

Direwolf: The New Derp
#1
Posted 06 January 2016 - 04:39 PM
This mech has been nerfed into the ground. What a useless **** (which I have scrapped all 3 in my hangar) Every match my side torso got focused and there was no hope from there on. Could not move, could not twist, could not shoot anything. second torso was taken in seconds and that was it...
2 days of building and drops, limited success in group queue and PUG queue. I threw in the towell.
What is the trick to playing this mech now? How are the Direwolf fans using this mech now?
I need some help!
#2
Posted 06 January 2016 - 04:45 PM
Skilltree neft hit Direwolf pretty hard.
#3
Posted 06 January 2016 - 04:46 PM
DjPush, on 06 January 2016 - 04:39 PM, said:
This mech has been nerfed into the ground. What a useless **** (which I have scrapped all 3 in my hangar) Every match my side torso got focused and there was no hope from there on. Could not move, could not twist, could not shoot anything. second torso was taken in seconds and that was it...
2 days of building and drops, limited success in group queue and PUG queue. I threw in the towell.
What is the trick to playing this mech now? How are the Direwolf fans using this mech now?
I need some help!
How are the other Dire fans using the mech? Clearly better than you.
Ok, jerk hat off.
I'm not a Dire pilot but from what I gather is that the Dire works best as a heavy hitting support mech.
Not sure how you are using it though, but as I said, it looks like it works best when played like a deffencive mech.
#4
Posted 06 January 2016 - 04:52 PM
#5
Posted 06 January 2016 - 04:54 PM
#6
Posted 06 January 2016 - 04:54 PM
A buddy of mine was driving a new Dire he hadn't basiced yet and he ran 3 games
5 Kills 780 Damage
1 Kill 431 Damage
3 kills 582 Damage
so it's far from unplayable. All in all, I'd say you need to run a mech 10 matches minimum over a 1-2 day period to see if it's effective for you.
#8
Posted 06 January 2016 - 04:56 PM
PAINLESS 42, on 06 January 2016 - 04:54 PM, said:
5 Kills 780 Damage
1 Kill 431 Damage
3 kills 582 Damage
so it's far from unplayable.
Good point. This pretty much settles the argument.
You should tweet this research to Paul Inouye, will save him a lot of work with his spreadsheets.
#9
Posted 06 January 2016 - 05:00 PM
#10
Posted 06 January 2016 - 05:03 PM
the assault weight class absolutely needs a buff.
1) hill climbing is screwed up beyond belief, an assault has to waddle up hills, and sometimes cant even walk up ramps/stairs its supposed to be able to walk up without problems.
2) assaults spawn in stupid locations on maps. theres no good reason that a slow assault should ever spawn in the farthest location from the rest of their team.
3) we need unique skill trees to better emphasize the strengths each weight class is supposed to have. Its obvious from the recent skill nerfs that shared skill trees dont work... because you end up unintentionally nerfing things you didnt mean to in order to nerf the one thing you meant to nerf.
Quote
um an arctic cheetah can outbrawl an atlas at 500m. cuz the atlas can only shoot like 270m with its srms lolol.
my arctic cheetah will have like 5 CERML and the atlas will have like 2 dinky ISMLs and an AC20 that cant even hit me.
the atlas in particular is an assault that needs some massive buffs. the structure buffs didnt even begin to address its real problems: the fact its hardpoint configuration/location is awful and the fact it both lacks arm weapons and has probably the worst torso pitch in the game.
Edited by Khobai, 06 January 2016 - 05:19 PM.
#11
Posted 06 January 2016 - 05:06 PM
When I am an assault, in general, I try to make my presence a surprise to whoever on the other team sees me. I'm not on the front. I'm not trading. When somebody gets too cocky and peeks too far, I appear. If I can mitigate my team's casualties by doing *alittle* bit of tanking while mopping up, I appear. If someone is doing an even trade, I can essentially multiply our damage if I'm standing there with my teammate the next time he peeks. I am a force multiplier, not a god.
#12
Posted 06 January 2016 - 05:09 PM
I guess I should be pushing a lot more with a 100ton assault but when I break out the Atlas I struggle to even hit 300 damage sometimes. Maybe the DireWolf just don't suit your playstyle?
#13
Posted 06 January 2016 - 05:11 PM
#14
Posted 06 January 2016 - 05:16 PM
Winterburn, on 06 January 2016 - 05:00 PM, said:
That it goes up a ramp, like it used to
After nerf I can't get the thing up slopes, hills and ramps that are a bit steep
Not talking about mountains or such
Just some ramps and hill sides leading to a draw bridge
And God be with you if there's a pebble in front of you, gotta jiggle in all directions to get off of it
#15
Posted 06 January 2016 - 05:18 PM
#16
Posted 06 January 2016 - 05:20 PM
Khobai, on 06 January 2016 - 05:03 PM, said:
my arctic cheetah will have like 5 CERML and the atlas will have like 2 dinky ISMLs and an AC20 that cant even hit me.
Let me reiterate:
1) A dakka DWF can engage enemies at 500 m and pop components with a few volleys.
2) At the same time a dakka DWF can outbrawl (i.e. outfight at ~200 m range) an Atlas, the iconic brawler Mech.
3) DWF can absolutely murder lights with huge front-loaded alphas.
Direwolf is made of awesome. Very much unlike the Awesome.
#17
Posted 06 January 2016 - 05:20 PM
#18
Posted 06 January 2016 - 05:21 PM
Quote
this more than anything
why cant it walk up ramps/stairs or walk over pebbles/pipes/roots
direwolf gets stuck on every little thing when it should be busting down walls with a ****-faced grin like the koolaid man.
#19
Posted 06 January 2016 - 05:21 PM
#20
Posted 06 January 2016 - 05:24 PM
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