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The Dire Wolf: Part 1 - Psa: Don't Stare Too Long @ Whales/mechs Firing Back

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#1 Deathlike

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Posted 20 April 2015 - 02:19 PM

This grind for the Dire Wolf started when I had nothing of consequence to grind during Double XP weekend months back. I know... I'm sure it's a sad story and the Urbie hadn't arrived yet (that's on the list to grind on a future double XP weekend).

From the beginning of the Wave 1 pack... released 10 months ago... there was always one rule I had when it came to facing Dire Wolves... "don't stare at them when they are staring at you".

A lot of interesting complaints come with the Dire Wolf...

"It's too slow."

"My teammates leave me behind."

"It wrecks face."

"It's OP."


While this doesn't entirely encompass all of the feelings and reactions towards this mech, it is a stern reminder that when you put a mech in the right hands of players and teammates... that success is inevitable when played CORRECTLY. It is a two-fold situation that requires the teammates to react properly AND the pilot to analyze the situation and make the best possible decision and action to go with it.

Mind you, this is very different from mechs that need help... like the Mist Lynx... that you would need other people to be more significant threats so that you aren't the primary target. When you are a Dire Wolf... EVERYONE... whether teammates or opponents demand your attention... even more than an Atlas or King Crab. So, it doesn't take that much to succeed or fail... and your choices very often dictate the outcome just as much as your team.

The mech favors skilled hands to shoot. This is no different than any mech, but you are given the tools to overpower anyone in front of you...

The mech favors skilled pilots to drive the mech into positions to succeed. The failure to drive optimally or effectively means you will be put in bad positions and get isolated and usually die quickly.

The mech favors teammates that make life easier for you to be effective.... and not leave you to fend for yourself. Even with NASCAR, you'd still have to pay attention to the people at the tail of the group.... and this mech isn't build for NASCAR unless it's closer to the middle or front (moving at the speed of the Dire Wolf)...


Now.. before I get started... I want to dispel all silly rumors saying that the King Crab (let alone the Atlas) competes with the Dire Wolf. While there are some situations where the Atlas can overpower the Direwolf (ECM or the Atlas-S with a full AC20+4 ASRM6 deck @ brawling range), the King Crab might be a stronger firing platform... but it isn't as durable as the Atlas ironically.

Let me state 3 simple reasons for this..

1) Firepower - The best firepower a Direwolf can deal far exceeds any build that you could run on a King Crab. The Dire Wolf can easily fit through omnipods all the energy hardpoints it needs to murder everything in front of it. Topping it off with Dual Gauss is literally icing on the cake. I'm sure there are other builds people prefer or like, but efficiency in the current gameplay client is laservomit with gauss. We have that and dual Gauss. A Carvel Whale (Ice Cream) Cake anyone?

2) Situation - The Atlas ultimately requires brawling range to get where its firepower needs to bear. The King Crab has better hardpoints, but it needs "space" to operate in... a bit more than the Dire Wolf. The King Crab is wide... but the arms are a bit offwide... so often times you are going to shoot at terrain from the corners (especially in any attempt to move around a structure to shoot). While not everyone has access to the Direwolf-S's JJs, this issue would be somewhat rectified on patch day for the Dire Wolf. Though that's a different story...


3) Hidden Tonnage - There's a lot of hidden tonnage involved, so let's get to the beefy details about it. While one could "attempt" to compare something like a 2PPC+2Gauss King Crab and compare that to the 2ERPPC+2CGauss Direwolf (both of which are not really optimal), there so much tonnage involved with that.

DWF-PRIME

KGC-000

Mind you, these aren't really optimized and I'm sure people will have their own take on this, but let's be clear... they are not in the same league with each other.

Let me explain further...

1) Clan XL vs IS STD engines vs IS XL - in the context of a Direwolf vs King Crab comparison

Going with an XL engine is a major tonnage savings... of 9.5 tons when comparing the 300 engine (25 tons for STD300 engine, 15.5 tons for XL300 engine).

While one COULD go with an XL engine on a crab, I LOVE testing to see if it has an XL... usually removing the Right Torso (where the energy hardpoints are housed). There are some builds that utilize the left torso for a "Splatcrab effect" (it is what it is)... and the durability of the mech goes down immensely. Fast crabs tend to use XL, which are really easy to expose due to their side torso.

Anyways, the tonnage savings on a Crab generally isn't worth it, unless you like going full dakka like a Jager...


2) Going Full Dakka Jager style... requires a crapload of tonnage

Very rarely will you see a full dakka Jager run w/o an XL engine... and if you do so, you become a really easy target to get at since you can't really run away.

I've heard the phrase "you can use a large engine", but who in their right minds run a Crab with a large standard engine? You can kinda get away with an XL engine on a Crab (really bad high risk-reward, but that's your choice).

The Atlas tends to run a large engine... even as large as a Standard 350 because it lacks in hardpoints to use larger weapons or using long range weapons effectively. Please, try to run Large Lasers (or ERLL) and Gauss on an Atlas... you'll not like the results.

So why even bother with the large engine?


3) Torso Twist Bonuses - It's Needed, for a host of different reasons...

Since a solid King Crab build that doesn't rely on a XL engine more or less requires a STD 300 or at most a STD 325 engine, it needs the torso twist to get on par with the Atlas running a 350 or so.

Let me point out while not everyone will share the using of a really large engine on the Atlas, the act of brawling does need some of that speed to get into the match... something that the King Crab would be better off setting up in a location (it waddles to get there) to do its thing. Also, the torso twisting needed to spread damage is critical. Since the King Crab would be somewhat ineffective in a STD300 naturally (try an Atlas with a STD 300... it's not that fun), the quirk is needed.

Mind you, I did overreact a little when finding out the torso twist quirk, but when it comes to the King Crab in PRACTICAL usage... it does need all the help it can get.

However... the math doesn't compute elsewhere...

4) Hidden Tonnage - The numbers don't always tell the entire story...

This is related to point #1, but I need to expand on it...

The Dire Wolf has some hardlocked DHS, so that number comes to 5 total. That is 5 tons that the Dire Wolf can't get away from. This isn't a drag, since you'll very likely need to use that many.

The King Crab can easily acquire that 5 tons through Endo Steel, but that isn't really a plus since the tonnage savings on the Direwolf is 9.5 on the XL/STD tonnage differential alone.

One of the often notable things between Clan and IS tech is tonnage savings on weapons. In the case of the Clan Gauss Rifle, you save 3 tons per Gauss Rifle compared to the IS version (and 1 crit, but that's not really the story).

In any attempt to run dual Gauss, the Dire Wolf saves 6 tons in the process over the King Crab.

So, by differential, the Dire Wolf has 15.5 tons over the King Crab... assuming a 300 STD engine on the King Crab and using Endo (which is generally mandatory anyways on most IS mech builds) and the Dire Wolf starts with 15 DHS total to boot.


In sum... I hope this clarifies my labratting position on the King Crab vs Dire Wolf comparison... and that doesn't begin to express my on field experience...

You know who you are for using said King Crab vs Dire Wolf argument.


So, I'll try to abbreviate the other sections, since the above covers my sentiment on a debate that shouldn't even have existed (if this is used as a citation of a bad King Crab vs Dire Wolf debate, feel free to link).


3 Sections about the Direwolf - because 3 is a magic number...

1) Omnipods - Gogo Ultimate Legomech!
2) Field Testing - Winning the facetime battle is hilarious
3) Future - It's all about Part 2!


1) Omnipods - Do we need 14E on this thing?

It's been a while since covering a Clan Mech, so I'll try to keep the quirks+hardpoint layout simple.

The CT doesn't have much of interest, but the goto variant is the Direwolf-B for the extra CT energy hardpoint. However, the upcoming Direwolf-W will have 2E... so yay for planned obsolescence. The Direwolf-S that is being released tomorrow has a hardlocked JJ and missile hardpoint. The variants w/o a CT hardpoint get a 5% torso twist bonus...


The good stuff however starts from the arms... and we'll work our way into the side torso.

Left Arm:
DWF-Prime - 4E, 1B, 7.5% Energy Cooldown increase
DWF-A - 1B
DWF-B - 4E, 5% Energy Cooldown increase
DWF-S - 1E

Pretty straight forward here as having less hardpoints reduces the penalties, but honestly the cooldown increase isn't really that much of a hindrance.

The strangest thing is not actually having arm actuator accessibility... especially on the S (although to be fair, it wouldn't be used because of space... but it's just odd and inconsistent.

Right Arm:
DWF-Prime - 4E, 1B, 7.5% Energy Cooldown increase
DWF-A - 3E, 5% Energy Cooldown increase
DWF-B - 1B
DWF-S - 1B

Like before, the solo hardpoint isn't buffed nor penalized. The DWF-A is the special variant, because the arm actuator is available... for those of you who like that 10% arm articulation... it's there. It's probably the most useful arm actuator for the Dire Wolf...


Left Torso:
DWF-Prime - 1M, 10% missile cooldown
DWF-A - 2M
DWF-B - 2B
DWF-S - 2E, 1B, 1M, +1JJ, -5% torso twist speed (yaw), 2.5% Energy Cooldown increase


Very commonly, the dual gauss builds run a Direwolf-B torso... and are not necessarily a bad thing unless you want better Gauss uptime and leave it in the arm.

The S is complicated as trying to run a large ballistic such as Gauss removes the other hardpoints in contention (you'll only get to use 1 slot in the case of Gauss). The penalties are similar to that over the Timberwolf, so be wary of that.

The missile points are a trap. Trying to use a Direwolf as any sort of LRM boat is not the favorable facetime afforded to you... despite being a Direwolf. You are a greater threat for having Gauss... not LRM20s. You can use it for SRMs+Streaks (which I'll have to experience for myself starting on Tuesday), in conjunction with the Direwolf-S CT.... but that's besides the point. Don't use LRMs. Your teammates will thank you for not staying in the back... trying to "snipe" with them.


Right Torso:
DWF-Prime - n/a, 10% turn rate
DWF-A - 1AMS, 5% turn rate
DWF-B - 2B
DWF-S - 2E, 1B, +1JJ, -3% torso twist speed (yaw), 2.5% Energy Cooldown increase


There's less action on this side, which isn't entirely a bad thing. Having no weapon hardpoints affords you a slight bonus, but not really exceptional. The S's right torso is a lot more favorable due to the penalties involved...


I would like to point out a smurfy-semi-errata..

The CT can actually run CLRM15 as the data suggests, but given that the CT has a JJ wedged in as part of the omnipod rules, it can only run a CLRM10. The data parsing is correct... the practical building aspect is impossible.


I had forgotten to mention the DWF-S's head as an noted hardpoint. There will be a followup article about that and more about the DWF-S.. as will change a few things. The penalty is similar to the Stormcrow's head, but that just means you need to have full armor in case of arty.


So... how does this all play out?


2) Field Test - Whether or not they know you're there, being smart and aggressive is the key...


For the most part, I had a very enjoyable experience running the mech. When I screwed up, I usually got smashed, When I played the mech and the map with the teammates correctly.. it was just smashing face all day and night. The Direwolf felt like playing a turret in a shooting gallery.... but it requires me to position myself correctly to smash face.

The thing is, you shouldn't be afraid to use the Direwolf as the distraction, as long as you are smashing the same thing it is smashing (don't be afraid to secure the kill either). As a weapons platform... very few mechs can compete with it face on. Of course, there are mechs that have exceptional weapon hardpoint placement (like the Stalker) or better mobility (Timberwolf), but if you can properly facetank your target, you are supposed to win.

The mech itself can be fragile, but in the sense that if you really screw up... like any Assault... you can't really recover from it. You will pay for screwing up. So... it makes better sense to evaluate what is on the field before you commit. Failing to do so is not your teammates fault.

This even includes the awful spawn point placements in River City. Getting a move on out and regrouping ASAP is priority #1, before worrying about the mechs that will get right on you. If you play it correctly, the timing to get out doesn't even require speed tweak... it requires just doing it ALL THE TIME. Good positioning oftentimes can counter a more skilled team... of course if your team is already skilled.. it makes focus firing all the more efficient. It is no different in a Dire Wolf.


So... why bother writing an article and not really talk about the Direwolf-S?


3) The Future - Adding JJs to a mech changes the outlook...

This is a lesser known fact, but the Hellbringer has JJ variants. While I don't believe it is currently within timeline, but wouldn't one's opinion on a mech change a bit when Jump Jets are involved?

I mean, people like the Cataphract-3D over the non-JJ variants for a reason... although I don't think the same can be said for the Thunderbolt-9SE unfortunately (bad hardpoint placement and quirks are culprits in that). What would you think of the Kitfox if it didn't have ECM+JJs? Wouldn't the Adder look better than comparison? Although... the Mist Lynx isn't catching a break for having both (due to the actual tradeoffs involved).

All of my testing didn't involve using the Direwolf-S (none of the omnipods) and they are going to be made available tomorrow (4/21/15 Patch). I'm pretty sure my opinion will change a bit with that... (and not so much the future Direwolf-W, but it is what it is) and I'll likely to go over other mechs in addition to the Direwolf... including the Ice Ferret (with the pulse laser quirks) and the Warhawk with the CT energy hardpoint.

It is important to try to evaluate things from a fresh perspective at times and the Dire Wolf showed me how much power I could field if I wanted to... but I like running fast. However, I run all the slow mechs and try to build around firepower and speed to the best that I can... and it is easy to say "this mech is powerful", but for being pretty slow... it's a mega-turret of doom and if I (or better pilots than myself) stare at you with a Direwolf... your TTK is going to be lower than 30 seconds (well, it's more like 15 seconds). I can't even say this for any other mech.

Tomorrow, it is time to "Free Willy", and perhaps this Captain Ahab would stop looking for it... because it's looking for you to nom nom nom.

#2 Rebas Kradd

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Posted 20 April 2015 - 02:27 PM

TL;DR - the Dire Wolf is not an easy button. Good post. If you're going to pilot one of these things, you'd better be glancing at your battlegrid every five seconds to see where your team is moving, and the moment you're the only guy the enemy can see, you're dead. Godly firepower or no.

Even when you're not focused, you'll usually be the first pilot that pesky NARCer decides to peg. Hope you brought AMS...

#3 Sir Wulfrick

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Posted 20 April 2015 - 02:29 PM

Very well written & reasoned post, thanks for sharing it. As an occasional Dakkawolf pilot myself I agree with most of it.

#4 Gas Guzzler

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Posted 20 April 2015 - 02:33 PM

Excellent post. Can you write one on the HGN-732B now?

#5 Deathlike

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Posted 20 April 2015 - 02:42 PM

View PostGas Guzzler, on 20 April 2015 - 02:33 PM, said:

Excellent post. Can you write one on the HGN-732B now?


You ass... :P

The hardpoints are known for that now... and the dakka arm only got doubled. I doubt that variant needs an explanation....

I see what you did there. :P

#6 Ragtag soldier

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Posted 20 April 2015 - 03:13 PM

my favorite way to kill daishis is to flank them, wait for them to poke out for an attack and then run right behind them so they get pounded on by my team a while before i let them pull back....and gut them with SRMs. ain't no clean commando pilots.

#7 Xetelian

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Posted 20 April 2015 - 03:21 PM

I bought 3 DWF with cbills and I'll be buying the 4th tomorrow.
If I could upgrade the engine I'd get that DWF going 64kph to 70 kph with an XL 360 or so.


http://mwo.smurfy-ne...6cb638127070c91

Just for giggles, I'll put a real meta build on it some other time.

#8 Ragtag soldier

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Posted 20 April 2015 - 03:36 PM

View PostXetelian, on 20 April 2015 - 03:21 PM, said:

I bought 3 DWF with cbills and I'll be buying the 4th tomorrow.
If I could upgrade the engine I'd get that DWF going 64kph to 70 kph with an XL 360 or so.


http://mwo.smurfy-ne...6cb638127070c91

Just for giggles, I'll put a real meta build on it some other time.


that's pretty much the EXACT sort of reason why the engines are fixed. thank you for reminding people why we don't change that.

#9 Ultimax

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Posted 20 April 2015 - 03:40 PM

Posted Image

#10 Mcgral18

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Posted 20 April 2015 - 03:50 PM

View PostRagtag soldier, on 20 April 2015 - 03:36 PM, said:


that's pretty much the EXACT sort of reason why the engines are fixed. thank you for reminding people why we don't change that.


Actually, it's the TT rules.

Just like how the Atlas can mount a 200, 300 or 400 engine...wait...that's not true.


Construction rules are followed by one faction, and completely ignored by the other. It leads to many garbage gundams.

#11 InspectorG

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Posted 20 April 2015 - 04:05 PM

Great post.

As a light pilot learning the Fat mechs,

Whales are 'All-or-Nothing' approaches to hurting the enemy. You either railroad some poor fool. Or get left hanging out to dry.

I run the 2Gauss, 2LPL, 3ERML. I wait till camps are set in Camp Puglandia and try to be in the middle of my team.
I peek for a big alpha. Pugs get very docile if they lose all their CT armor and the insides are orange.

You have to have a good sense of WHEN TO GO ALL IN. Cue Kenny Rogers.
I prefer asymmetric builds to keep that alpha a bit longer.

You can help your team establish a presence, or set a firing line where you think the action will end up.
Corners are a good friend. use them as much as your friendship will allow.

#12 Eboli

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Posted 20 April 2015 - 04:05 PM

Thanks Deathlike - excellent post. Very thorough and I certainly respect your views and opinions on many subjects.

Cheers!
Eboli

#13 luxebo

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Posted 20 April 2015 - 04:50 PM

@Deathlike agreed on Dwf and what you've said.

However, you said that the TDR-9SE doesn't benefit from JJs. This perhaps is one of the most important factors on why it's used, as it's hardpoints are low, but you could easily jump and snipe from quite far away. It also makes a great brawler/flank when used well. Triple LPL will hurt, and it's basically the earlier wubverine trading JJs and intensive tankiness for speed and a couple extra MLs.

#14 Xetelian

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Posted 20 April 2015 - 05:11 PM

What I'd like to see is -15% Heat on the Crab and maybe a 20% AC 20 cooldown

Then it might compete with the Direwhale.

#15 Deathlike

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Posted 20 April 2015 - 05:36 PM

View Postluxebo, on 20 April 2015 - 04:50 PM, said:

@Deathlike agreed on Dwf and what you've said.

However, you said that the TDR-9SE doesn't benefit from JJs. This perhaps is one of the most important factors on why it's used, as it's hardpoints are low, but you could easily jump and snipe from quite far away. It also makes a great brawler/flank when used well. Triple LPL will hurt, and it's basically the earlier wubverine trading JJs and intensive tankiness for speed and a couple extra MLs.


I've tried using the Thunderbolt-9SE for poptarting back in the day. It's really not that good for that.

The better brawler though is the Thunderbolt-5SS, which is why you see more of them.

I'd love to see more 9SEs in use, but the quirks aren't really that good when you directly compare... and JJs don't honestly help for the 9SE. I've tried... and I'll have to get back to the drawing board for making it not suck.

#16 Sigilum Sanctum

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Posted 20 April 2015 - 05:49 PM

Well said. I have this love-hate relationship with my Dire Wolves. I often forget how to properly play them after I spend a while piloting other mechs. This loadout has a tendency to remind me how to properly position myself:
Artillery Whale





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