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Direwolf Needs Quirks


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#21 GrimReaper74

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Posted 06 April 2017 - 05:08 PM

I actually enjoy the Dire Wolf.... all 3 of them (Prime, W and UV).... the UV as the third made made the W even more nasty.
The Prime runs on 2 Ultra AC 10 and 4 ER Large Lasers with ample heatsink and ammo supply and running on only prime components gives -30% Jam chance. Alternatively, 2 UAC 10, 2 A IV-SRM 6 and 2 ER Large Lasers make it also deadly at close range... just with out the jam chance reduction.

The W with 2 Gauss, 2 ER PPC and 5 ER Small lasers as it then uses the side torsos of the UV is also nasty.

The most fun mech imo is an 8 LB2X UV with a chain fire with a fire rate of 400 rounds/minute.... funny to see a locust being killed with that.

PPL need to realize that a Dire Wolf is no close range brawler but long range direct fire. At these ranges, mobility is less important.

#22 Champion of Khorne Lord of Blood

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Posted 06 April 2017 - 05:15 PM

At long range Acceleration and Deceleration tend to be some of the most useful values, as they allow you to pop up and fire your alpha then get back into cover. Dire Wolf honestly can't take cover within the duration of a full ERLL burn.

#23 SQW

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Posted 06 April 2017 - 05:43 PM

View PostMerlin Kell, on 06 April 2017 - 04:04 PM, said:



The OP (Me) had a 1.42 K/D ratio compared to your 1.24 in season 9. So if your calling me a potato, whats up fellow spud.


Lol, My assault K/D last season is 1.62 with just Banshees (loot bag prize). My HVY K/D last season was 1.82 with only Jager. My main is a narc RVN-3L by the way.

I'm not calling you a spud for bad K/D, I'm doing it because you made a thread asking for speed buff to DWF. It's the biggest gun in the game and you want it to be quick too? You seem to be most comfortable in medium mechs so understand this: Assaults are NOT mediums with more guns. If you can't kill everything in front of you in an Assault, you are dead - you can't run away from a mistake like a lighter mech. Change your play style.

#24 SQW

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Posted 06 April 2017 - 05:51 PM

View PostGrimReaper74, on 06 April 2017 - 05:08 PM, said:

I actually enjoy the Dire Wolf.... all 3 of them (Prime, W and UV).... the UV as the third made made the W even more nasty.
The Prime runs on 2 Ultra AC 10 and 4 ER Large Lasers with ample heatsink and ammo supply and running on only prime components gives -30% Jam chance. Alternatively, 2 UAC 10, 2 A IV-SRM 6 and 2 ER Large Lasers make it also deadly at close range... just with out the jam chance reduction.

The W with 2 Gauss, 2 ER PPC and 5 ER Small lasers as it then uses the side torsos of the UV is also nasty.

The most fun mech imo is an 8 LB2X UV with a chain fire with a fire rate of 400 rounds/minute.... funny to see a locust being killed with that.

PPL need to realize that a Dire Wolf is no close range brawler but long range direct fire. At these ranges, mobility is less important.


Exactly! Too many people try to run their DWF like KDK and MADIIC or hoping to anyway - it's basically a slow but mobile ultra heavy turret.

I'm curious, how much leg armor do you run on your DWFs? I've always debated is it better to shoot the CT of a DWF hoping for a kill or trying to leg it then kill it from a better angle later.

#25 Dirus Nigh

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Posted 06 April 2017 - 05:56 PM

A 100 ton clan assault get focused on quickly in a match? Why on Earth would any one do that?

#26 mouser42

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Posted 06 April 2017 - 05:57 PM

10% speed quirk just to help keep up with nascar thing would be great, heck a 5% speed quirk would be awesome other then that the d-whale is fine. The hero whale should come with a whale sounding war horn stock Posted Image

#27 InspectorG

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Posted 06 April 2017 - 06:10 PM

View PostMerlin Kell, on 06 April 2017 - 02:31 PM, said:

Saved up the 17 million cbills to purchase a Direwolf and was i disappointed.

It is immediately targeted once spotted. ...


You did not do your homework. That is one of the thrills of rolling Dire.

Work on Positioning. The Dire is not top dog anymore but 50 tons pod space is its own quirks. As long as your builds are decent you should put the FEAR into any lone mech that faces you.

#28 GrimReaper74

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Posted 06 April 2017 - 06:42 PM

View PostDakota1000, on 06 April 2017 - 05:15 PM, said:

At long range Acceleration and Deceleration tend to be some of the most useful values, as they allow you to pop up and fire your alpha then get back into cover. Dire Wolf honestly can't take cover within the duration of a full ERLL burn.


That's why my long range variant mounts Gauss Rifles and ER PPCs. The 4 ER Large Laser and twin UAC 10 variant is more of a medium range mech and is not a "pop and hide" but "push and shove" mech... once it leaves cover, it pushes on the targets until they are dead or I explode. And as for pop and hide.... the DWF has the highest mount fitting one ER Large laser at the cost of only 2 points of head armor. Mount the S or the W head omnipod and you can fire this laser clearly even if you only see parts of the opponent as it is mounted in the CT frame above the cockpit.

View PostSQW, on 06 April 2017 - 05:51 PM, said:


Exactly! Too many people try to run their DWF like KDK and MADIIC or hoping to anyway - it's basically a slow but mobile ultra heavy turret.

I'm curious, how much leg armor do you run on your DWFs? I've always debated is it better to shoot the CT of a DWF hoping for a kill or trying to leg it then kill it from a better angle later.


I run the legs at somewhat close to max armor depending on the config (sometime less, sometimes more). Shooting at the legs is somewhat useless because at close range one does not move in a DWF but only turn.... and the turn rate is not really affected by being legged. This means that it is still difficult to get into a better position. As with the really heavy assaults, I prefer to aim for the side torsos. If it has XL, it is dead, and most assaults do, if it hasn't any, there are not many weapons it is anymore.

Edited by GrimReaper74, 06 April 2017 - 06:44 PM.


#29 G4LV4TR0N

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Posted 06 April 2017 - 06:46 PM

DWF can ruin some smaller mechs with single strong alpha strike. But IMO more dmg would be still good. Newer mechs simply overshadow DWF too much.

#30 Snazzy Dragon

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Posted 06 April 2017 - 06:53 PM

15% turnrate, and quirks on inferior pods (like non ultraviolet or prime arm pods)

Remove negative armor for head laser pod

Done deal. DWF doesn't need much, beyond speed, which is an impassable issue

#31 GrimReaper74

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Posted 06 April 2017 - 06:53 PM

View PostG4LV4TR0N, on 06 April 2017 - 06:46 PM, said:

DWF can ruin some smaller mechs with single strong alpha strike. But IMO more dmg would be still good. Newer mechs simply overshadow DWF too much.


More DMG? I don't know... I had two rounds with a DWF lately, one with 1012 damage and one with 1215. My only gripe is that the sound output of the Clan AC2 is bugged.... It can't keep up with the fire-rate, while the UAC2 and the LB2-X can.

#32 Y E O N N E

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Posted 06 April 2017 - 06:56 PM

View PostSnazzy Dragon, on 06 April 2017 - 06:53 PM, said:

Done deal. DWF doesn't need much, beyond speed, which is an impassable issue


Y'know, the SMN still has that +5% speed quirk. It is the only 'Mech in the game that has a speed quirk. It also does not need it, and never has, because it's fast for its class.

Edited by Yeonne Greene, 06 April 2017 - 06:57 PM.


#33 G4LV4TR0N

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Posted 06 April 2017 - 07:02 PM

View PostGrimReaper74, on 06 April 2017 - 06:53 PM, said:


More DMG? I don't know... I had two rounds with a DWF lately, one with 1012 damage and one with 1215. My only gripe is that the sound output of the Clan AC2 is bugged.... It can't keep up with the fire-rate, while the UAC2 and the LB2-X can.


Dire Wolf was supposed to be slow bulky mech with insane firepower. Over 50 tons of equipment, that is 50% of mech weight. Back when there were just few Clan mechs it was quite obvious. Not anymore... for preferred engagement range Night Gyr is simply superior in almost every aspect.

#34 Snazzy Dragon

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Posted 06 April 2017 - 07:03 PM

View PostYeonne Greene, on 06 April 2017 - 06:56 PM, said:


Y'know, the SMN still has that +5% speed quirk. It is the only 'Mech in the game that has a speed quirk. It also does not need it, and never has, because it's fast for its class.


I thought that was something to do with its speed being misaligned or whatever. It would normally go 81 KPH at base speed, but technical readouts list it as 86.4 KPH, which the 5% speed quirk puts it at. Now, I agree that it's stupid when speed tweak comes into play, but I figured that was the intention behind that particular quirk.

#35 Y E O N N E

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Posted 06 April 2017 - 07:29 PM

View PostSnazzy Dragon, on 06 April 2017 - 07:03 PM, said:


I thought that was something to do with its speed being misaligned or whatever. It would normally go 81 KPH at base speed, but technical readouts list it as 86.4 KPH, which the 5% speed quirk puts it at. Now, I agree that it's stupid when speed tweak comes into play, but I figured that was the intention behind that particular quirk.


That misalignment applies to pretty much every 'Mech. The TBR also shows 86.4, for example.

#36 Andi Nagasia

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Posted 06 April 2017 - 07:36 PM

View PostYeonne Greene, on 06 April 2017 - 07:29 PM, said:

That misalignment applies to pretty much every 'Mech. The TBR also shows 86.4, for example.

yup, much like the DWF is listed at going 54kph, where as in MWO it goes 48kph,

Edited by Andi Nagasia, 06 April 2017 - 07:36 PM.


#37 Snazzy Dragon

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Posted 06 April 2017 - 07:39 PM

View PostYeonne Greene, on 06 April 2017 - 07:29 PM, said:


That misalignment applies to pretty much every 'Mech. The TBR also shows 86.4, for example.

View PostAndi Nagasia, on 06 April 2017 - 07:36 PM, said:

yup, much like the DWF is listed at going 54kph, where as in MWO it goes 48kph,


Clan mechs are such a headache.

#38 Y E O N N E

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Posted 06 April 2017 - 07:40 PM

View PostAndi Nagasia, on 06 April 2017 - 07:36 PM, said:

yup, much like the DWF is listed at going 54kph, where as in MWO it goes 48kph,


And in this case, not even speed tweak helps it.

I dunno, I feel like a step was missed somewhere. Either the fluff is inconsistent about the hex-to-kph translation, or PGI's formula is inadequate.

#39 Khobai

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Posted 06 April 2017 - 07:40 PM

Quote

Really, it just needs moderate agility quirks but PGI won't because it's the Dire Wolf.


umm no. its a f!@#ing direwolf. it should be the least agile thing in the game.

what it needs is structure quirks. id say +31 CT structure and +17-21 everywhere else

so like an atlas but with structure quirks instead of armor quirks

Edited by Khobai, 06 April 2017 - 07:59 PM.


#40 A Shoddy Rental Mech

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Posted 06 April 2017 - 10:36 PM

View PostMerlin Kell, on 06 April 2017 - 02:31 PM, said:

Saved up the 17 million cbills to purchase a Direwolf and was i disappointed.


Here's some "quirks" for your potatowhale.


Posted Image

Until you unlock these "quirks" you cannot pass judgement on the potatowhale.





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