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Dire Wolf, Uggh


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#121 Andi Nagasia

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Posted 03 June 2017 - 02:47 PM

View PostQuicksilver Kalasa, on 03 June 2017 - 02:27 PM, said:

Then you have the Whale, which has probably edged out the Kodiak now after the huge agility nerf.

nope, the KDK still has better Agility(on non KDK3s) better hardpoint locations,
more construction options, which includes the ability to take Endo and a larger Engine,
the DWF is slow and Sluggish, low slung arms also hurt it as thats where most its fire power is,

#122 Quicksilver Aberration

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Posted 03 June 2017 - 04:05 PM

View PostAndi Nagasia, on 03 June 2017 - 02:47 PM, said:

nope, the KDK still has better Agility(on non KDK3s) better hardpoint locations,
more construction options

Non-KDK-3s aren't worth speaking about. As for the KDK-3, Gauss in side torsos when you don't have agility makes the Kodiak weaker despite the extra speed. Now for dakka, it does have better mounts BUT, facetime with the current hitboxes makes it spongier than the Whale.

Edited by Quicksilver Kalasa, 03 June 2017 - 04:05 PM.


#123 J0anna

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Posted 03 June 2017 - 04:08 PM

all 100 ton mechs are in a bad place now, the drop off in mobility from 75 to 100 is too great. None are really worth it now.

#124 Y E O N N E

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Posted 03 June 2017 - 04:46 PM

View PostQuicksilver Kalasa, on 03 June 2017 - 02:23 PM, said:

For the most part, you are correct. The only exception is the 2 Gauss/2 ERPPC MAD-IIC (Gauss in LT, ERPPCs in the RA). That said, going full asym is stupid because of how easy it is to rip a side off if you get wrapped around on.


Personally, I wouldn't call that an exception; I take out its RT (ballistics are always RT on both Clan and IS MAD) and I've removed 60% of its PPFLD and chopped it down to extra slow and left its hottest weapons intact with a stiff heat penalty. At that point, I'd be more worried about whatever else is baring down on me and re-prioritize accordingly.

And this is extra easy because cGauss goes boom 100% of the time and he's got two in one torso.

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I was specifically talking about maps like Caustic (where you won't be using ERLL boats). Quad Gauss Kodiak is definitely a niche build but Caustic just happens to be one of those maps.


Off-topic, but believe you me you can run an ERLL Dragon 1C on Caustic and hardly notice the difference from running it on Polar. It's a boat, but it's a boat of three and uses rapid fire to do what you needed 5x ERLL to do with a Grasshopper, and it has one more DHS in the mix, too. The at-range DPS is phenomenal even on hot maps, and it's all essentially guaranteed to be on-target. Easy mode.

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Depends on whether that power position covers enough of the map. EmP had a power position on Tourmaline in the semi-finals, but it didn't have map coverage, it was specifically to deal with heavy handed E4 pushes and fighting stage.


And they hardly moved out of it unless the fighting was essentially concluded. When they did otherwise, the weakness of slow, immobile 'Mechs used for power positioning was revealed as they got poked to death over time or you guys got better positions because it took them forever to get out of their initial placement.

Still wondering why the hell so many teams tried to push up E4, especially when they got their arses handed to them in Round 1. Actually, I blame the lobby revealing lance disposition and comp players generally knowing who specializes in what class for that.

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And the Whale fails to be good at that because it just doesn't have the reach anymore to appropriately cover it and hasn't for a long time. Range is important, that's part of the reason Proton used the Quad Gauss Kodiak in the first place on tourmaline (Gauss still had x3 max range then).


I have not been advocating the DWF as a Power Position 'Mech, I have been trying to say that everything big and slow gets **** on by fast and bursty unless the range is at 600 meters or less, because projectile lag and inability to juke.

What I have been trying to say about the DWF, though, is that it is a phenomenal bushwhacker. You can't full engage with one inside a 500 m radius of where you are trying to be without immediately losing one of your heavier 'Mechs, and the lighter ones do not require anything but the Gauss to manage. If the enemy DWFs know what they are doing, they will not use the full burn until one of your valuable 'Mechs presents itself...and then it will die without a whole lot you can do about it.

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Not on those maps, those maps definitely side more with push decks than any sort of range deck (and the Whale can't really push).


How so? You've got no covered approaches that don't terminate in kill boxes.

Also, the DWF isn't pushing; the DWF is getting pushed into. You've already chosen to commit and they've set up to receive in such a way where you can only begin shooting when you are within Optimum Whaling Range. Are you still going to crest knowing that your first 'Mech in is a dead-man-walking, knowing that it's going to be a 7v8 fight and that you have at best 14 seconds, possibly zero, to turn the tables before the next volley takes out another man? I don't think so.

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FW also has stupidly broken maps where they force you through meat grinders so those aren't really great examples to begin with. Not really sure I'd waste tonnage on a whale in FW to begin with, MAD-IIC is much more efficient for the tonnage.


Mining forces you through a meat grinder.

Canyon forces you through a meat grinder.

Tourmaline forces you through a meat grinder.

HPG forces you through a meat grinder.

FW maps are bad because the nature of the game mode compels you forward; you don't have the option to trade the enemy due to the clock and default win for the defenders. QP maps, however, are just as guilty. The fact that power-positioning works at all is the proof, because the entire goal of power positioning is to create a meat grinder. The same problem exists with Domination. If it weren't for that clock, attackers could poke all day long at the defenders and the team with the better builds and better pilots would win.

The difference between FW and QP maps, however, is that FW sets the grinders up mostly at mid range due to the gates and the hills, not long range. Too many obstructions for long range on Sulfurous, Hellbore, Portico, Emerald, and Vitric. That's why the DWF works there. If you are running a brawl push deck on a QP map, though, you aren't fighting at long range, now are you? A team that built its strat around a DWF is, similarly, not going to try to fight you at long range. They are going to bait you into committing, keeping the DWF in their back pocket, and then pop them out to dismantle your most important 'Mechs before they can contribute. You'll have to try to wear them down before you can actually push or it's going to be a struggle, and doing that means you are not doing the push strat you espoused. It's now a trading strat.

FW is not actually about the tonnage. FW is simply about getting a better team KDR. If you are trying to give yourself the highest median armor per wave, you don't take any assaults at all. But if you want to be able to kill multiple waves of IS assaults with one of your own waves, then you do. Even with the IS having so many Assaults, their reliance on XLs in broad shoulders gives the 30% more firepower that the DWF has over the MAD-IIC some real value on defense.

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HBK-IIC-As do better on Plexus, but Night Gyrs don't (generally NGRs are used for as overwatch for pushes because of their DPS, not their jumps). The typical engagement range between the two hills is too long for the NGR. Then again, it depends on the strat, for pushes you won't see the HBK-IIC-As, you will more than likely see Novas or laser vomit HBK-IIC-As. The meta has started to shift away from poptarts somewhat.


The meta has shifted away from pop-tarts because the 'Mechs that can volley 50 PPFLD have been brought down to Earth and that ultra minimized exposure is no longer the most valuable resource. But anything big and slow that has to stay exposed to be useful is still vulnerable to them, and it's handy to keep at least one on hand for mid-long maps.

Trading between hills on Plexus doesn't sound like a predominantly push play-style to me. It sounds like a stupid waste of armor if you know the enemy is going to eventually commit or something entirely different from push. I don't count the typical clean-up push as a "push strat."

#125 Beartech

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Posted 03 June 2017 - 05:11 PM

I love all these people talking about the past like it matters today.

The past whether it was good (only the UAC5 Armageddon build was "Good") or not doesnt matter.

Right now it is poop. As a long time whale pilot it saddens me that people would even blink twice at it getting a buff. It needs a buff.

#126 Xetelian

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Posted 03 June 2017 - 05:14 PM

I have asked for the 100 ton assaults to have different and better mobility stats.

#127 Quicksilver Aberration

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Posted 03 June 2017 - 05:16 PM

View PostYeonne Greene, on 03 June 2017 - 04:46 PM, said:

Personally, I wouldn't call that an exception; I take out its RT (ballistics are always RT on both Clan and IS MAD) and I've removed 60% of its PPFLD and chopped it down to extra slow and left its hottest weapons intact with a stiff heat penalty. At that point, I'd be more worried about whatever else is baring down on me and re-prioritize accordingly.

I think you forgot that build has to run a STD, so yea you take out 50% of its firepower, but it doesn't get slowed down or a heat penalty :P.

View PostYeonne Greene, on 03 June 2017 - 04:46 PM, said:

Off-topic, but believe you me you can run an ERLL Dragon 1C on Caustic and hardly notice the difference from running it on Polar. It's a boat, but it's a boat of three and uses rapid fire to do what you needed 5x ERLL to do with a Grasshopper, and it has one more DHS in the mix, too. The at-range DPS is phenomenal even on hot maps, and it's all essentially guaranteed to be on-target. Easy mode.

I don't doubt the power of the DGN-1C, Mag has been in love with it for a while, but Caustic is a very different map to play on and ever since the revamp has favored shorter ranged engagements.

View PostYeonne Greene, on 03 June 2017 - 04:46 PM, said:

Still wondering why the hell so many teams tried to push up E4, especially when they got their arses handed to them in Round 1. Actually, I blame the lobby revealing lance disposition and comp players generally knowing who specializes in what class for that.

Honestly, I have no clue why so many teams did it.

View PostYeonne Greene, on 03 June 2017 - 04:46 PM, said:

How so? You've got no covered approaches that don't terminate in kill boxes.

Also, the DWF isn't pushing; the DWF is getting pushed into. You've already chosen to commit and they've set up to receive in such a way where you can only begin shooting when you are within Optimum Whaling Range. Are you still going to crest knowing that your first 'Mech in is a dead-man-walking, knowing that it's going to be a 7v8 fight and that you have at best 14 seconds, possibly zero, to turn the tables before the next volley takes out another man? I don't think so.

With the strength of brawlers, depending on the drop deck weight, going 7v8 is still favorable because between heat and everything else, the brawlers will still have the better DPS. That and they shouldn't be charging in through the same spot, split pushes are really strong provided you can get the timing down.

View PostYeonne Greene, on 03 June 2017 - 04:46 PM, said:

Mining forces you through a meat grinder.

Canyon forces you through a meat grinder.

Tourmaline forces you through a meat grinder.

HPG forces you through a meat grinder.

The difference with these outside of Tourmaline (because Tourmaline is not the greatest map) is that very few positions have map control so you will often have to move out of a power position in order to react to caps, which is probably the best thing about conquest over all the other modes.

The difference between FW and QP maps, however, is that FW sets the grinders up mostly at mid range due to the gates and the hills, not long range. Too many obstructions for long range on Sulfurous, Hellbore, Portico, Emerald, and Vitric. That's why the DWF works there. If you are running a brawl push deck on a QP map, though, you aren't fighting at long range, now are you? A team that built its strat around a DWF is, similarly, not going to try to fight you at long range. They are going to bait you into committing, keeping the DWF in their back pocket, and then pop them out to dismantle your most important 'Mechs before they can contribute. You'll have to try to wear them down before you can actually push or it's going to be a struggle, and doing that means you are not doing the push strat you espoused. It's now a trading strat.

View PostYeonne Greene, on 03 June 2017 - 04:46 PM, said:

The meta has shifted away from pop-tarts because the 'Mechs that can volley 50 PPFLD have been brought down to Earth and that ultra minimized exposure is no longer the most valuable resource. But anything big and slow that has to stay exposed to be useful is still vulnerable to them, and it's handy to keep at least one on hand for mid-long maps.

One won't stop power position strats nor would it be the first time that a power position strat shifted into a press strat. Maulers were especially useful for this back during the dakka meta.

View PostYeonne Greene, on 03 June 2017 - 04:46 PM, said:

Trading between hills on Plexus doesn't sound like a predominantly push play-style to me. It sounds like a stupid waste of armor if you know the enemy is going to eventually commit or something entirely different from push. I don't count the typical clean-up push as a "push strat."

I'm just talking about if you do play the poke strat, if you are planning on pushing you aren't wasting time trying to poke (and the low ground in between the spots is wonderful for pushes.

#128 Andi Nagasia

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Posted 03 June 2017 - 05:36 PM

well the best tonnages for the Defense Tree are 60-90Ton mechs,
with 75Tons making out good, and 90Ton mechs making out the best,
comparatively 95Ton to 100Ton mechs lose out on Armor and structure Points,
also having so little in agility means they dont benefit much form the Mobility Tree ether,

#129 VirtualRiot

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Posted 29 September 2017 - 07:25 PM

Sorry, I don't sympathize.The Direwolf is an absolute beast if you know what you're doing. Textbook "git gud" mech. Learn your positioning and you will own the field.
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#130 Christophe Ivanov

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Posted 29 September 2017 - 08:46 PM

I have been playing my DW Prime about 95% and been doing quite well now. I just hope PGI does not muck up the weapons and such. 4X Med pulse and 2X Large Pulse does the trick for this mech.

#131 The Mysterious Fox

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Posted 29 September 2017 - 09:57 PM

im pretty happy with my dire wolf. of course it sucks when you get rear ended by skirmishing lights but when theres proper team movement and pushing, a frontloaded whale is really fun and effective.

#132 Peter2k

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Posted 30 September 2017 - 01:12 AM

the biggest appreciation I have for my Dire is that it taught me is how to position an Assault

that and any other Assault, even against popular opinion of using a maybe slower engine or not going for speed tweak, feels outright agile





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