

Direwolf
#41
Posted 27 April 2016 - 01:29 PM
#42
Posted 27 April 2016 - 01:55 PM
Beartech, 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
Posted 27 April 2016 - 02:07 PM
MechWarrior5152251, on 27 April 2016 - 01:55 PM, said:
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
Posted 27 April 2016 - 02:23 PM
Quote
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
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
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
Posted 27 April 2016 - 02:58 PM
Khobai, on 27 April 2016 - 02:23 PM, said:
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
Posted 27 April 2016 - 03:07 PM
* 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
Posted 27 April 2016 - 03:19 PM
BFHKitteh, on 27 April 2016 - 03:07 PM, said:
* 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
Posted 27 April 2016 - 03:33 PM
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
Posted 27 April 2016 - 03:51 PM
Unlike the next 4 DOA mechs and the mediocre (unless structure buffed) Kodiak.
#50
Posted 27 April 2016 - 03:54 PM
#51
Posted 27 April 2016 - 03:57 PM
#52
Posted 27 April 2016 - 04:28 PM
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
Posted 27 April 2016 - 04:42 PM
#54
Posted 27 April 2016 - 05:37 PM
Gas Guzzler, on 27 April 2016 - 03:54 PM, said:
Quad UAC 5 king crab with structure buffs and higher top speed and better hitboxes is easily better than a direwolf.
Beartech, 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.
#56
Posted 27 April 2016 - 05:41 PM
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
Posted 27 April 2016 - 05:46 PM
Andi Nagasia, on 27 April 2016 - 03:33 PM, said:
Andi Nagasia, on 27 April 2016 - 03:33 PM, said:
Andi Nagasia, on 27 April 2016 - 03:33 PM, said:
( ͡° ͜ʖ ͡°)
#58
Posted 27 April 2016 - 05:50 PM
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
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
Posted 27 April 2016 - 06:09 PM
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users