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The Dire Wolf


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#1 Malachy Karrde

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Posted 07 February 2016 - 06:16 PM

A lot of people seem to think its the worst assault and cannot hold its own. I decided to do a little test this weekend. I am tier 3, so get a good mix of competition in quick play. I use a Dire Wolf Prime, with a few Omni pods from the other DWF variants. Here is my loadout:

4x CL UAC5
6x CL ER Small laser
2x CL LRM 15

4 tons of LRM Ammo
10 Tons of UAC Ammo

Module ER S Laser Range 5
Module CL UAC 5 Range 5
Module CL LRM 15 Cooldown 5
Module Radar Derp


Weapon Groups:

All UAC 5 Group1
All Lasers Group 2
All Missiles Group 4

I have mastered this chassis.


My overall strategy is to use LRMS to soften my targets up as I move closer, Then, as my UAC come into range to continue firing LRMS until they reach minimum range, pounding away with the UAC. I use the lasers as point defense.

Here is the result of my little test: I played 26 matches this weekend. My lowest damage was 421. I died 9 times. My lowest kill count was 2 kills. I ended up brawling 11 times. 4 of the times I died was in a brawl. My best match was 7 kills, 5 assists and 1433 Damage. I averaged 3 KMDD per match 5 assists, and 3 kills per match overall. My favorite match I survived a brawl wit 11%health remaining, only one arm and 1 leg. I was killed by an atlas 1 time. I killed 3 other atlas mechs

In my opinion, this is not an inferior mech. I plan to operate this mech the rest of the week Once it loses its negative energy quirks, I may attempt an energy variant.

#2 xXBagheeraXx

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Posted 07 February 2016 - 06:47 PM

I actually dont mind the negative quirks, I'd much rather have just a bit more torso twist angle and its torso twist speed quirks brought back and it'd be fine. My pride and joy, and regular murder mech is my Invasion Prime with 2 gauss 2 larges and 4 mediums...23 sinks 7 tons of ammo...wins staring contests every time.

#3 Hit the Deck

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Posted 07 February 2016 - 06:51 PM

It's still the best Assault in solo play, just pack 3x UAC/5 + 2x UAC/10. Give your team directions so they fight around you and don't wander around.

Edited by Hit the Deck, 07 February 2016 - 06:52 PM.


#4 Escef

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Posted 07 February 2016 - 07:03 PM

The Dire is a pretty much unequaled as a weapons platform. It's drawback, however, is its pathetic mobility. A properly played and supported Dire is a fearsome beast; but far too often they end up alone, flailing impotently against faster units. We've all seen those match result screens where a dead Dire got 0 kills and sub 200 (or even sub 100) damage. And those happen because of a lack of support, lack of player skill, and/or poor loadout. Even with a good loadout and skillful play, I've seen Dires that just failed to perform well because they couldn't keep up with the flow of battle.

It happens. It's a large factor into why I prefer my Battlemasters, Zeuses, and Warhawks over my Dires.

#5 Lightfoot

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Posted 07 February 2016 - 07:23 PM

DWF, you just keep stuff in front of you. It disappears. Try to avoid focus fire. Mix ranges.

#6 Dingo Battler

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Posted 07 February 2016 - 07:29 PM

View PostMalachy Karrde, on 07 February 2016 - 06:16 PM, said:

2x CL LRM 15


Opinion disregarded.

Publicly show your tier if you're really tier 3.

Edited by KBurn85, 07 February 2016 - 07:29 PM.


#7 xXBagheeraXx

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Posted 07 February 2016 - 07:32 PM

View PostKBurn85, on 07 February 2016 - 07:29 PM, said:


Opinion disregarded.

Publicly show your tier if you're really tier 3.


Tier two and own a dire that runs 2 10s 2 gauss and 4 mediums...dont see why having LRMS on the thing makes his opinion null?

#8 Malachy Karrde

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Posted 07 February 2016 - 08:03 PM

View PostEscef, on 07 February 2016 - 07:03 PM, said:

The Dire is a pretty much unequaled as a weapons platform. It's drawback, however, is its pathetic mobility. A properly played and supported Dire is a fearsome beast; but far too often they end up alone, flailing impotently against faster units. We've all seen those match result screens where a dead Dire got 0 kills and sub 200 (or even sub 100) damage. And those happen because of a lack of support, lack of player skill, and/or poor loadout. Even with a good loadout and skillful play, I've seen Dires that just failed to perform well because they couldn't keep up with the flow of battle.

It happens. It's a large factor into why I prefer my Battlemasters, Zeuses, and Warhawks over my Dires.
oh I used to have a lot of those matches as I learned how to use the old whale. And once in a great while I still have one... but more often than not.. it's the only mech I have that just feels tough. I have pretty much all the other assaults. My second favorite rides are Warhawks and stalkers. For cw I usually drop in a war hawk that's built similarly. I am considering swapping things around to use the dire...been having a lot of fun with her.

#9 Moldur

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Posted 07 February 2016 - 08:07 PM

View PostMalachy Karrde, on 07 February 2016 - 06:16 PM, said:

A lot of people seem to think its the worst assault and cannot hold its own.


w-what?

#10 Malachy Karrde

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Posted 07 February 2016 - 08:24 PM

View PostMoldur, on 07 February 2016 - 08:07 PM, said:


w-what?


Read the thread about the teddy bear mech (kodiak).. that's why I decided to play the dire again exclusively. Annoys me when people say the old whale ain't good enough to hang with the big boys. She's a challenge allright but that's why it's fun. No, you can't fight it like an atlas or any other assault...but as long as you have situational awareness and don't charge into things...nothing out there is going to take you out without getting mauled itself.

#11 Escef

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Posted 07 February 2016 - 08:26 PM

View PostKBurn85, on 07 February 2016 - 07:29 PM, said:


Opinion disregarded.

Publicly show your tier if you're really tier 3.


The other night was in a group queue match where I busted out my 6xLRM5 Mad Dog for poops and giggles. After the match another player on my team criticized the load out. I got over 600 damage (was top damage dealer in the match), 1 kill, 3 assists. The player that criticized it was in a Warhawk (had 25 tons on me), lasted a little longer in the match than I did, didn't break 300 damage, with no kills or assists.

Now, I'll admit that LRMs are not exactly in the running for best weapon system in the game. They have a host of disadvantages (low velocity, lock on time, damage spread, etc.). But they're good for low-impact fun when you're tired and want to play, but aren't mentally fresh enough to dash around in a Cheetah or Firestarter. And you can still be plenty effective with them.

#12 Aiden Skye

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Posted 07 February 2016 - 08:30 PM

Moblity is horrendous after the skill tree nerfs. It just feels like a huge pain. Anything gets outside your torso twist range or behind you, say goodbye to that half of your mech. It will be months before you manage to turn around. If anything is foolish enough to get caught in your cross-hairs though they are generally going to be erased.

If you have a good team that won't leave you for dead it's awesome. If your team wants to go nascar....your days are numbered. Feast or famine.

#13 Ace Selin

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Posted 07 February 2016 - 08:32 PM

I have had soooo many 1000+ damage games in the last couple of months in my Dakka Dire W, its my absolute favourite death dealing machine in PUG Q. This mech is so strong, especially if you have a little cover around you and a cooperative friendly.

#14 Malachy Karrde

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Posted 07 February 2016 - 08:38 PM

Don't even need your whole team. If you can convince your Lance to stay with you..that's usually enough to at least enjoy the match. I had a fun fight earlier tonight... only a battlemaster stayed with me. We killed pretty much the entire enemy light Lance then rescued our "team" was an absolute blast. One guy swore he'd never leave assaults behind again. Lol

Edited by Malachy Karrde, 07 February 2016 - 08:39 PM.


#15 Malachy Karrde

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Posted 07 February 2016 - 08:46 PM

View PostEscef, on 07 February 2016 - 08:26 PM, said:


The other night was in a group queue match where I busted out my 6xLRM5 Mad Dog for poops and giggles. After the match another player on my team criticized the load out. I got over 600 damage (was top damage dealer in the match), 1 kill, 3 assists. The player that criticized it was in a Warhawk (had 25 tons on me), lasted a little longer in the match than I did, didn't break 300 damage, with no kills or assists.

Now, I'll admit that LRMs are not exactly in the running for best weapon system in the game. They have a host of disadvantages (low velocity, lock on time, damage spread, etc.). But they're good for low-impact fun when you're tired and want to play, but aren't mentally fresh enough to dash around in a Cheetah or Firestarter. And you can still be plenty effective with them.
lrms aren't designed to do pinpoint damage. All the anti lrm people are usually the laser meta types who believe pinpoint is the only way. Lrms are designed not to kill fast but to do damage in a broad area. A lrm 15 puts damage everywhere. I use 2 of them because a lrm 30 barrage at 500 meters puts a serious dent in armor everywhere. Usually only need a shot or two to be punching through with my autocannons. Also the incoming missile alarm gets people thinking defensively and due to lrm boaters most people hesitate and look for cover. That gives me all the time needed to punch their ticket.

Edited by Malachy Karrde, 07 February 2016 - 08:47 PM.


#16 Hit the Deck

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Posted 07 February 2016 - 08:53 PM

View PostW A R K H A N, on 07 February 2016 - 08:30 PM, said:

...
If you have a good team that won't leave you for dead it's awesome. If your team wants to go nascar....your days are numbered. Feast or famine.

People know that slow Assaults are prone to be left behind so..., start taking the lead and enjoy your feast.

Posted Image

#17 Captain Mittens

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Posted 07 February 2016 - 08:56 PM

I run a DWF with

6x uac5, 600 rounds of ammunition
2x c-er ML.

Shred anything that decides to stand within 500m of me. I have 2 uac on the arms, and 4 on the torso, I alternate firing the groups, basically, a constant stream of bullets, I can only imagine what it feels like for the target, but I see a lot of people starting to miss with lasers at 300m, cause their cockpit must be shaking like crazy.

You can even get JJ on a 100t mech if you're willing to lose the extra ballistics slots.

#18 Malachy Karrde

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Posted 07 February 2016 - 09:01 PM

View PostCapn Crunk, on 07 February 2016 - 08:56 PM, said:

I run a DWF with

6x uac5, 600 rounds of ammunition
2x c-er ML.

Shred anything that decides to stand within 500m of me. I have 2 uac on the arms, and 4 on the torso, I alternate firing the groups, basically, a constant stream of bullets, I can only imagine what it feels like for the target, but I see a lot of people starting to miss with lasers at 300m, cause their cockpit must be shaking like crazy.

You can even get JJ on a 100t mech if you're willing to lose the extra ballistics slots.
I tried that load out, it's pretty nice.... I was always running out of ammo with it...which is why I decided to use my new build...I have only 4 ac bit seem to punch through faster with them and at close range those lasers do 30 damage. Don't fire the lasers too often though. Oh the 4x uac can be fire linked...no ghost heat builds up like the 6x builds get.

#19 Hit the Deck

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Posted 07 February 2016 - 09:13 PM

cUACs' GHs are minimal (except UAC/20's) anyway so just fire 'em all and don't really worry about the GH.

3UAC/5+2UAC/10 seems to be the optimal build for maximizing dakka firepower without GH (if you are concerned with it).

Edited by Hit the Deck, 07 February 2016 - 09:14 PM.


#20 LegendaryArticuno

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Posted 07 February 2016 - 09:16 PM

I look forward to boating UAC10's on the KDK3





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