Any Idea For Direwolf Ultraviolet Build?
#1
Posted 29 November 2017 - 02:16 PM
#2
Posted 29 November 2017 - 02:51 PM
But if you really want to brawl with 8 Ballistic slots, try this symmectrical beauty:
http://mwo.smurfy-ne...49b0869ec83fd28
Since you can't torso twist you can as well go all in and stare down one enemy after another with plenty of peak and sustained DPS.
When you finally heat up you just stop firing the lasers and continue to deal up to 18.8 dps for an eternity.
And once you open up a component, your DPS skyrockets and the next LBX volley will probably destroy said component. And the LBX also got decent range to soften them up while slowly shoving your butt to the frontline.
I have not tested this thing and it's probably more a joke, but why not giving it a try or two. Just be prepared that you will get focused more often than not before you can wreck havok. It's a fragile Direwolf after all, so stay near other assaults who can tank some enemy fire for you.
Edited by Daggett, 29 November 2017 - 03:00 PM.
#3
Posted 29 November 2017 - 03:46 PM
#4
Posted 30 November 2017 - 09:16 PM
The strategy with this one is to park on a distant hill and use the extraordinary range and velocity to deal absurd DPS. I find that my six gun non-hero variant can trade with darn near anything at 900m with the possible exception of C-ERLL Supernova. Shots can be fired in 16 damage clumps (effectively a GR 3 times a second assuming nothing is jammed) or you can rig a macro become the suppression king. I wouldn't be too worried about not being close enough to share armor, as many folks will still waste their shots on you despite being well out of their effective range. In the invariable event that someone attempts to charge your 100 ton Direwhale that's barfing fire and smoke, hit the coolshot, hope for no jams, and reenact The Last Samurai by pouring almost 25 rounds per second into your unfortunate adversary.
Edited by SirSoggyDog, 30 November 2017 - 09:17 PM.
#5
Posted 01 December 2017 - 04:47 AM
you have an alpha of 102 with higher crit chance, 1.2 heat management, can identify targets weak points faster And blow off components with your heavy large lasers if they get too close!
Also get 100% radar deprivation to avoid those LRM's
Reminder: Equipping AC's instead of gauss means more heat generation, more missing, and running the risk of your ammo exploding on you when you get shot!
#6
Posted 01 December 2017 - 04:54 AM
Twin ER PPC's
Twin ER M Lasers
Twin LBX 20's
SRM6
Load up with ammo & heat sinks.
Alpha of 86 with Heat mgmt of 1.12
Edited by Havok Jones, 01 December 2017 - 04:57 AM.
#7
Posted 01 December 2017 - 05:15 AM
http://mwo.smurfy-ne...02f00229c013a2f
Pretty good at long range, basically a super rapid fire gauss rifle, people will regret poking against you if you react to them fast enough.
Havok Jones, on 01 December 2017 - 04:47 AM, said:
you have an alpha of 102 with higher crit chance, 1.2 heat management, can identify targets weak points faster And blow off components with your heavy large lasers if they get too close!
Also get 100% radar deprivation to avoid those LRM's
Reminder: Equipping AC's instead of gauss means more heat generation, more missing, and running the risk of your ammo exploding on you when you get shot!
Try to avoid ghost heat, use only 2 Heavy large lasers and replace the other 2 with 6 ER medium lasers. You'll do even more damage and be able to fire it all at once.
#8
Posted 04 December 2017 - 08:05 AM
1) what are ghost heat
2) what means "sharing armor"
ty in advance
#9
Posted 04 December 2017 - 01:39 PM
"Ghost Heat" can be avoided in two common ways:
1) Pair weapons together that are not linked. (For example a Clan mech will often carry six ERMLs and twin ERLLs; since the large lasers and the medium lasers are not linked, no extra heat is added for firing all those weapons at the same time.)
2) Wait .5 seconds between firing groups of the same weapon type. (For example, a Clan pilot with four large laser will typically wait a half second between firing their first pair of lasers and their second.)
Avoiding Ghost Heat will let you get off more damage before you overheat, and will generally make your mech more efficient; however, there are rare times when delivering a pinpoint strike by firing everything at once will be a better move than spacing one's fire.
Edited by SirSoggyDog, 04 December 2017 - 01:41 PM.
#10
Posted 04 December 2017 - 01:50 PM
As a result of this, mechs with a lot of armor are expected to be somewhere near the front, where they'll draw fire, even if their generally better suited for combat at extreme ranges. The reason I make an exception for the Direwolf is that it usually becomes a priority target at any range, and a Direwolf pilot will usually occupy the enemies fire in whatever role he or she chooses.
Hope these explanations helped!
#11
Posted 07 December 2017 - 03:41 PM
#12
Posted 07 December 2017 - 04:34 PM
UAC2 shower can keep enemies at bay and you can do a constant stream of bullet making anything in front of you fear of staying there and they need to maneuver wide to come close enough to bash you.
But the alpha peekaboo style is impressive, but you need to hit because if not they will try and be able to close fast because of your rate of fire between shot. But a hit of an alpha strike of these payload can stop someone to think he's able to take you down.
It depend if you play solo or with friend... Direwolf are easy to flank like other slow assault and with no lower arm actuator on the ultraviolet you have a tunnel firing pattern, it's all in front and difficult to follow in close range. You need a buddy to protect your flank.
Edited by Damnedtroll, 07 December 2017 - 07:39 PM.
#13
Posted 07 December 2017 - 08:38 PM
#14
Posted 12 December 2017 - 04:48 PM
#15
Posted 27 December 2017 - 02:38 PM
#16
Posted 27 December 2017 - 02:53 PM
Dual UAC10's and triple UAC5's is pretty solid
#17
Posted 14 January 2018 - 09:01 PM
#18
Posted 14 January 2018 - 09:36 PM
Spare Parts Bin, on 14 January 2018 - 09:01 PM, said:
There isn't really any synergy between all those weapons. The cooldowns and effective ranges are all off, and the velocities on the projectiles don't match up either. You could do a lot better by trying to have your weapons work together, instead of just slapping on a bunch of random ones and hoping for the best.
#19
Posted 15 January 2018 - 05:46 AM
#20
Posted 30 March 2019 - 07:34 PM
1 ac10 1 lbx 10 and 1 uac 10 4 hml and 3 srm 6s. 104fp with 1.24 heat
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