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Direwolf


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#41 Steve Pryde

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Posted 27 April 2016 - 01:29 PM

Problem ist the ****** torsotwist range. Every mech should be capable to do at least a 90 degree torsotwist but the Dire Wolf can't. That's why I don't play them anymore after mastering.

#42 MechWarrior5152251

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Posted 27 April 2016 - 01:55 PM

View PostBeartech, on 27 April 2016 - 11:25 AM, said:


I'm not going to get into a pissing contest but I highly doubt an EXE can take a Dire. In my personal experience with Dire's I don't think I have lost to an EXE once.

EXE looks good on paper, but for some reason they usually fail in the field.

Direwhale is one of the only clans that can run dual gauss, which is a major game changer.

#43 Xocoyol Zaraoul

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Posted 27 April 2016 - 02:07 PM

View PostMechWarrior5152251, on 27 April 2016 - 01:55 PM, said:

EXE looks good on paper, but for some reason they usually fail in the field.


It's because it has one of the most moronic design philosophies in the game and is well ahead of the "efficiency curve" when it comes to engines, same problem that the old-school Banshee has, and even the XL engine doesn't change the fact that whatever the Executioner can do, a Hellbringer can do better, whether Tabletop or in MWO.

A 95 ton mech dedicating 20.5 tons toward the engine, 8 tons towards JJs, and 4 tons on MASC, and on top of that chose to use FF over Endo, is a terrible mech. That's an extreme amount of tonnage to waste mimicking a Tech 2 Heavy's or a Tech 1 Medium's movement profile...

It's fun, sure, but it's also the polar opposite of how to build an efficient mech especially when tonnage is concerned, or C-Bills, and in MWO where it has the (Appropriate) target profile of a towering assault, it becomes a walking target with the silhouette of an assault and the capabilities of a medium. Throw on the low weapon mounts and the inability to quickly poptart, corner shoot or crest properly and it's a death sentence for wasting an assault slot.

The only saving grace of the Executioner was the rediculous melee capabilities that it could bring to the field in TT, and that doesn't transfer to MWO.

If you really like the Executioner, try transferring any build you like on it to a Nova, and observe.

Edited by Xocoyol Zaraoul, 27 April 2016 - 02:16 PM.


#44 Khobai

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Posted 27 April 2016 - 02:23 PM

Quote

I'm not going to get into a pissing contest but I highly doubt an EXE can take a Dire.


an EXE can easily take a dire. especially if it gets the jump on the dire which it often can with its greater speed and agility.

Again 12 CSPL + 1 LPL executioner does 85 directed damage. Way more directed damage than most direwolves do. More often than not two volleys to the CT and youve killed the dire. Might take three volleys if its a completely fresh dire wolf but usually itll have a damaged CT by the time you close with it.

But the best part of the EXE is you can keep up with the rest of your team and roll the enemy as a deathball. So ideally you wont be taking the dire 1v1 anyway.

The dire because of its slow speed is far more likely to find itself caught out of position than an executioner.

Quote

If you really like the Executioner, try transferring any build you like on it to a Nova, and observe.


Nova cant run nearly as many DHS as the Executioner. You will overheat way faster in the Nova than the Executioner. Where the Executioner with coolant can tear through 2-3 mechs before shutting down.

12 CSPL + 1 LPL is a ridiculously powerful Executioner build.

Quote

Problem ist the ****** torsotwist range.


Yep. And the up and down movement range. Direwolves that pack large weapons in their arms have the same difficulty that Atlases do with shooting up and down.

All you have to do is get slightly below them or high enough above them and they cant even shoot you while you can shoot up at them with your executioners arm weapons. Direwolf has MASSIVE difficulty fighting on hills/slopes so thats the ideal place to engage them.

Its really not that hard to take down direwolves if you exploit their crippling weaknesses. Any mech with weaknesses that crippling certainly cant be called best in weight class.

Edited by Khobai, 27 April 2016 - 02:38 PM.


#45 Beartech

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Posted 27 April 2016 - 02:58 PM

View PostKhobai, on 27 April 2016 - 02:23 PM, said:

Its really not that hard to take down direwolves if you exploit their crippling weaknesses. Any mech with weaknesses that crippling certainly cant be called best in weight class.


Yes, but your also assuming you get the drop of the Dashi. Moving slow does have its advantages, many times I can see the shift in the fronts and people expose themselves. Its rather rare with the tools available that I get "surprised" by something as big as an EXE. I guarantee you that if I saw that EXE build at 500 or less I would melt it. End of story.

Listen I'm not saying that it wouldn't be nice to have some structure buffs to make the Dashi more of the tank it was in table top. I'm just saying that the mech is solid.

Edited by Beartech, 27 April 2016 - 02:59 PM.


#46 BFHKitteh

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Posted 27 April 2016 - 03:07 PM

* IF you get behind the dire
* IF you get above or below the dire
* IF you have a better team to back you up than the dire
* IF you can shoot it first

But the best part is, in order to avoid getting hit by it you have to know it's there. But when you're walking between two buildings on River City and suddenly you get slammed with gauss from out of nowhere there's nothing you can do.

And it isn't 85 damage it's 49 damage followed by another 36 with a total of 2 seconds face time...

Meanwhile said dire can have dual guass, dual ERLL and 10 ER smalls.

That's 52 damage out to 660m and does decent damage all the way out to 1500m, and when you finally get close enough to shoot your smalls the dire does 102 damage in 2.5 seconds. And can keep lobbing gauss at you long after you've reached your heat cap.

So when you actually look at what you've written you'll realize that the EXE build you've listed is basically a walking target that has to rely on luck and being a better pilot than the dire to actually win a fight with one.

It really isn't hard to take down Executioners if you exploit their crippling weaknesses. Any mech with weaknesses that crippling certainly can't be called best in weight class.

#47 Beartech

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Posted 27 April 2016 - 03:19 PM

View PostBFHKitteh, on 27 April 2016 - 03:07 PM, said:

* IF you get behind the dire
* IF you get above or below the dire
* IF you have a better team to back you up than the dire
* IF you can shoot it first

It really isn't hard to take down Executioners if you exploit their crippling weaknesses. Any mech with weaknesses that crippling certainly can't be called best in weight class.


Can we be friends, because you took what I was trying to say right out of my head. =)

#48 Andi Nagasia

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Posted 27 April 2016 - 03:33 PM

the problem is everyone seems to say,

DireWolves rarely work in Pug matches because they are slow can cant Keep up,
However they are best in Organized teams where their firepower can really be put to Bear,

the Problem is more Organized Teams dont take them Ether, Why?
because their are many better Mechs that arnt as Limited as the DWF,

Repositioing is just as important in Comp Play as in Pug Play,
assuming 2 Equal Organized Teams most would rather bring other Faster Assaults,
ones that can Lead with the Team to Spread and Share armor,

in most Organized drops the Slowest mech sets the Pace,
the DWF is just too Slow to be Effective, its Firepower is amazing but usually useless if focused,
and with the DWF if your out of position your dead, and it takes a long time to get into Position,

#49 Imperius

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Posted 27 April 2016 - 03:51 PM

There is a good reason I'm looking for an upgrade, I was actually planning on getting serious but effff it Doom 4 comes out soon, with map creation, customization, and surprising more lore in a game that never ever was about providing lore. Truly a breath of fresh air I will be looking forward to.

Unlike the next 4 DOA mechs and the mediocre (unless structure buffed) Kodiak.

#50 Gas Guzzler

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Posted 27 April 2016 - 03:54 PM

The King Crab is definitely not better than a Dire Wolf. Dire Wolf still has a place in competitive play for the moment. I question any team that brings a King Crab instead of a Dire.

#51 LastKhan

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Posted 27 April 2016 - 03:57 PM

Dires are in a pretty meh spot but they are still the kings of dmg. The reducing of speed tweak really did hurt it and maybe PGI can at the least give the dire back its speed prior to the nerf though quirking.

#52 Jikil

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Posted 27 April 2016 - 04:28 PM

The direwolf got hit pretty hard by the agility nerfs. Twisting is basically a non-factor and repositioning is out of the question.

If you get swarmed by lights without enough support your toast.

That being said I think with the advent of the Kodiak and the massive speed its XL400 will bring, it will finally put the final nail in the coffin for the Daishi.

The Daishi can be a devastating amount of firepower, but without the ability to use it most of the time its just free cbills for anyone on the enemy team.

You really need escorts badly with this thing, more so than any other assault mech.

#53 Sorbic

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Posted 27 April 2016 - 04:42 PM

I'd be happy with them giving back the old skill tree stats to the DW's speed and twisting range.

#54 pbiggz

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Posted 27 April 2016 - 05:37 PM

View PostGas Guzzler, on 27 April 2016 - 03:54 PM, said:

The King Crab is definitely not better than a Dire Wolf. Dire Wolf still has a place in competitive play for the moment. I question any team that brings a King Crab instead of a Dire.


Quad UAC 5 king crab with structure buffs and higher top speed and better hitboxes is easily better than a direwolf.

View PostBeartech, on 27 April 2016 - 01:17 PM, said:


Trash mech?

You are reaching.

People's personal experience is not just anecdotal... its our personal experience. Using the mech. Match after match.


Thats literally the definition of anecdotal evidence.

#55 Mechwarrior Buddah

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Posted 27 April 2016 - 05:38 PM

View PostSir Wulfrick, on 27 April 2016 - 08:39 AM, said:



You're better off sticking to faster assaults for the solo queue as 90% of the time the assault lance will not get support from the rest of the team.


and you WILL get left behind to be murdered by the faster ppl

#56 LordKnightFandragon

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Posted 27 April 2016 - 05:41 PM

Problem with big slow assaults is the PPFLD. The fact that everything else moves absurdly fast, everything is so agile, everything is PP, everyone can just unload into your big, immobile *** without even trying.

Assaults are not scary for those reasons. You dont come around a corner and **** yourself when you see a Dire Wolf, you come around, see a Whale and go FREE KILL!!!!!

THis game has everything so backwards. Lights are the fearsome ones that you fear, while bigger mechs are the ones that are junk........so much effort spent trying not to invalidate lights that assaults are basically little more then turrets and targets.

#57 Hit the Deck

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Posted 27 April 2016 - 05:46 PM

View PostAndi Nagasia, on 27 April 2016 - 03:33 PM, said:

However they are best in Organized teams where their firepower can really be put to Bear,

View PostAndi Nagasia, on 27 April 2016 - 03:33 PM, said:

...where their firepower can really be put to Bear,

View PostAndi Nagasia, on 27 April 2016 - 03:33 PM, said:

...to Bear,

( ͡° ͜ʖ ͡°)

#58 Malachy Karrde

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Posted 27 April 2016 - 05:50 PM

Lol, some Atlas pilot and a shadow cat pilot has messy britches tonight. I've got a 3 button 105 pt alpha on my Dire wolf. 1 shot both of those guys when they rounded a wall in grim plexus. Not even the kodiak can carry 12 lasers, 2 autocannon and a missile launcher. Here is the build for those interested,

2 UAC 10 (range Module)
12 ER Small Laser (both range and cooldown modules)
Lrm 15 plus Artemis
7 tons UAC ammo
2 tons lrm
2 extra heat sinks for a total of 17
Tc 3
Radar derp module
Loljets

Mouse 1 set up to fire 6 lasers and 1 UAC
Mouse 2 set up to do the same with the other lasers and UAC
Mouse 3 fires lrm
Mouse 4 fires both ac

Heat efficiency is 1.02 not bad for all that damage. Can fire all weapons 2x without overheating. The lolbear mech can't do that I reckon.

Edited by Malachy Karrde, 27 April 2016 - 05:52 PM.


#59 Hit the Deck

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Posted 27 April 2016 - 05:59 PM

^
Why are you putting 12x ER small lasers on a 'Mech that slow? Do you feel that they get enough use?

#60 Malachy Karrde

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Posted 27 April 2016 - 06:09 PM

Yeah lots actually. They are good out to 300 meters with all the range buffs etc. I just finished a match where I got 5 kills, did 959 damage, 4kmdd. Think the build is paying off nicely lol. I've got screen shots if I could figure out how to post em





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