Wolverine 7K; A Month Of Quickplay
#41
Posted 01 February 2020 - 07:42 PM
#42
Posted 02 February 2020 - 01:05 AM
I disliked it initially after I bought it and had some terrible games in it. Only after fully skilling it and fiddling with the build it suddenly started to work. My build is different than the OPs.
#43
Posted 02 February 2020 - 03:21 AM
The reason why the wolverine feels so good is a. mobility!!!! b. great offensive quirks.
Edited by Ignatius Audene, 02 February 2020 - 03:22 AM.
#44
Posted 02 February 2020 - 03:44 AM
xl295 engine (speed is 93.4 with full skilltree); primary weapon mrm 40; secundary 2xhmg and 1 mpl for close encounter backup; 5 jumpjets (crucial item), mk I targeting comp and ams. I got rid of the masc III, probably that was helpfull.
Edited by Inatu Elimor, 02 February 2020 - 03:49 AM.
#45
Posted 02 February 2020 - 05:07 AM
Inatu Elimor, on 02 February 2020 - 03:44 AM, said:
xl295 engine (speed is 93.4 with full skilltree); primary weapon mrm 40; secundary 2xhmg and 1 mpl for close encounter backup; 5 jumpjets (crucial item), mk I targeting comp and ams. I got rid of the masc III, probably that was helpfull.
Or you could just run it a decent way?
WVR-7D
And dont waste skill maze points on speed tweak for a Med, its generally a mega waste of points on anything that isn't 120km/h base or faster.
#46
Posted 02 February 2020 - 06:27 AM
#47
Posted 02 February 2020 - 08:23 AM
7D has nice missile quirks because it wasn't touched since before MRM was added and the quirk balance has SRM in mind, and only a maniac would put LRM in a 55t MASC mech...
#48
Posted 02 February 2020 - 09:55 AM
RickySpanish, on 01 February 2020 - 07:42 PM, said:
From the 2017 patch in September, supposedly the wolverine died more to CT shots than anything, but I suspect this has changed since the structure boost to CT.
Honestly I died more to ST than CT in most scenarios, since the ST are very fragile and can fall apart fairly easily if you aren't careful or reckless.
The beauty of this mech is the symmetrical hitboxes; and since it has a humanoid shape, coupled with arms being on level with side torso hitboxes, you can shield all the damage into your arms.
Now here's the placement of the SRM mounts on the mech for the 7K;
Not only is it all level with the cockpit, but the srm packs are mounted vertically, meaning that the spread of missiles is even more tighter and geared for hitting targets more precise. A con with it though comes with hitting specific light mechs legs, but this can be mitigated if you aim appropriately.
There is also a factor of broken jump jet animations, which makes it difficult to aim for jump jets when tapping the button for them. Ammo has been placed in side torsos, simply because the mech is an XL mech. does it really matter if you place ammo in your side torsos if you're going to die anyways if you lose it?
I already have my next totem srm brawl heavy mech, suggested to others by me.
#49
Posted 02 February 2020 - 10:01 AM
If you're new to the loadout, or to the playstyle of brawl, I recommend using a LFE to help mitigate mistakes and learn the loadout and mechs playstyle in quickplay. It can be very unforgiving if you often lose side torsos early on with my loadout.
https://mech.nav-alp...51764cae_WVR-7K
It may be slower, but it will definitely give you more survival within the chassis, and with more arm armor to work with as well. If you like the LFE, stick with it, the XL is just to give the mech the speed to flank and maneuver through the fights with as little damage as possible.
Edited by Scout Derek, 10 February 2020 - 08:25 AM.
#50
Posted 02 February 2020 - 10:27 AM
Inatu Elimor, on 02 February 2020 - 03:44 AM, said:
xl295 engine (speed is 93.4 with full skilltree); primary weapon mrm 40; secundary 2xhmg and 1 mpl for close encounter backup; 5 jumpjets (crucial item), mk I targeting comp and ams. I got rid of the masc III, probably that was helpfull.
Nah, I run a UAC2 +UAC5 and play like a smaller Dragon 5N.
*The other build I like is MRM30 + 20. Laser is optional, but MGs just seem like a waste of tonnage.
Edited by Kubernetes, 02 February 2020 - 11:01 AM.
#52
Posted 02 February 2020 - 01:05 PM
The SRM build vs MRMs is good because you can poptart (splattart?) with it and you can shoot-twist-shoot to protect the torsos. Sure, a couple maps suck with it I'm sure but that's true of almost every build.
I say that as someone who's loved MRMs since before loving MRMs was cool. SRM Splatverine in the hands of someone good with twisting and mobility is tanky (for a medium), flexible and will put 40pts almost all on a single location pretty consistently and for about the same heat as 3 medium lasers and (with quirks) about 12 DPS.
MRMs on a Catapult C4 or MAD 5D though? Always a blast.
#53
Posted 03 February 2020 - 07:13 AM
RickySpanish, on 01 February 2020 - 07:42 PM, said:
I went against Scout a few times in Solaris and aiming for the legs was ideal because of the speed of our mechs and his ability to torso twist. Putting ammo away from the legs was the correct decision. Quickplay is a different story however.
#54
Posted 03 February 2020 - 11:52 PM
Still surprised to see stuff like 4 JJs and AMS tbh. I know for a fact that 5t of ammo isn't enough for me to carry a full bag of potatoes in way too many matches. Better aim and less wasted missiles I guess.
#55
Posted 04 February 2020 - 06:07 AM
Taking this thing in Solaris Div 5, trimmed ammo to 2.5 tons and upped engine speed to maximum. Very solid performer.
#56
Posted 04 February 2020 - 10:03 AM
in this case "pro" indicates excellent play & build, true community (sharing his results and build for the sake of sharing, not bragging, not shaming...just for the fun) and calm, level responses to the rack of "the beer is half empty" naysayers.
#57
Posted 12 March 2020 - 04:56 AM
Thank you
Iz a Beast, could say things about the current environment the mech revealed but its maintenance.
Edited by OZHomerOZ, 12 March 2020 - 04:59 AM.
#58
Posted 17 March 2020 - 03:45 AM
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