After reading through this whole topic, I agree (mostly) with what's being said here.
The DireWolf was really the first mech I heavily invested time in, and got it mastered after a while. I got the daishi pack about a month after clans launched, and back then the Dire was really good, because people didn't realize how much firepower it packed and didn't focus it.
Now, however, it's a different story.
After the skill tree nerfs the dire is not as good, but still can put up good numbers. The mech rarely works in pug games just because you can't get the support you need to be successful. In group queue, that is different though.
It does have the most potential firepower in the game, but if you don't get in a good spot or don't have support, you'll die quite quickly, as you can't absorb damage at all.
The playstyle of this game has also evolved to a more peeka-boo style than it was when I first used Dires, and because the Dire is so immobile faster mechs can trade with it and win quite easily.
That said, if you find a nice spot to sit and shoot things, or if you have team support, the firepower of the Dire is devastating and can melt things really fast.
I think that the DireWolf could use some quirks to help it absorb the damage it should for a 100 ton mech, but with the right formula the mech can be extremely dangerous.
TLDR: Dire have their drawbacks and upsides, but they may only be in need of minor quirks to help survivability.
(One of my favorite builds for this mech is this:
2 UAC10
2 UAC5
4 Med. Lasers,
Aaaand a ton of heatsinks and ammo.
This build I've found can completely destroy enemy mechs if you can get the double-tap in.)
Edited by EAP10, 28 April 2016 - 12:00 PM.