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Tired Of The Dire Wolf Nonsense


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#21 Ascaloth

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Posted 29 July 2015 - 09:12 AM

If the Direwolf was made with faster movement and torso twist, it would be the most unbalanced mech in the game, since it's firepower capacity is godlike.
I'm not a Clan mechwarrior. but I know how you feel to be left behind, since I'm giving more attention to my King Crabs and they're also quite slow (at least have speedy torso twist compared to the DWF).

Edited by Ascaloth, 29 July 2015 - 09:12 AM.


#22 Voivode

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Posted 29 July 2015 - 09:20 AM

You can get a 360 degree targeting module, which can help but only after you have targeted the enemy.

As for the Dire Wolf, it's essentially a mobile fortress. I mean, name another mech in the game that can hold as much firepower as the DW? The thing gets to equip ALL the guns. Then you want it to be a nimble mover on top of that? Not gonna happen.

What I've found works best in mine is to equip a little extra back armor than I would in another mech. Yes, this means peeling some off the front, but given the immense firepower of the mech it works out. Thing is like a Claymore Mine (front toward enemy).

When it comes to fighting lights in assaults, especially those 100 tonners, use reverse. You won't be able to turn as fast as them moving forward or standing still, but moving backwards will give you a good shot at them, and with lights sometimes a good shot is all it takes.

Staying with the team sometimes requires thinking outside the box. You might not want to simply trail them, especially in a match where you are by far the slowest mech. You can try to predict where they are going and take a shorter route, or look for a different path where you will remain out of enemy LOS. You teammates will eventually stop or slow down to engage the enemy, so you get the chance to catch up. Once they take a little fire and lose some armor, they'll be looking for the big box o' doom on their team.

#23 Comfy Wedgie

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Posted 29 July 2015 - 09:23 AM

View PostSuspect, on 29 July 2015 - 09:10 AM, said:

Ask the team to stay with you until the engagement begins. You will often be ignored but if you don't ask you will always be left behind.

As mentioned before, positioning is key. You will need to move as soon as possible. Learn each map, and every spawn and how to get to a "safer" location as quickly as possible. Using a build with one S torso can help navigate some of the small hills and ridges that slow you down by pulsing the jump jet. Don't stop to target a squirrel or enemy that is 3 grids away. If you can shoot it on the fly then take the shot if not, keep moving. I know how this sounds. I was told this buy a teammate and I thought he was being a ***** but I listened and it paid off. It took me a while but I know where to go in my DW's now.

Some maps put you into a terrible spawn location and you are pretty much screwed. Do what you can and go down swinging.

Seismic Sensor and Radar derp are the go to for any serious build.

A Direwolf can shine with precision aiming and a high alpha. You can core most mechs with one alpha and kill most mechs that are hurt. That is your job in the DW. Get to the fight and punch holes in the enemy. I have had luck with UAC5 builds in group queue but for solo I prefer dual Gauss and an assortment of lasers. UAC requires face time and it gives away your position. It's great if you can solo an enemy but that does not happen all that often. Charging gauss rifles is a skill you will need to master. It's not rubbish. It's part of the game and it has become second nature to me and many others who have taken the time to get used to it.

On a final note, check out TwinkyOverlords twitch stream, he often runs the Dires and is plain vicious.


Have sensor and radar derp. Radar derp is ok, seismic sensor is nigh on useless, especially when you're trying to get to your safe place, which is normally with OTHER players.

Often, as in pretty much always, ignored. And it's not the job of the other players to make my play experience .. better. It's the job of the game developers and designers that I feel are not addressing the reality of the unpleasantness of this mech in that game mode..

I don't target or chase squirrel's that's idiotic. Thanks for the advice but that is not the case here.

And I'm just not interested in the Gauss and did you not read what I wrote about 5 AC5 vs 2 AC10? It makes no sense that you're burning through your ammo MUCH faster for one ER lasers worth of extra damage on a double click? For the reduction in weight, you can have 2 more ER MED lasers for 14 dmg (not 10 which is an AC5 dbl click) and still be under the 6 laser penalty limit...

Another gripe about PUGS and Dire wolves, when you do get to the fight a-holes want to hide behind you as their own personal shield (even if they're engaging) among numerous other unpleasant behaviors.

#24 Hit the Deck

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Posted 29 July 2015 - 09:24 AM

View PostComfy Wedgie, on 29 July 2015 - 09:06 AM, said:


Ok, thank you for clarifying this.

My understanding of the CAP description was that it nullified ECM within it's range. If this isn't the case it doesn't seem to be doing much for me at all.

I know when I'm sniped, but these are alphas being done to me at relatively close range and they're for all intents invisible.

I could spend 40k or 6c to pop a UAV, but why. It will tell me the location of something I can't turn around to face anyway...

cAP does nullify ECM but the exposed Mech can only be targeted or appears on your radar if you have a visual on it (assuming no shared target by lancemates or UAV).

I know how it feels piloting slow Assaults for the first time. Just play something faster and get back to your slow fat Mechs when you have the urge. It will get better in time.

#25 Comfy Wedgie

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Posted 29 July 2015 - 09:28 AM

View PostAscaloth, on 29 July 2015 - 09:12 AM, said:

If the Direwolf was made with faster movement and torso twist, it would be the most unbalanced mech in the game, since it's firepower capacity is godlike.
I'm not a Clan mechwarrior. but I know how you feel to be left behind, since I'm giving more attention to my King Crabs and they're also quite slow (at least have speedy torso twist compared to the DWF).


I don't agree - being constantly left behind means you are constantly sniped, harassed, hit with missiles and taken out overall.

#26 Comfy Wedgie

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Posted 29 July 2015 - 09:31 AM

View PostVoivode, on 29 July 2015 - 09:20 AM, said:

You can get a 360 degree targeting module, which can help but only after you have targeted the enemy.

As for the Dire Wolf, it's essentially a mobile fortress. I mean, name another mech in the game that can hold as much firepower as the DW? The thing gets to equip ALL the guns. Then you want it to be a nimble mover on top of that? Not gonna happen.

What I've found works best in mine is to equip a little extra back armor than I would in another mech. Yes, this means peeling some off the front, but given the immense firepower of the mech it works out. Thing is like a Claymore Mine (front toward enemy).

When it comes to fighting lights in assaults, especially those 100 tonners, use reverse. You won't be able to turn as fast as them moving forward or standing still, but moving backwards will give you a good shot at them, and with lights sometimes a good shot is all it takes.

Staying with the team sometimes requires thinking outside the box. You might not want to simply trail them, especially in a match where you are by far the slowest mech. You can try to predict where they are going and take a shorter route, or look for a different path where you will remain out of enemy LOS. You teammates will eventually stop or slow down to engage the enemy, so you get the chance to catch up. Once they take a little fire and lose some armor, they'll be looking for the big box o' doom on their team.


I know how to use reverse when attacked from behind. This strategy is useless in a Dire Wolf.

Occasionally I have been able to reverse and turn and get a light in front of me but he's out of the way almost instantly again.

The problem that you're not seeming to understand, and I'm assuming you haven't played in a Dire Wolf, is that even in reverse and attempting to turn on to your enemy it's still so slow that they can stay behind you with EASE.

#27 DivineEvil

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Posted 29 July 2015 - 09:33 AM

Simple answer - carry an UAV. It is counterintuitive for a mech of this tonnage, but if it seems someone is going to bite your ankles, deploy it and dont forget to instantly R the offender. This will work as the efficient "call for help", as most Lights and Mediums in your team will likely to quickly overrun the enemy, that's on sensors continuously.

Another thing to keep in mind is to use the nearest cover. Stick your back to it and keep watch - if a Light cannot get to your back, it will take forever for him to kill you, and you will get all the chances to return fire. There will be only two realistic scenarios - he will either give up and run as far as he can, or he will die.

Dire Wolf is a very, very powerful figure on the board, especially with recent C-AC burst changes. In high-elo play, the whole match is usually played around them. It is completely justified, that you'll have to pay for that with something. Same goes with Atlai - they're terrifying frontline tanking machines, but in PUG games they're almost impossible to enjoy playing on, considering all the drawbacks and attention they has to deal with.

In the end, MWO is a teamwork-based action game. Any mech is frustrating to play, when you cannot find the place in your team to make it work. No module or loadout will compensate for your teammates being linear-thinking amoebas.

Edited by DivineEvil, 29 July 2015 - 09:37 AM.


#28 Voivode

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Posted 29 July 2015 - 09:36 AM

View PostComfy Wedgie, on 29 July 2015 - 09:31 AM, said:

The problem that you're not seeming to understand, and I'm assuming you haven't played in a Dire Wolf, is that even in reverse and attempting to turn on to your enemy it's still so slow that they can stay behind you with EASE.


Own Dire Wolves, play Dire Wolves, it definitely has a weakness in maneuverability. Plenty of people have offered advice on how to deal with those (reasonable) drawbacks. If you don't like the Dire Wolf that's fine, you mentioned the Awesome as a more manueverable mech you enjoy so maybe concentrate on that. Simply stating that the Dire Wolf should be able to move like a smaller mech and carry twice the firepower of an Atlas is kind of absurd.

Also, you mentioned the speed tweak bonus, but have you completed all the Elite tier XP bonuses? Gettting all of those doubles your anchor turn bonus, so that is something that will help.

#29 Nyuuu

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Posted 29 July 2015 - 09:38 AM

View PostComfy Wedgie, on 29 July 2015 - 08:50 AM, said:

I made the 5 UAC Dire wolf with the med laser vomit. You do realize that it's .. "technically" a bit smaller DPS than my build with the 2xAC10s, right?

Assuming you get the dbl click off without jams.

5 x UAC5 = 25x2 + 4 x 7 with the er med lasers = 50+28 = 78

2 x UAC10 = 20x2 + 6 x 7 er med lasers = 40 + 42 = 82

Exactly for the dps...
uac5 - cooldown 1,66s => 3,01 dps, double assuming double taps without any jams
uac10 - cooldown 2,5s => 4 dps, double assuming double taps without any jams
erml - 1,69 dps

So to go back to your math
5 x 3,01 x 2 +4 x 1,69 = 36,86 dps not calculating heat or jams
vs
2 x 4 x 2 + 6 x 1,69 = 26,14 dps not calculating heat or jams

Going with a more realistic, sustained battle setting that only allows to use your lasers twice before having to rely only on the acs, moves it even more towards the ac5 build
30 for the ac5 whale vs just 16 for ac10 one

The only thing you truly win going by your first calculation is a perfect poking scenario where you get two bursts off in each engagement while being allowed to fully cool down after every single one. And even that only below 520 or so meters over which the range disadvantage of the ac10s and erml's even it out.

View PostComfy Wedgie, on 29 July 2015 - 08:50 AM, said:

You do the math, 5 guns firing volleys will go through that ammo MUCH faster than 2 guns given that the ammo pack for the 5 and the 10 is the same size. Understand what I am saying?

The 510 rounds in the uac5 Dakkawolf are up for a theoretical 1275 damage without even using your lasers.
Call my attitude terrible for it again... but if you go through all that ammo without entirely melting the hostile team in the process you need to work on your aim.

Edited by Nyuuu, 29 July 2015 - 09:39 AM.


#30 Fobhopper

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Posted 29 July 2015 - 09:44 AM

View PostVoivode, on 29 July 2015 - 09:20 AM, said:

You can get a 360 degree targeting module, which can help but only after you have targeted the enemy.

As for the Dire Wolf, it's essentially a mobile fortress. I mean, name another mech in the game that can hold as much firepower as the DW? The thing gets to equip ALL the guns. Then you want it to be a nimble mover on top of that? Not gonna happen.

King Crab would like to have a word with you, that thing literally IS A WALKING FORTRESS. And its slower than the Dire(whale)Wolf. As someone who has 4 king crabs; all with completely different builds and owned 3 direwolves, I would take a crab over it any day of the week even if its slower, runs hotter and has a CT hitbox the size of a broadside of a barn. But i would say that seismic sensor would be more useful than 360 targetting. Unless you are running SSRM's, 360 targetting is a sub-optimal module to put on an assault mech, especially the likes of the direwolf and king crab.

View PostComfy Wedgie, on 29 July 2015 - 09:28 AM, said:


I don't agree - being constantly left behind means you are constantly sniped, harassed, hit with missiles and taken out overall.

The direwhale isn't as terrible as you make it out to be. Here is my build and it works pretty good. 1 lrm15, 2 uac 5's, 4 medium lasers. Run with that build and tell me how you like it. The LRM 15 is for dealing with indirect or beyond effective range opponents, while the AC and ML are for anything that feels frisky. You probably wont be able to solo a KGC with dual AC20's, but you should be able to curbstomp most other things and at least got 1:1 for the match. As for dealing with light/medium mechs in the direwolf, put yourself in reverse and go the opposite directing they are circling you so that you can fire your weapons every pass. You arent going to out turn or out maneuver them, but you can punish them for being close to you. On any assault mech, you should have a minimum of 20 armor on the rear side torso's, and 28 on your rear center torso. It gives you more survivability when getting harassed.

#31 Saint Atlas and the Commando Elf

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Posted 29 July 2015 - 09:50 AM

The Direwolf is

a ) a good mech
b ) fairly balanced.

Please understand that "balanced" here means that it has to have some huge drawbacks (mobility) to make up for its huge potential (weapons payload). If you don't want that, play a medium mech. They usually have fewer advantages combined with fewer disadvantages.

It should also be clear that the Direwolf is not a mech for beginners. Sad but true.

And on top of that you're suffering from bad timing. Playing the Direwolf just when everybody else is testing their new Arctic Cheetahs is just bad timing.

Edited by Sthtopokeon, 29 July 2015 - 09:51 AM.


#32 _____

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Posted 29 July 2015 - 09:52 AM

For a mech that can take out lights and meds in one shot, heavies and assaults in two, it's gotta have some drawbacks. Primarily, positioning is key, pay attention to the minimap at all times. Even then you'll sometimes get left by yourself to deal with the enemy swarm. But, other times, you'll get matches like this





Statistically, I get more 1k+ games in the whale than any other mech, but the variation can be huge. I've seen some truly elite DWF pilots get owned badly in pugland when they don't have support.

Edited by BlackhawkSC, 29 July 2015 - 09:57 AM.


#33 Nothing Whatsoever

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Posted 29 July 2015 - 10:07 AM

Wanted to add that if you are facing Lights that are circling you and/or working to stay behind you, to practice counter turning, easing off on the throttle and/or also reversing to make the mech turn faster. With the 2x Efficiency the mech is actually nimble enough to make you a hard enough target for the light to leave or spread fire across your armor as you also get opportunities to return fire on the enemy mechs.

Another big element is knowing that ur gonna be left behind, so practice moving in areas that you know you can stick your back against something big, if you get caught dealing with speedy mechs.

And mounting at least one Jump Jet from one of the STs is also another way to really make the Dire the scariest mechs for those speedy little mechs that were expecting an easy fight.

#34 Comfy Wedgie

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Posted 29 July 2015 - 10:13 AM

View PostVoivode, on 29 July 2015 - 09:36 AM, said:


Own Dire Wolves, play Dire Wolves, it definitely has a weakness in maneuverability. Plenty of people have offered advice on how to deal with those (reasonable) drawbacks. If you don't like the Dire Wolf that's fine, you mentioned the Awesome as a more manueverable mech you enjoy so maybe concentrate on that. Simply stating that the Dire Wolf should be able to move like a smaller mech and carry twice the firepower of an Atlas is kind of absurd.

Also, you mentioned the speed tweak bonus, but have you completed all the Elite tier XP bonuses? Gettting all of those doubles your anchor turn bonus, so that is something that will help.


Yeah, I've done all the elites as well to get the 2x - I only did because I really thought it would make a difference, and it's a bit nicer, but not like the difference when I did it for my Timber Wolf which is a death dealing machine (that even I think is unfair).

Or the Thunderbolt 5SS - that thing is vicious and takes a beating FAR more than any of my Dire Wolves can. That's part of my issue, these heavies I own are so much better than the Dire Wolf in terms of damage I do with them and damage they can take.

View PostDivineEvil, on 29 July 2015 - 09:33 AM, said:

In the end, MWO is a teamwork-based action game. Any mech is frustrating to play, when you cannot find the place in your team to make it work. No module or loadout will compensate for your teammates being linear-thinking amoebas.


Thank you, I love the amoeba line! :)

#35 luigi256

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Posted 29 July 2015 - 10:20 AM

I feel that way sometimes in my assault mechs compared to heavies. It usually has to do with the enemy focusing on you more because you are a deadlier target in the bigger assault mech and you can't get away as easily in a faster heavy mech. The slow speed of the Direwolf also makes it so that when you make one movement mistake you will just get destroyed.

We all know that being left behind is the worst in slow assault mechs. The best advice is to play in a group and have them wait up for you and cover your back. I know I feel a lot better when I group drop in my Direwolf knowing that my friends will watch my back while I get to the main battle.

I rarely play my Direwolf in pugs, mostly because of all the reasons you listed OP.

#36 unFearing

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Posted 29 July 2015 - 10:37 AM

Lots of advice to be given but the quickest ones I can think of are:

What variant are you running? The only special ones (in terms of CT) are the B (1 E), W (2 E), and S (1 M, 1 JJ, but the M is useless). 2 UAC/10s (you are using UACs, right? They take up 1 less slot than regular AC/10s, and have potential for double shot) and 6 Meds is not the best but if it is your preferred build, you can run a:

Right-side asymmetrical loadout using:


RA: Prime, 4 Meds, 1 UAC/10
RT: S, 2 Meds (option 1), 1 UAC/10
CT: B/W, 1 (option 2) or 2 Meds (option 3)
H: S/W, 1 Med (option 2),
LT: any non-S torso (negative quirks, extra 2 tons for a JJ you don't need)
LA: any non-Prime arm (negative energy quirks)

Load the rest of it with your TC, ammo, and heatsinks. The JJ gives you extra maneuverability and faster twist since you are off the ground and allows you to jump and spray with your UAC/10s.

Symmetrical loadout using:


RA: Prime, 3 Meds, 1 UAC/10
RT: Prime (positive turn rate quirks)
CT: S (CT JJ)
H: S/W for 1 Med, optionally.
LT: any non-S torso (negative quirks, extra 2 tons for a JJ you don't need)
LA: Prime, 3 Meds, 1 UAC/10

Outfit accordingly. In this loadout you get both the 10% turn rate quirk at all speeds (from Prime RT) and the CT JJ to make this even better, and in the event you lose the RT you still have your JJ to make use with your left side.

Personally I think you should try using the double gauss. Light mechs hate a good shot to any component, and if you can hold a laser burn for more than 1 second, you can hold and release the .75 second charge time for the gauss. It's extremely effective against mediums, heavies, and assaults, and against lights, lasers are still an excellent secondary option if you have good hit registration.

Regardless, take into consideration the omnipods I mentioned, along with the suggestions of using seismic (typically I press 'x' before rounding a corner and the sensor picks up enemies before i've even completely stopped, then hit max throttle if necessary), and checking out TwinkyOverlord and Proton's streams - they stream fairly often and specialize in assaults.

Oh and playing the DWF in solo queue is 90% a terrible idea unless you've really gotten the hang of the DWF due to the unpredictable nature of pugs, whether they are headless chickens or vaporize despite holding a superior position, or just stand behind you and get you killed or let you get killed while they try to LRM into nothingness. Seeing how it works out in group queue will give you a better idea of how the DWF should translate to solo queue, but don't expect it to be that way, of course.

#37 John Stryker

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Posted 29 July 2015 - 01:02 PM

I agree with the use of uav when a recon gets on your tail. It lets people know when you're being tailed without having to use comms. In addition to that, on maps that tend to go nascar, don't stop moving until you're at or near the spearhead. Controlling line of sight is key also. Try to keep your exposure to as few incoming bullets as you can. I know some people think since you're an assault that you are their personal bullet magnet, but I've been using them enough to know that if you expose to more than 3 guys you're going to start losing parts in under 8 seconds.

#38 Comfy Wedgie

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Posted 29 July 2015 - 01:08 PM

View PostNyuuu, on 29 July 2015 - 09:38 AM, said:

Exactly for the dps...
uac5 - cooldown 1,66s => 3,01 dps, double assuming double taps without any jams
uac10 - cooldown 2,5s => 4 dps, double assuming double taps without any jams
erml - 1,69 dps

So to go back to your math
5 x 3,01 x 2 +4 x 1,69 = 36,86 dps not calculating heat or jams
vs
2 x 4 x 2 + 6 x 1,69 = 26,14 dps not calculating heat or jams

Going with a more realistic, sustained battle setting that only allows to use your lasers twice before having to rely only on the acs, moves it even more towards the ac5 build
30 for the ac5 whale vs just 16 for ac10 one

The only thing you truly win going by your first calculation is a perfect poking scenario where you get two bursts off in each engagement while being allowed to fully cool down after every single one. And even that only below 520 or so meters over which the range disadvantage of the ac10s and erml's even it out.


The 510 rounds in the uac5 Dakkawolf are up for a theoretical 1275 damage without even using your lasers.
Call my attitude terrible for it again... but if you go through all that ammo without entirely melting the hostile team in the process you need to work on your aim.


No, I'm sorry but you're just outright wrong when it comes to the UAC 5s. I see your working, I've used them and I've deliberately waited to ambush someone with 99/100% health and hit without a problem.

The UAC5s were NOT more effective than the 10s. In numerous situations I always did better with the UAC 10s.

Now this might be because of the targeting computer. A lot of guys like you disregard features like this and I still remember the early days of MMORPGs when people disregarded crits until certain individuals were able to out dps others by raising the "wasted" skill..

In the end, using the UAC 10s I can have a Mark VI targeting computer and it does make a difference when it comes to taking down other mechs.

Something for you to consider.

View PostFobhopper, on 29 July 2015 - 09:44 AM, said:

King Crab would like to have a word with you, that thing literally IS A WALKING FORTRESS. And its slower than the Dire(whale)Wolf. As someone who has 4 king crabs; all with completely different builds and owned 3 direwolves, I would take a crab over it any day of the week even if its slower, runs hotter and has a CT hitbox the size of a broadside of a barn. But i would say that seismic sensor would be more useful than 360 targetting. Unless you are running SSRM's, 360 targetting is a sub-optimal module to put on an assault mech, especially the likes of the direwolf and king crab.


The direwhale isn't as terrible as you make it out to be. Here is my build and it works pretty good. 1 lrm15, 2 uac 5's, 4 medium lasers. Run with that build and tell me how you like it. The LRM 15 is for dealing with indirect or beyond effective range opponents, while the AC and ML are for anything that feels frisky. You probably wont be able to solo a KGC with dual AC20's, but you should be able to curbstomp most other things and at least got 1:1 for the match. As for dealing with light/medium mechs in the direwolf, put yourself in reverse and go the opposite directing they are circling you so that you can fire your weapons every pass. You arent going to out turn or out maneuver them, but you can punish them for being close to you. On any assault mech, you should have a minimum of 20 armor on the rear side torso's, and 28 on your rear center torso. It gives you more survivability when getting harassed.


I really needed those back armor amounts, thank you!

#39 Comfy Wedgie

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Posted 29 July 2015 - 01:15 PM

View PostunFearing, on 29 July 2015 - 10:37 AM, said:

Lots of advice to be given but the quickest ones I can think of are:

What variant are you running? The only special ones (in terms of CT) are the B (1 E), W (2 E), and S (1 M, 1 JJ, but the M is useless). 2 UAC/10s (you are using UACs, right? They take up 1 less slot than regular AC/10s, and have potential for double shot) and 6 Meds is not the best but if it is your preferred build, you can run a:

Right-side asymmetrical loadout using:


RA: Prime, 4 Meds, 1 UAC/10
RT: S, 2 Meds (option 1), 1 UAC/10
CT: B/W, 1 (option 2) or 2 Meds (option 3)
H: S/W, 1 Med (option 2),
LT: any non-S torso (negative quirks, extra 2 tons for a JJ you don't need)
LA: any non-Prime arm (negative energy quirks)

Load the rest of it with your TC, ammo, and heatsinks. The JJ gives you extra maneuverability and faster twist since you are off the ground and allows you to jump and spray with your UAC/10s.

Symmetrical loadout using:


RA: Prime, 3 Meds, 1 UAC/10
RT: Prime (positive turn rate quirks)
CT: S (CT JJ)
H: S/W for 1 Med, optionally.
LT: any non-S torso (negative quirks, extra 2 tons for a JJ you don't need)
LA: Prime, 3 Meds, 1 UAC/10

Outfit accordingly. In this loadout you get both the 10% turn rate quirk at all speeds (from Prime RT) and the CT JJ to make this even better, and in the event you lose the RT you still have your JJ to make use with your left side.

Personally I think you should try using the double gauss. Light mechs hate a good shot to any component, and if you can hold a laser burn for more than 1 second, you can hold and release the .75 second charge time for the gauss. It's extremely effective against mediums, heavies, and assaults, and against lights, lasers are still an excellent secondary option if you have good hit registration.

Regardless, take into consideration the omnipods I mentioned, along with the suggestions of using seismic (typically I press 'x' before rounding a corner and the sensor picks up enemies before i've even completely stopped, then hit max throttle if necessary), and checking out TwinkyOverlord and Proton's streams - they stream fairly often and specialize in assaults.

Oh and playing the DWF in solo queue is 90% a terrible idea unless you've really gotten the hang of the DWF due to the unpredictable nature of pugs, whether they are headless chickens or vaporize despite holding a superior position, or just stand behind you and get you killed or let you get killed while they try to LRM into nothingness. Seeing how it works out in group queue will give you a better idea of how the DWF should translate to solo queue, but don't expect it to be that way, of course.


Thank you for this, I'll whack on some S Omnipods and give jump jets a try! :)

I'm assuming if I do this that Prime still gets the money bonus? I think it does because it's attached to the center torso (unchangeable, right?)

#40 Josef Koba

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Posted 29 July 2015 - 01:21 PM

I don't know. I'm incredibly pleased with my Dire Wolves. Many other are too, apparently. Lots of chatter on the forums about how potent they are in the right hands. Sure, lights can be a problem. The bigger problem is the simple fact that you're immediately the biggest threat on the screen. You will be focused fired on. Positioning is critical in the Dire. Other than that, I don't know what to tell you. I wreck face in mine. With a variety of loadouts. It isn't unusual for me to have three kills and 800 damage.

Edit: Lately, 100% of my drops are solo in PUG land.

Edit 2: I can post my builds and a synopsis of how I play them if you want.

Edited by Josef Koba, 29 July 2015 - 01:23 PM.






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