

Rescue The Dire Wolf
#1
Posted 02 November 2016 - 08:46 AM
My suggestion is to increase its torso twitch range by about 20 degrees total so that it you the aren't stuck as with a claustrophobic range that forces them to walk in ridiculous patterns while attempting to strafe.
The argument against buffing them is their tremendous firepower potential,which is understandable, but this mech is supposed to be the archetype of walking death, not the poster child for "ring around the fat boy".
In conclusion, I say we allow the whale to be able to scratch his own ***, not leave him as the only forward facing overweight boxer he's become.
#2
Posted 02 November 2016 - 08:50 AM
SuperFunkTron, on 02 November 2016 - 08:46 AM, said:
In MWO, no single mech is supposed to be the archetype of walking death.
If this was some MMORPG with a working economy where Dire Wolves were a precious commodity and light mechs were the most common mechs in the galaxy (as per lore), your description might be applicable. But this is MWO, where the Trebuchet is supposed to be the archetype of walking death, just as much as the Dire Wolf.
In my opinion, the Dire Wolf isn't even close to being one of the worst assault mechs. There are others that need far more help. And the assault mech class isn't even the weakest class of mechs. Light mechs have it far worse. Personally, I have a good time when I'm playing my Dire Wolves, just as long as I don't run into a Kodiak, which is better at literally everything.
#3
Posted 02 November 2016 - 08:52 AM
Done. When do I get paid?
#4
Posted 02 November 2016 - 08:55 AM
SuperFunkTron, on 02 November 2016 - 08:46 AM, said:
SuperFunkTron, on 02 November 2016 - 08:46 AM, said:
what
#6
Posted 02 November 2016 - 08:56 AM
Tristan Winter, on 02 November 2016 - 08:50 AM, said:
What is the worst assault mech, now that you bring it up? Zeus? Highlander? Executioner? There's a lot of them I never see, so it's hard to tell.
#7
Posted 02 November 2016 - 08:57 AM
Bombast, on 02 November 2016 - 08:56 AM, said:
What is the worst assault mech, now that you bring it up? Zeus? Highlander? Executioner? There's a lot of them I never see, so it's hard to tell.
Victor.
The Executioner middle of the pack, at least. Nowhere near the bottom.
Edited by TercieI, 02 November 2016 - 09:04 AM.
#8
Posted 02 November 2016 - 08:58 AM
#9
Posted 02 November 2016 - 09:00 AM
Single Mom, on 02 November 2016 - 08:55 AM, said:
what
I'm just trying to say that giving it a slight buff to its torso turn arc would help with its tunnel vision as a tiny compensation for the brutal nerf it received. Its already painfully slow. Why should it also be stuck with the twist range of someone with fused spinal disks
#10
Posted 02 November 2016 - 09:01 AM
Really its PGIs map design philosophy that needs to change. Kill the ability to flank into the enemies rear in 10 seconds, and the DWFs value to the team practically doubles.
#11
Posted 02 November 2016 - 09:02 AM
#12
Posted 02 November 2016 - 09:05 AM
TercieI, on 02 November 2016 - 08:57 AM, said:
I couldn't think of a reason why it would be bad, but I also only saw a grand total of one during the Halloween events, so I thought maybe there was something I didn't know.
Perhaps all the Executioner pilots have gone Kodiaking? Or maybe just 'bad' luck in my games.
#13
Posted 02 November 2016 - 09:06 AM
Wait... what about the
Victor
Zeus
Awesome
oh and pretty much every IS mech in the game?
#14
Posted 02 November 2016 - 09:14 AM
TercieI, on 02 November 2016 - 08:57 AM, said:
Victor.
The Executioner middle of the pack, at least. Nowhere near the bottom.
Almost done leveling Awesomes and just started on Victors. Not even close. Victors win the worst assault mech award.
Tell ya what OP, you can have your "slight buff" to the Dire (a mech that I think was #2 of Tarogato's leader board analysis of the past year...second only to the Kodiak), if my Vics (59th out of 70 in that same analysis) can have less than idiotic missile tube counts, arms that are ~x2 structure and/or armor, and jump jets that actually jump (I'm willing to share the latter capability with the other assaults) and you've got a deal.
http://mwomercs.com/...rd-event-stats/
Edited by Bud Crue, 02 November 2016 - 09:15 AM.
#15
Posted 02 November 2016 - 09:15 AM
SuperFunkTron, on 02 November 2016 - 08:46 AM, said:
Remind me just what was the brutal nerf that was specifically aimed at the Dire Wolf?
#16
Posted 02 November 2016 - 09:23 AM
El Bandito, on 02 November 2016 - 09:15 AM, said:
Remind me just what was the brutal nerf that was specifically aimed at the Dire Wolf?
It's the efficiencies nerf, but as I'm checking now, it lost any positive quirks that it used to have in weaponless sections (DWF-Prime/A CT, DWF-Prime RT).
So, it got screwed over Dartboard style.
Edited by Deathlike, 02 November 2016 - 09:24 AM.
#17
Posted 02 November 2016 - 09:25 AM
#18
Posted 02 November 2016 - 09:29 AM
El Bandito, on 02 November 2016 - 09:25 AM, said:
That's a ridiculous assertion. Lights and the DWF were the most affected in practice. Lights, because they are entirely dependent on agility and the DWF because it lost what little agility it had.
Edited by TercieI, 02 November 2016 - 09:30 AM.
#19
Posted 02 November 2016 - 09:41 AM
Deathlike, on 02 November 2016 - 09:23 AM, said:
It wasn't the efficiency nerfs, it hurt but it was by no means the reason.
Here are the things that changed on that fateful rebalance:
- Speed loss upon losing a side torso for Clan XL
- Clan laser max range nerfs, specifically cERML
- Gauss cooldown nerf
- Several IS mechs got huge structure buffs as well as maintaining energy range buffs
- cDHS had the heat capacity bonus lowered
#20
Posted 02 November 2016 - 09:43 AM
SuperFunkTron, on 02 November 2016 - 08:46 AM, said:
In conclusion, I say we allow the whale to be able to scratch his own ***, not leave him as the only forward facing overweight boxer he's become.
Dire Whale should be the poster child for "ring around the fat boy", and it should be relegated to forward facing overweight boxer. It and the KDK-3.
Since those two can shred whatever that is facing them, making them easily flank-able makes sense.
Edited by El Bandito, 02 November 2016 - 09:51 AM.
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