat to keep dishing brutal damage even when heatcapped.
I recommend starting with dual gauss, 4erml, then:
UAC20 2XxSRM6 - Pariah Devalis's Seigebreaker, pushingnover 120 damage alphas (counting the uac doubletap). This just WRECKS things, despite the uac20's badness.
Or, try 2gauss, 4erml, 2lbx5. Or for solo pugs the base + 2lrm15.
#3
Posted 14 April 2015 - 12:29 AM
#4
Posted 14 April 2015 - 07:15 AM
Vs lights (this pretty much goes for all Assaults)
1 - Put your back to a wall or building. With 60 degree side to side movement (72 elite'd) and 30 more degrees with arms and slow turning speed your back is very easy to get to for light mechs. Dire Whale hunting is a favorite past time of theirs.
1.5 - If out in open circled by light DONT TURN WITH THEM. Counter turn they go left you go right, means less time they are behind you. Then when in your front fire arc turn with them, follow them out of fire arc then counter turn again. A good light pilot will be able to easily stay behind you but this will help deal with the zoomers that keep going full speed.
2 - LBX and SSRM's are your best friends against lights. LBX while not as sexy as Ultra's their Shotgun effect makes hitting lights much easier and gives a boosted chance to crit. Also the grin you get after having a Light go flying past and LBX them out of the sky is just to fun, MWO version of Ske et shooting. SSRM lock on and FIRE lock on ability is very handy vs lights... people never seem to realize Clan SSRM's have 360 meter range very useful. I always try to get a SSRM or 2 just in case.
3 - CLAN ACTIVE PROBE!!! (Beagle Active prob for IS) Countering the dang lights with ECM as they zip around you is immensely helpful... Out of sight out of mind is one of the biggest threats ECM mechs have. Allows missile lock on is one of the best ways to get team to help you against them. Someone always boating LRMs and taking out lights should be high on their list of priorities. Not to mention just getting them to pop up on mini map and in teams HUD's so they see them on screen. Frankly with as much tonnage as DW has silly not to have this equipt. As a bonus will help your SSRM's too (letting them lock on woot).
Edit: Skee t shooting is a blocked word.. REALLY???
Edited by Mad Ox, 14 April 2015 - 07:17 AM.
#5
Posted 14 April 2015 - 09:08 AM
Disclaimer: I don't do armor distribution for front/rear in Smurfy's. For Direwolves, I always run 8 rear ST and 12 rear CT armor. Adjust as you like, but consider: you need as much front armor as possible, because DWF's lack maneuverability for most defensive piloting. You win in a Direwolf by employing overwhelming firepower, not by coverhumping.
Siegebreaker: DWF-<any> 2xGauss 4xERML UAC20 2xSRM4 - 114pt alpha with a doubletap. This thing will core an atlas before it even knows what's happening. It's hot when alphaing, but if you drop the ERML's out you can fire the 2xGauss 2xSRM4 and UAC20 continuously while cooling.
Strategy: 2xGauss and 4xERML is extremely potent at long to medium range. Up close, fire everything as heat allows, then drop the ERML's out of rotation when at heat capacity. Nothing survives this mech's close range firepower, though - nothing. You can step up to 2xSRM6's, but it costs another DHS to do that.
There's only one ton of SRM ammo, but you don't need more. At close range, you're pushing so very much damage that it just doesn't matter.
Even if you run completely out of ammo, 4xERML is still a reasonable amount of damage with good cooling.
Thunderer: DWF-<any>- 2xGauss 4xERML 2xLBX5 - This build focusses more on ranged combat, suppression and sustained fire. It's still pushing 68 damage downrange, but it continue firing all that at 19dps for roughly 20 seconds. That's around 370 damage downrange before you hit heat cap and have to back off a little on the ERML's. If you're in a protracted firefight, shifting the LBX5's to chainfire greatly increases screen shake and panic. Unlike silly AC2 "suppression" when you're constantly being hit by dual gauss, ERML's, and two lbx5's, you're constanting shaking and taking crushing pinpoint damage.
(Note that the Guass ammo is split into 1/2t chunks everywhere filling space. This is padding, a traditional technique to preserve internal components when being crit - it spreads the crit damage you take over more components, making them all last longer. Guass ammo is inert, so ideal for this purpose.)
Strongarm - DWF-<any> - 2xGauss 4xERML LBX-10 2xSRM6 - This DWF exists as a middle ground between the Siegebreaker and the Thunderer, losing range and suppression without the twin LBX5's, but gaining 30 points of alpha damage at close range - pushing 98 damage into peoples faces while still running quite cool. The clan LBX10 also has a very tight spread, which helps it compete in effectiveness vs. the twin LBX5's.
Mjollnir - DWF-B - 2xLBX20, 2xLBX10, ERML And now for a deviation from the above for fun. This isn't about dakka, just the traditional multi-UAC builds. This is about pushing ruinous instant front loaded damage into mechs. It's quite short ranged and carries little ammo, so you cannot afford to "poke" and fire at long range - the spread and damage reduction wastes too much precious ammo. Bide your time. Once things get close (and they always do, eventually) the hammerblows of the two LBX20's and 2 LBX10's just wreck face. It's technically less effective than the builds above, but what it lacks in effectiveness it makes up in TOTAL AWESOME BOOMING FUN. Those massive blasts tear mechs apart, and it looks awesome.
And one more:
Pugcrusher - DWF-<any> - 2xGauss, 4xERML, 2xLRM15 - Great for challenges or such pug matches where you need a certain score and want to ensure you can lay down some damage at range while you're trundling forward, the 2xLRM15's are a solid indirect support system.
This is not an LRM boat. Do NOT stay in the rear herfing LRM's. This is critical to success with the build - as with any Direwolf, you need to be moving all the time, preemptively. You've got a lot of armor, and scare people (with reason); use that too. Be up with your teammates, bring those Gauss Rifles and ERML's to bear. They won't do you any good if you stay in the back while your allies get crushed, as you'll just get swarmed shortly afterwards.
Just fire dual gauss and the LRM's at long range, bringing the ERML's into play up close.
Mad Ox, on 14 April 2015 - 07:15 AM, said:
A good dire wolf pilot in a master Direwolf (well, any direwolf with dual basics) can turn fast enough to get their guns on even good light pilots. It DOES turn fast enough to get shots at lights, you just have to make those shots count.
Watch quirks, too. If you're not using a LOT of ballistics, use the Prime RT: It adds 10% turn speed, and that turn speed is critical to Direwolf self defense.
#6
Posted 14 April 2015 - 09:17 AM
One other note:
SSRM's. I don't like streaks on Direwolves. Why, you ask? Lock times.
If you can hold your crosshairs on a light long enough to get a lock, you can tear him apart with lasers and normal guns. Generally speaking, lights will end up in and out of your vision as you fight to bring your guns to bear. This means you'll only have brief firing opportunities. Regular SRM's and ballistics(preferably LBX) are far superior in this instance, because you need to hit them hard when you have the chance.
I prefer LBX's on Direwolves. But, to be clear:
I've addressed this in other threads, but in terms of IS weapons AC10's are flat out superior to LBX's in every case(component destruction, damage dealing, killing mechs, everything) except if you're a ridiculously bad shot, in which case you should improve your aim. This is mathematically provable, and I'm not going to go into it here. There are other threads for that.
The comparison between Clan UAC's and Clan LBX's is very different. Clan UAC's don't gain the advantages IS AC's have with heavy single-hit damage breaking items faster and not spreading damage. As such, either will spread damage. Clan LBX's, however, land all their damage simultaneously, and don't require you hold your guns on target for a protracted length of time. That's very difficult in a slow-twisting Direwhale. Better to accept the spread, be thankful for the lower heat (20 and 10 models) and putting all your damage into your target instantly. You lose doubletapping, but don't suffer ghost heat.
I use the UAC20 on the Siegebreaker above because it cannot fit an LBX20 into it's side torso, and you don't want ST gauss due to rifle explosion and this keeps the two gauss rifles arm mounted where they can aim higher for firing on targets at different elevations, with your lasers.
Edited by Wintersdark, 14 April 2015 - 09:20 AM.
#7
Posted 15 April 2015 - 07:48 AM
Quote
Watch quirks, too. If you're not using a LOT of ballistics, use the Prime RT: It adds 10% turn speed, and that turn speed is critical to Direwolf self defense.
True haven't played my DW's to much keep forgetting still have to finish skilling them up.
Quote
If you can hold your crosshairs on a light long enough to get a lock, you can tear him apart with lasers and normal guns. Generally speaking, lights will end up in and out of your vision as you fight to bring your guns to bear. This means you'll only have brief firing opportunities. Regular SRM's and ballistics(preferably LBX) are far superior in this instance, because you need to hit them hard when you have the chance.
Lock on times I dont have an issue with I make sure I add things that decrease time to lock or help it. CAP to cut ECM, Targeting Computer even the TC 1 at 1 ton gives a big boost in speed. TAG also an option but that goes back to issue of keeping weapons on target.
I agree LBX are great for this but have to disagree on the SRM's. If targets in direct line running at or away from you no biggy but anything else people have to lead the target. Slow travel speed and having to lead target a good bit and small size of Lights with SRM spreading out are much less intuitive for players not to mention general lag. Not that with practice person cant get good they can but all in all not choice I would recommend for everyone.
As for Ultra Vs LBX totally agree making Clan Ultras fire in streams effectively turned them into psuedo real slow lasers. the one shot ability of LBX really makes them shine for clans. But each has its ups and downs and how you use it. My Summoner found worked best with UAC20 over LBX20 (use jump jets come in from behind and gank them UAC20 much better for directed fire in this situation) while other mech shined with LBX20. alot to do with how you pilot mech and use it.
#8
Posted 15 April 2015 - 09:02 AM
SSRM's, though, the point stands: Even with tools for a faster lock, if you can hold your weapons on target on a light for any length of time, why is the light still alive? Basically any half-assed DWF build should be able to at most two shot any light at close range. My builds above can tear off an intact Atlas's side torso in a single salvo.
SRM's... well, one really need to learn to lead targets, it's fundamental to MWO gameplay with anything but lasers. It's not hard, and SRM's at least hit very hard for the tonnage invested in them and can always be used without further investment in tools to get locks fast (which come at an opportunity cost: A precious module slot, tonnage and slots for a TC. Clan SRM's spread more than IS SRM's do, so it's actually pretty hard to miss something with SRM6's
#9
Posted 22 April 2015 - 03:29 AM
#10
Posted 22 April 2015 - 03:45 AM
NUJRSYDEVIL, on 22 April 2015 - 03:29 AM, said:
Get rid of the UACs, slap Gauss/lpl/ml on it.
The uac build is fun, but it can be terribly limiting in many situations and it's easy to spread the damage. The raw dps is impressive, but it's subpar against fast moving enemies or guys who twist proberly. If you are looking for efficiency get rid of the UACs and go Gauss/Laservomit.
Not saying UAC dakka isn't fun, but there are better ways to kills stuff. You will get the a monster match with like 1300 dmg 7 kills from time to time, but on overall performance laservomit is better.
#11
Posted 22 April 2015 - 01:50 PM
It took me many hours of game play and time in smurfys to configure the perfect Dire Wolf for me, utilizing B,E, and M hardpoints and filling EVERY slot, for a cool running 93 firepower thats versatile at all ranges, with the mobility boost that JJs offer it is the best mech I have ever piloted (judging by stats).
Presenting my baby the DW-S avage
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