DWF-B "Fake Dakka" (1x cLBX20, 2x cSSRM6, 1x cPLLas, 1x cUAC2, 1x cAP, 1x cTAG, 1x cAMS)

Thread in 'Dire Wolf Omni Builds' started by RogueFalcon, Mar 9, 2015.

  1. RogueFalcon

    RogueFalcon New Member

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    It's mostly a brawler, it has 3 groups of weapons :
    - cUAC2 + PLLas (long range)
    - the two SSRM6 + tag (self defense against nimble mechs, if you've the 360 keep target system SSRMs should hit their targets "even behind your back"
    - all weapons (for brawling)

    UAc2 shakes ennemy cockpits (don't consider it a weapon though), LB20X + SSRM6s do the damages, PLLas is for when long range is needed (like on alpine peak and stuff), if you ever run out of ammo or need to be a bit more accurate to finish off a mech (SSRM6 spread all other the ennemy and same goes for LB20X).

    lights wil hate you because of SSRM6, brawlers will hate you because of cUAC2 shaking effects, snipers might kill you without much thoughts (but most are affraid of staying under UAC2 fire for no reason at all, well it does prevent them from aiming a bit)
     
    Last edited: Mar 9, 2015
  2. Solahma

    Solahma Star Lord

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    1. Missiles (LRM, SRM, SSRM) do not benefit in anyway from TC. TC do not decrease time to lock-target, only target info gathering speed (the paper doll read-out)
    2. LBX weapons do not benefit from the crit bonus, only projectile velocity.

    So investing any large amount of space/tonnage for targeting computer(s) on that build is almost pointless. Definitely not worth the investment when you only have 2 weapons fully utilizing the bonuses (c-ac2, ERLL)

    Also, regular clan AC are not worth giving up a crit slot. They are basically placeholders because PGI hasn't actually added true clan auto cannons and ammunition into the game yet. There is no reason NOT to take the clan UAC2 instead.
     
  3. RogueFalcon

    RogueFalcon New Member

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    answered to you on the other thread about TC.

    Well there's at least one reason not to take UAC, UAC jam. AC don't (even those currently available)
     
    Last edited: Mar 9, 2015
  4. Solahma

    Solahma Star Lord

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    That's the thing though, they don't jam unless you're double-tapping them and button smashing. If you hold down the trigger for a UAC2, it will behave EXACTLY like an AC2. However, the UAC2 has the added benefit of being able to double-tap if you choose to risk the jam, but that's entirely controlled by you.
     
  5. RogueFalcon

    RogueFalcon New Member

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    Are you sure? on my victor they jam even when i don't release the button... does my mouse bug that much?

    *check my hand*

    Nope not shaking that much either

    If you consider it a weapon it does, even outside of clanmechs. Lasers, they build too much heat and they "only" do damages (wich is not my goal when using AC2)

    For me AC2 is only an "aim counter" and it's rather efficient for that purpose. Try to use a gauss rifle to snipe some mech that's firing balistic or missiles at you without a break. (and AC2 has better range than a gauss, same goes for every direct fire weapon even if less true)
     
    Last edited: Mar 9, 2015
  6. enileph

    enileph Star Lord

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    Welcom to mechspecs.

    I have to say, it is a waste of a direwhale. Undergun, slow, too many weapon/range variation.

    A single AC2 is quite weak alone as a weapon, and there are no weapons that require an AC2 as a guide on this mech (esp when you have tag), better use a LBX2.

    2x SSRM6 seem to your main form of dealing damage. The tag is good though.

    You need more than 1 cLPL, consider at least 2-3 of them.

    I am not sure about the ammo count, maybe you can reduce it a bit.
    All in all, needs work.

    On th side note: The Config S would only allow an extra SSRM4 since there is only one crit slot in the CT, the other slot is a JJ!

    My suggestion, using Config B as a base, with some omnipod swap.
     
    Last edited: Mar 9, 2015
  7. RogueFalcon

    RogueFalcon New Member

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    Thanks x)

    rejected, but thanks for your effort.

    why? well, i don't give a damn about AC2 being weak as a weapon i don't use it to do damages just to shake the ennemy cockpit. So the better fire rate, the better it is. Let's bet a grand that someone else will tell me that AC2 is useless again, or that it does no damage or... if they'd create (out of nowhere) an AC1, that'd still shake ennemy cockpits i'd go for this one... hell even an UAC 0 (aka the potato launcher) would be fine with me if i get more ammo per ton and that shaking ability. I have 100T i can probably spare 10 to annoy people right?

    This buid still needs testing so i can figure out how much ammo i'd need (damn those direwolf are costly)

    Many ranges? LB20X and streak 6 have the same (effective) range. Large pulse is the only other weapon. That makes 2 different ranges, yours has just that much too...

    I don't really plan to get rid of what makes this build annoying to ennemies in order to put some freaking heat building energy weapons

    slow? well it's a direwolf dude... speaking of being slow, your variant doesn't have AMS and at that slow speed i'd be a tempting target to any LRMs boat

    Undergun? kindda, have to agree, but not overheating.

    Right about that other variant, i tend to confuse it with the WHK-B wich has a center torso missile hardpoint too and can equip an SSRM6 there
     
    Last edited: Mar 9, 2015
  8. Solahma

    Solahma Star Lord

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    That's a FIVE TON cockpit shaker. Although it may work against some opponents, if they see your Target Info they aren't going to be fooled by parlor tricks. They can still see your red box and see you in between impacts, enough to shoot your back with their superior firepower.

    One AC2 isn't enough cockpit shake to matter, It's not enough damage to matter, just like the benefits of a huge TC for very few weapons doesn't matter. It's a lot of dedicated tonnage for very little return imo.

    That said, the sustained DPS is alright. The mix of range doesn't really matter because you can shoot everything and still manage your heat well. so that's a plus. It's good at long, drawn-out brawls. However, this leads me to another problem with the build.

    The ammo count and damage soaking. This mech has FAR too much ammo for each ballistic. You are running enough ammo for both the LBX20 and AC2 to run TWO of each and still easily last an entire match. Another problem with a mech that is very good at brawling is that it WILL take damage. You don't have the alpha firepower to kill a big threat quickly, you must win the "drawn-out brawl". This means you will probably be taking more damage than other builds that focus on the quick-kill to reduce enemy return fire. AC2s are horrible weapons for spreading INCOMING damage because you have to stare at the target. This contributes to even more critical location damage you will be taking. If you have to stare at a target, he should be dead in seconds, this build can't do that. Back to the ammo, unless you have a very one-off lucky game, you will never need that much ammo because you will be dead before you can use even half of it. That or the match will be over. This mech isn't a sniper so it's not like you can sit back and use your ammo. It's the risk/reward for brawlers.

    My advice, drop a lot of ammo, add more beam weapons. Yes HEAT GENERATING energy weapons. You aren't required to shoot them, they are there for when you NEED the damage and you have the heat capacity. You can also then add more heatsinks.
     
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  9. RogueFalcon

    RogueFalcon New Member

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    That might be true boss. As i said i still need to test it to calibrate the ammos (and i bet that no one will want to test it for me) :rofl:
    And i wouldn't mind having 2 of each, or 3... but here goes the AMS... and at less than 50 kmh you really need one (could i get an ECM too if i'm nice?)
     
  10. Solahma

    Solahma Star Lord

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    If I was to try this type of build, I would start with the build below. I moved ammo around as well to more preferable locations to reduce the chance of ammo crit explosions bringing an early death to your components.

    The rule of thumb is 3 tons of ammo PER ballistic, then adjust based on live testing. Missiles are very different, 300 is usually okay for only 2 six-pack. Especially streaks because they have a very long cooldown.

    You could probably drop TAG for another DHS, ton of ammo, or a Medium Laser depending on what you find. The CAP is enough to neutralize ECM to get target locks, however it would help incase of multiple ECM presence.

     
    Last edited: Mar 9, 2015
  11. RogueFalcon

    RogueFalcon New Member

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    that may work... but the cooling efficiency drops to 33% wich i find dangerously low; and you'd do more damage with 2 med pulse than with a large pulse for the exact same cooling efficiency
     
  12. Solahma

    Solahma Star Lord

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    DWFs aren't doing it right if they aren't dipping into the 30s ;) It's actually 39% when double-basic'd and will be 40% if you drop the TAG for a DHS.

    The key is, you have to realize what weapons you'll be using and when. Obviously the UAC2 will be firing as much as possible. Until you close distance, just use the LPLs. Once you get in close, you stop firing them and switch to your LBX20 and Streaks.

    So Over 300m, use UAC2 + LPLs
    Under 300m, use LBX20, SSRM6, and UAC2 for the shake.

    TBH, even the SSRM6s are situational. If you're going up against a medium or a light, obviously use the streaks and NO UAC2. However, if you are face-to-face with another DWF, you should probably NOT shoot the streaks unless you have to or have the opportunity and heat. Instead focus on using the LPL and twisting between cooldowns. You should always start against another assault with an Alpha Strike though ;)
     
  13. RogueFalcon

    RogueFalcon New Member

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    well i'm mostly used to light mechs with a 50+ % cooling efficiency (, most are mastered so i have more than 60% cooling efficiency) and i manage to overheat some of them nonetheless

    (but i can use up to 4 weapon groups/range with relative ease, everyone has is strength and weaknesses, i'm not that great with heat management so far)

    can't drop the tag, need it to get rid of those pesky lights

    else yeah, it's like that i planned to play it (but with only 1 large pulse, dunno if i can handle the second one, regarding heat)
     
  14. enileph

    enileph Star Lord

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    TBH the ams does not do much if you get focused and does not belong to an ams umbrella, if you want you can just take out some DHS/ammo and gt that AMS of yours, the RT is not using any hardpoints anyways.

    But to go with your style, you want screenshakes. FINE.

    Here: You get 2x LBX5/AC5 for screenshake if you want, just chain them.

    You don't like energy? Then don't take them.
     
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  15. RogueFalcon

    RogueFalcon New Member

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    Still lacks the AMS... ^^'

    I know 1 doesn't do much, but you can't just count on others to help you if you're not helping them

    I play ECMed mech a lot and it's really annoying when someone suddenly yells "Where the fuck is my ECM cover!?!"
    I actually stopped playing the game for months because of such behavior got me bored.

    So yes, it's true it's the team AMS that protects the team mechs from the ennemie team LRMs, but i'm not one to take advantage of the AMS of others without doing my share.

    And don't tell me damages is my share, those lights who use AMS don't do so for themselves they can outrun any innersphere LRMs (less true with clan missiles, and it's less true for ECM too). Plus the more assists and kills you do the more credits and experience you get. Can't have those thanks to AMS yet. So weapons should come first, true, but on every mech. Then we'd all get owned by LRMs (except innersphere lights and ice ferrets)

    If i do as you say i'd loose an LB5, because AMS is only available on the A right torso. (and that you're using one of the two balistic hardpoint actually). Then there'd be huge gaps between LB5 shots and it wouldn't fill it's intended purpose.
     
    Last edited: Mar 9, 2015
  16. enileph

    enileph Star Lord

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    Then use AC5 or even UAC5 (AC5 have less heat) since clan versions fire in bursts so technically a bit more shake.

    Personally I would say that clan weapons does not give enough shake as a whole, unless it is huge damge since many do bursts.

    On energy weapon. It is a good idea to work on your heat management a bit, since energy weapons does have its place. And there are lots of builds with much more than 2-3 LPL.. But as I say, everyone has his style.

    I just think that direwhale shoulde focus on damage output more, and leave the light-curling and ams to other protectors. This is especially true for clan mech since having AMS usually means you lose some good hardpoints.
     
  17. RogueFalcon

    RogueFalcon New Member

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    Well actually i came to this build because clan mechs have poor damages per balistic round (they pretend that cAC doesn't have duration, but 1 cUAC20 round does only 7 damages, so it's closer to a laser in term of use than to an innersphere balistic weapon (even innersphere UAC5 does it's 5 damages per round, not the 1.8 damages you get on a clan mech). It does have a duration, they only didn't say how long it is (and i'd say it's about the same than a pulse large laser) The exceptions are the MG, LBX autocanons, and the gauss rifle.

    So i thought "Let's use this shitty side of their weaponery and turn it into an advantage. No matter the caliber the shake is the same, so highter rate of fire means more shake, no matter the damages. If it's low calliber you get more rounds per ton too. Now i'd need some mech that can waste 10 tons on that thing. Let's go for the clan's heaviest mech then, shouldn't be too bad"

    (on the other hand you still get the 2, 5, 10 or 20 damages per ammo when one ton explodes if you trust smurfy on that... and you've 3 times more ammos per ton, so you'd take more than you'd have given, you'd better not have much left at the end of the game)
     
    Last edited: Mar 9, 2015
  18. SniperCzar

    SniperCzar Well-Known Member

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    Or you could run small caliber LBs, put out ridiculous amounts of screen shake, not have to worry about burst fire of clan ac's at all, have tons of ammo and low heat, and actually do enough crit chance to maybe use your tonnage for damage dealing.

    That seems to be exactly what you're going for but much easier to make effective.
     
  19. Solahma

    Solahma Star Lord

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    can't deal with lights in an easy manner tho
     
  20. SniperCzar

    SniperCzar Well-Known Member

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    Pretty sure you could still run 3 missile hardpoints and still have room for four ballistics...
     
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