The Dire Wolf Dilemma
#1
Posted 14 May 2019 - 07:51 PM
Anyway, I've had a couple of good games in it where I easily cracked 900+ damage in maps like the Bog and Caustic Valley but in every other map, I can barely get into position before I'm dead. I can't even unleash two alpha strikes 'cause I'm not in position. The worst maps are Hibernal and Mining. The speed is just too slow for the mech to keep up with the movement and that kind of firepower active. So, I'm back in the drawing board trying to figure out how to effectively do damage.
2 UAC10 and 3 UAC5 is easily doable with enough ammo after getting the required skill nodes and I don't have to shave a lot of armour. I could try 3 UAC10 and 2 UAC5 for 5 more damage but have to shave armour. But with all UAC weapons, they're unreliable.
I've heard of LBX60 builds and I've tried that, which is how I came to going with my first build. But maybe the LBX builds are better overall?
I know about the 8 AC2/LBX2/UAC2 builds as well. I'm not overly sure about them either 'cause I've done a similar thing on my Mauler, albeit it was "only" 6x dakka and I was extremely underwhelmed by it. I get that you're there to shred the enemies but I'm not fancying doing that when getting hit and I have to fight my way out of the situation while doing only tiny instances of damage.
#2
Posted 14 May 2019 - 07:56 PM
Find a wall near/object - wait behind it. Punish anyone that comes around it or as soon as the enemies go around in the usual low-skill/low IQ rotation - shoot them all in the back. It's the only way to do it.
Or go AC2s and again - hold a position at long distance and wait for the rotation. They will come with the dumb rotation - get as much damage as you can and that's all you can do.
And thus the problem with the vast majority of players in the game that just run in a circle and leave the biggest/highest DPS mechs to die and then wonder why the lose more often than they win.
Anything 48km/h just cannot keep with rotation - so don't. Trying to will mean you do nothing. At least holding a position you will do somethi
#3
Posted 14 May 2019 - 09:22 PM
#4
Posted 14 May 2019 - 09:31 PM
Run the 8 ac2 and dakka away standing your ground or even better yet, out of the rotation, pinging them as they get into your cone of fire.
#5
Posted 14 May 2019 - 09:35 PM
I'll try the 2x UAC10 and 3x UAC5 later on when I get more used to the positioning with this mech.
#6
Posted 14 May 2019 - 09:51 PM
FRAGTAST1C, on 14 May 2019 - 09:35 PM, said:
I'll try the 2x UAC10 and 3x UAC5 later on when I get more used to the positioning with this mech.
You know the other DWF variants are better unless you are doing 8 AC2s etc ye? Especially the CT because the UV doesn't have an armour bonus. Ohers have armour quirks and it will make a difference.
If you're going to UAC10/5 you wanna run it something like DWF-A
Or you run the BIG DWF-A... You are Ammo limited and must have coolshots, but you will instantly delet most mechs.
Edited by justcallme A S H, 14 May 2019 - 09:54 PM.
#7
Posted 14 May 2019 - 10:26 PM
justcallme A S H, on 14 May 2019 - 09:51 PM, said:
Just a clarification... that build you posted does 80 damage alpha if you double-tap whereas the current build that I'm running (2 UAC10 + UAC20 + LBX20) does 100 after double-tap and slightly splashes the LBX and also range-limited. Is this build slightly inferior 'cause of the range?
#8
Posted 14 May 2019 - 10:32 PM
#9
Posted 14 May 2019 - 11:25 PM
FRAGTAST1C, on 14 May 2019 - 07:51 PM, said:
Love my DWF-W splat build. But best built on DWF-W.
And like others already said I see no point running anything else than 8x somekind of AC2 weapons on UV, other dires do other builds better.
#10
Posted 14 May 2019 - 11:31 PM
FRAGTAST1C, on 14 May 2019 - 10:26 PM, said:
Just a clarification... that build you posted does 80 damage alpha if you double-tap whereas the current build that I'm running (2 UAC10 + UAC20 + LBX20) does 100 after double-tap and slightly splashes the LBX and also range-limited. Is this build slightly inferior 'cause of the range?
Range. Spread. Velocity.... All are issues when you're using 3 different ballistics from 2 families.
UAC10/5 is perfectly fine to 600m. What you have is good to about 300.
I'd rather effective 80dmg at 600m than 100dmg that's effective at 300m. Shoot them on approaching is better than waiting till they arrive.
Snowhawk, on 14 May 2019 - 10:32 PM, said:
Players only have problems in them because of the overall low skill of the playerbase.
If just 2-3 players stuck with the DWF, protected it and shot at the targets it shoots at. You would win more often than you lose.
Alas MWO players are not smart enough to do simple things and lose more often than they win.
So again, nothing to do with the mech and more so everyone else not understanding they need to HELP it
#11
Posted 14 May 2019 - 11:37 PM
Snowhawk, on 14 May 2019 - 10:32 PM, said:
I dont mind having other 100 tonners like Annihilators on my team though. Theyre far more likely to pull their weight than Dire Wolves. The problem with Dire Wolves is they just die way too quickly before they can bring their firepower to bear. Their hitboxes and survivability are just not good.
And while the hitboxes are a problem, theyre one thats unlikely to ever get fixed. The other problem is the direwolf's quirks. All the good survivability quirks are on absolute garbage omnipods nobody ever uses. yeah I get thats its deliberate to try and encourage the lesser used omnipods to get used more often. The problem is it doesnt work at all. The direwolf needs better survivability quirks... and not just on the bad omnipods... on ALL of them.
Edited by Khobai, 14 May 2019 - 11:47 PM.
#12
Posted 15 May 2019 - 04:25 AM
play faction, or maybe S7. slow-a$s-direwolves (or any slow assault for that matter, imo) is no fun in NascarQueue.
yes, once in a while you get a very satisfying game, when 'the team' actually does 'team-y things'.
in the other 97 out of 100 matches though, the salt-level rises by insta-death.
faction or s7
if you bring that thing, just bring it on wave1, though. nobody* likes to see a whale drop in w4
*except for flower-pots sync-dropping with whales.. but that's a whole different story
Edited by Teenage Mutant Ninja Urbie, 15 May 2019 - 04:27 AM.
#13
Posted 15 May 2019 - 04:45 AM
justcallme A S H, on 14 May 2019 - 11:31 PM, said:
If just 2-3 players stuck with the DWF, protected it and shot at the targets it shoots at. You would win more often than you lose.
Alas MWO players are not smart enough to do simple things and lose more often than they win.
So again, nothing to do with the mech and more so everyone else not understanding they need to HELP it
This.
A thousand times this.
The DWF is an amazing weapons platform that can sling a dumb amount of damage downrange, but it's not a tank or standalone mech. It needs escorts to work properly. Ignoring your DWF and letting him get swarmed by the enemy team while you run off is YOU, not the DWF, wasting 100 tons.
#14
Posted 15 May 2019 - 05:00 AM
GottFaust, on 15 May 2019 - 04:45 AM, said:
This.
A thousand times this.
The DWF is an amazing weapons platform that can sling a dumb amount of damage downrange, but it's not a tank or standalone mech. It needs escorts to work properly. Ignoring your DWF and letting him get swarmed by the enemy team while you run off is YOU, not the DWF, wasting 100 tons.
you haven't been to QP lately (the last few months, at the least), have you?
#15
Posted 15 May 2019 - 05:22 AM
GottFaust, on 15 May 2019 - 04:45 AM, said:
This.
A thousand times this.
The DWF is an amazing weapons platform that can sling a dumb amount of damage downrange, but it's not a tank or standalone mech. It needs escorts to work properly. Ignoring your DWF and letting him get swarmed by the enemy team while you run off is YOU, not the DWF, wasting 100 tons.
This is true and I would love to stick around to protect my DWF teammate. The flipside of that is somewhere over half of the DWFs I come across are piloted by people who are not good with a DWF. When the DWF is played to its strengths by a talented player, the damage numbers come through clear as day. But there are just so many times where it just plain isn't used well, regardless of how much Nascar happens. I don't even play the UV I bought because I'm afraid I'd likely just contribute to that statistic and ruin everyone else's good time.
#16
Posted 15 May 2019 - 05:56 AM
Teenage Mutant Ninja Urbie, on 15 May 2019 - 05:00 AM, said:
you haven't been to QP lately (the last few months, at the least), have you?
I have, and I also take it upon myself to organize a good firing line over voice and call targets when I see my team has a solid cornerstone mech like an ANH or DWF in it. I don't always manage to pull the whole team, but most assault players will generally form up, and 3-4 assaults + a couple of others is enough to blunt the enemy NASCAR well enough for our NASCAR to actually pull off the desired flanking attack. Those platforms can put out a LOT of damage in firing lines, but are entirely wasted in the standard NASCAR rotation.
Verilligo, on 15 May 2019 - 05:22 AM, said:
I don't play it all that often myself, but I've had more than my fair share of 1200+ damage matches on my UV (8LB2X build), so I have a good idea of how best to allow my allied DWFs play to their strengths. I think you'll often find that the pilots underperforming on mechs like the DWF just aren't being given the situations where it excels, and don't know how to force them to happen on their own. Coordinate a good firing line on a choke point and watch even the least experienced DWF pilot throw damage like a champ.
#17
Posted 15 May 2019 - 06:05 AM
Snowhawk, on 14 May 2019 - 10:32 PM, said:
When I play as a Dire Wolf, we have about a 90% chance of a team win. Usually my damage is double the next highest teammate's.
When I get into trouble is when we're advancing and suddenly the team behind me decides to play sneaky sniper instead of continuing to advance. Once in a while its like, "Cool, I just killed a dude, now why is their entire team surrounding me?"
DW's are horrible snipers, we can't roll into and out of cover very fast, and the wide arms means wasted ammo, team shots, and lost damage if playing peakaboo. We need a team with balls to advance with us and help us melt things.
#18
Posted 15 May 2019 - 06:47 AM
Polecat, on 15 May 2019 - 06:05 AM, said:
which is precisely what you get in the average QP match, right? ...
you can play as good as you like in a DW, but when the team decides to derpnascar, it's no fun. and they usually do.
yes, blame it onto the nascaring team. but when they do that over, and over, and over to you, you just have to ask:
"why ?"
that's the point where I'd rather grab my 'fast-medium to light' and not bother with how many laps they manage to pull off this time.
Edited by Teenage Mutant Ninja Urbie, 15 May 2019 - 06:48 AM.
#19
Posted 15 May 2019 - 06:55 AM
Teenage Mutant Ninja Urbie, on 15 May 2019 - 06:47 AM, said:
which is precisely what you get in the average QP match, right? ...
you can play as good as you like in a DW, but when the team decides to derpnascar, it's no fun. and they usually do.
yes, blame it onto the nascaring team. but when they do that over, and over, and over to you, you just have to ask:
"why ?"
that's the point where I'd rather grab my 'fast-medium to light' and not bother with how many laps they manage to pull off this time.
Or man up and form the firing line. In my experience: the vast majority of assault pilots will join in, and at least a few of the heavies will as well. Sometimes you even get the whole team. Don't stop playing the mechs you like because your team is going to NASCAR if you don't at least try to stop the NASCAR itself.
#20
Posted 15 May 2019 - 07:23 AM
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