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Wolverine 6R - Can't Make This Work


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#1 Ablomis

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Posted 21 March 2016 - 02:05 AM

Hi all,

I'm now mastering wolverine: 6R, 6K(c) and Q.
- Q version is lovely: fast, agile (great quirks) and it can punch a hole in a king crab escaping afterwards, and an armor quirk for the right arm.
- 6K is also ok: clanware makes hard to trade favourably, but its pacy and agile and if something goes wrong you can outmaneuver your enemy in brawl.

- 6R i just can't make it work for me (i have awful k/d ratio comparing to other variants):

- it is not agile (no quirks for twist etc)

- less armor (nor RA quirk)

- as for the double AC/5 - at long range you need to expose yourself for a long time to get max dps (which is situational - yeah, sometimes there are people in brawl and you can do free shots at them but it is not always an option)

- in brawl i would prefer 2xASRM6 instead of ac/5 - you can shoot a salvo and then shield

- since you don't do a lot of PPFLD, flanking is not very viable also, yeah i can come up from behind, do 2-3 shots, but then you have to retreat and the damage is not that significant (especially if the target is moving)


So the question is, how the hell do you play the 6R?

#2 jss78

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Posted 21 March 2016 - 02:23 AM

View PostAblomis, on 21 March 2016 - 02:05 AM, said:

So the question is, how the hell do you play the 6R?


Short answer, you play it with great difficulty Posted Image. I've been running mine with OK success in a "superstock" configuration. I keep all original weapons, but upgrade to an XL engine and DHS/Endo, and use the freed tonnage to add two more SRM 6's.

The well-quirked AC/5 (I add a cooldown module) gives it some ability to assist in ranged firefights, especially if the enemy's return fire is targeted against your bigger mechs. In short range the AC/5 serves as a low-heat complement to the 3xSRM 6 punch.

It's very much a feast or famine type of mech for me. I try to attach myself to brawly type heavy/assault mech in my team (preferably an Atlas), and push with them. Often you die quickly and horribly. But you get occasional spectacular games when the push is well timed, the enemy tends to target the bigger mech on your side, and you can use that DPS to very quickly pound in 500+ damage.

Edited by jss78, 21 March 2016 - 02:26 AM.


#3 Ablomis

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Posted 21 March 2016 - 03:21 AM

View Postjss78, on 21 March 2016 - 02:23 AM, said:


Short answer, you play it with great difficulty Posted Image. I've been running mine with OK success in a "superstock" configuration. I keep all original weapons, but upgrade to an XL engine and DHS/Endo, and use the freed tonnage to add two more SRM 6's.

The well-quirked AC/5 (I add a cooldown module) gives it some ability to assist in ranged firefights, especially if the enemy's return fire is targeted against your bigger mechs. In short range the AC/5 serves as a low-heat complement to the 3xSRM 6 punch.

It's very much a feast or famine type of mech for me. I try to attach myself to brawly type heavy/assault mech in my team (preferably an Atlas), and push with them. Often you die quickly and horribly. But you get occasional spectacular games when the push is well timed, the enemy tends to target the bigger mech on your side, and you can use that DPS to very quickly pound in 500+ damage.

Yeah, i have finished with the same config)
With Q version i can put 400-500 damage per game reliably (don't know if it is good enough but still...) while for the R version dual AC/5 it may only happen in very-favorable conditions...

#4 Shadey99

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Posted 21 March 2016 - 08:58 AM

My least favorite Wolverine has always been the Legacy 7D variant. 2 Arm ballistics mounts, 2 LT Missile slots, and a head energy slot.. Not enough energy to go light on the ballistics and heavily constrained by ammo with ballistics and missiles as it's weapons. To make things worse it's quirked for the UAC5, but can only fit one in the arm.

#5 Malleus011

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Posted 22 March 2016 - 02:25 PM

I also drive superstock (also with more SRMs), and use the single AC/5 to snipe, poke, annoy, and harass. The laser and SRMs are for up-close killing while the AC keeps low-heat pressure on.

I've had some very good games smashing things up close with it.

It's the Q I couldn't make work. 7K, sure, 7D, sure, but the Q is one of the only hero 'mechs i've sold back.

#6 Steel Raven

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Posted 22 March 2016 - 11:18 PM

View PostShadey99, on 21 March 2016 - 08:58 AM, said:

My least favorite Wolverine has always been the Legacy 7D variant. 2 Arm ballistics mounts, 2 LT Missile slots, and a head energy slot.. Not enough energy to go light on the ballistics and heavily constrained by ammo with ballistics and missiles as it's weapons. To make things worse it's quirked for the UAC5, but can only fit one in the arm.

Made a troll build with 2X AC2, it's good at pissing people off but that's about it. I agree that the stock Ultra 5 sucks, never enough ammo and still jams too often ammo.

#7 GweNTLeR

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Posted 22 March 2016 - 11:34 PM

2*AC5, 2*srm4 1ML, XL300. It just kills everything and everyone. 700dmg is common for me in this build. However, you probably won't be able to deal more than 800dmg due to the ammo shortage
P.S. my favourite wolverine :)

Edited by GweNTLeR, 22 March 2016 - 11:37 PM.


#8 Chados

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Posted 27 March 2016 - 02:06 PM

I used the 6R with one AC5, one ML, and three SRM6. It needs an XL like the Q for speed. I liked it a lot, frankly. The Q is my favorite hero mech after the Jester, honestly. I hate the 7K, it is my worst WVR by far. And I never bothered with the 6K, because no jump jets!

Edited by Chados, 27 March 2016 - 02:08 PM.


#9 Podex

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Posted 27 March 2016 - 02:38 PM

Man, I've been rocking the 6R the past couple of days. 2x AC/5s and 3x SRM4s. I've run out of ammo a few times, but it's amazing as a support mech. Just get in there and bludgeon people to death with it.

#10 Dee Eight

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Posted 07 April 2016 - 09:14 PM

Since my first mediums were wolverines I used the 6R as part of my mastery process. I do not remember how I had it built but it was the one I sold off when I had unlocked the master slot for mediums.

#11 Aleski

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Posted 08 April 2016 - 12:43 AM

Some ideas, old build that i was using :

http://mwo.smurfy-ne...82bf766fbad58ba
Gauss Jolly Jumper, nice for jumping and shoot ennemy with this arm mounted gauss. SRM and ML for backup and close combat. Not sure it will be good with the actual Gauss cooldown.

http://mwo.smurfy-ne...3e292bd84912e36
Dual AC/5 with the same back weapons. If you prefer bigger SRM launchers, you can replace the SRM 2 ;)

http://mwo.smurfy-ne...2cb470c2ba9ba64
SRM 6 x3 + UAC/5 + MPL if you like to brawl in medium.

Have fun with the wolvie, a very nice medium mech IMO.

#12 AmazingOnionMan

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Posted 09 April 2016 - 12:19 PM

I must be the only one who likes the 7K? The thing seems like a deathtrap with its size, poor endurance and XL, but it is not a mech meant to go soloing - it is a support short/mid-range brawler. And it works very well in that role. The 6K is a highly effective laser sniper.
The 6R.. That one I couldn't crack. It ended being run as a AC5/LRM mobile support for just long enough for me to level the basic skills, then it was sprayed with some new mech-smell and sold off. Which is a shame, because it was one of my favorites in the olden days of BattleTech.

#13 Escef

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Posted 10 April 2016 - 06:31 PM

http://mwo.smurfy-ne...2756b1a4f42003d

The AC10 doesn't have the RoF or range of 2xAC5, but the damage is there and it's 4 tons lighter. 3xSRM4 can and will hurt people enough to make them think twice, and the ubiquitous head laser is a reliable fallback. The extra heat sink is more to crit-pad the SRM ammo in the side torso than actual need, you could easily dump it and strip half a ton of armor (or a jump jet) to up the engine to the more common 300XL.

#14 Dee Eight

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Posted 11 April 2016 - 11:17 AM

View PostAmazingOnionMan, on 09 April 2016 - 12:19 PM, said:

I must be the only one who likes the 7K?


No I like mine too. Triple-Artemis LRM5s and lots of ammo. I routinely put out 600-800 damage in a match. With the range module I'm doing that out to 1200 meters.

#15 Husker Dude

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Posted 11 April 2016 - 12:40 PM

I actually like the 6R a bit; when everyone was running the Dragon 1N with the dual AC5s, I rather preferred this one for the smaller profile and better maneuverability and jump capability. I still use it on hot CW maps, though admittedly it doesn't handle the heat nearly as well as the Dragon (or other dakka mechs).

I've just re-discovered the 7K, I am really into it lately. It's definitely a slot below the Griffins for SRM brawling, lacking the structure quirks and quantity of missile hardpoints, but it's still fun.





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