DWF-A "Ghost Walker" (8x cERLL, cAP, TC2)
4.33333/5,

3 ratings

Thread in 'Dire Wolf Omni Builds' started by Solahma, Jun 18, 2014.

  1. Solahma

    Solahma Star Lord

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    Ghost Walker, because he walks on the fine line of Ghost Heat :p

    EDIT: Changes made per suggestions given. New build link.

    Base Variant is a DWF-A for the torso quirks. I replaced the Right arm with the Prime-pod and the left arm with the B-pod for all 4 energy hard-points in each arm.

    Build suggestion by Falconium. Although he wanted 9x C-ERLLas to use all the tonnage (which does work as well)

    I have 2 weapon groups set for this build:
    1) RMB, Right Arm chain fire
    2) LMB, Left Arm chain fire

    Click faster to shoot more, but your heat will spike very quick due to ghost heat. I'm exploring a macro for this build to fire the lasers as fast as possible to avoid ghost heat and/or barely enter ghost heat (3 at a time).

    NEVER alpha strike with this build. Even if you want to deal massive damage, you will not be able to track your target for the duration of the beams. Unless your target is stationary of walking straight toward you or away from you, it will be a wasted shot. You can override to get the shot in accurately, but you will probably kill yourself with the internal damage caused.

    Targeting computer Mk.II will help slightly when they are implemented.

    This mech operates exactly like the IS Stalker w/ 4 LLas, except you can fire two at a time instead of one while maintaining a constant death ray.

    Again, if you have the heat to spare and you need to put more DPS downrange, just tap your RMB and/or LMB as many times that it is safe to manage. I find it works better to alternate between RMB and LMB, going back and forth. Doing this is very useful when you have a small target window. Perhaps you are targeting a pop-tart or a light mech. Although doing this will result in a lot of additional heat because of ghost heat.

    The build is outrageous fun and very effective at long range engagements. It's hilarious to see light mechs trying to out-match you with their puny 2 lasers. This mech ate 3 Raven-3Ls trying to snipe me on the first night in-action.



    UPDATE: New omnipods for better hardpoint locations. 5 very high mounted lasers!



    Another option drops a few heatsinks for a Mk.VI Targeting computer as well as lower arm actuators and a 5% cooldown reduction (not that you need it :p )



    UPDATE (11/16/2016)

    Ultra Violet DWF Hero was introduced which basically added the DWF-S Side Torsos without the Jump Jets soaking up crit space and tonnage. Now you can run high energy in the torsos without sacrificing 2-4 tons of weight!



    Another note, Overriding no longer damages your head component. So you might actually be able to alpha strike this with override on and not kill yourself instantly. You'll still shutdown for a long time though :D

    Compilation of a couple nights running the build.
     
    Last edited: Nov 16, 2016
    MntRunner likes this.
  2. Falconium

    Falconium Administrator Staff Member

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    I love that it actually works! :p :rofl:

    This is definitely something I will be trying come August/September, when I can grab this beast for myself. :)
     
  3. Ronin Turkey

    Ronin Turkey New Member

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    I just ran the 9x C-ERLL version. I've been enjoying it myself, but some guy just now told me it was the silliest Dire Wolf build he's ever seen. It does lots of damage on a good long map. I think I'm dropping the 9th laser in favor of an extra DHS even though it hardly makes a difference, lol.
     
  4. Solahma

    Solahma Star Lord

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    It's going to be better to add a targeting computer Mk.II when it actually does something.
     
  5. Axex

    Axex Star Lord

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    I'll just use the Prime.^_^
    Champion and Omnipod bonus. ;)



    CBAP can also be added to both.

     
    Last edited by a moderator: Oct 4, 2014
  6. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    I went for this for pure extreme range silliness and anti light loving. Granted the TCs will need to work, but when they are done a TC7 will make the C-ERLLs paint you from across the world.

     
    Last edited by a moderator: Oct 4, 2014
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  7. Solahma

    Solahma Star Lord

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    You get the XP bonus, but the prime omni-pod arms increase you energy weapon cooldown time by 2.5% compared to the LA:B omni-pod. Not much difference, but it's still lowering your DPS.

    Good call on the cAP though, No reason not to add it.
     
  8. Solahma

    Solahma Star Lord

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    I like that a lot. The RA:A omnipod gives you less cooldown penalty and the TC7 will devastate open components.
    I'll probably try this though:


     
    Last edited by a moderator: Oct 4, 2014
  9. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    Don't forget the RA omni pod also unlocks the lower arm actuator so you get more field of fire. To bad smurfy doesn't track that part, which also means you have to always keep an empty slot in the RA on the A pod for that actuator.
     
  10. The Verge

    The Verge Moderator Staff Member

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    :blush: Don't forget, TC's currently don't do anything in game till July.
     
  11. Solahma

    Solahma Star Lord

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    We can still prepare! ;)
     
  12. Solahma

    Solahma Star Lord

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    works alright on alpine :cool:
    Has the potential (but not the speed) to do a lot more.
    [​IMG]
     
  13. Felix Jongleur

    Felix Jongleur New Member

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    The Ghost heat on this thing must be insane.

    Don't ever fire all the lasers at once, accidently did this myself...

    But it is a fun build. Been trying to find something interesting for my B variant.

    Thanks for this.
     
  14. Solahma

    Solahma Star Lord

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    That's why you never Alpha strike. You can hold down LMB and RMB with my setup and it fires a constant stream of 2 cERLL. This does not trigger ghost heat and will melt any target before you overheat.
     
  15. Felix Jongleur

    Felix Jongleur New Member

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    Yeah I modified my last post forgot to F5 the page, but yeah lots of fun in this mech.
     
  16. Solahma

    Solahma Star Lord

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    I have a feeling the 7 cERLL with lower arm actuators (RA:A omnipod) and the Mk.VII Targeting Computer is going to be INSANE on this build.
     
  17. thieveryshoe

    thieveryshoe New Member

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    I'm enjoying this. I threw in an extra HS in the CT while we wait for the patch but it's been pretty fun!
     
  18. Karl TenBrew

    Karl TenBrew Star Lord

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    Just curious...if you're ditching the omnipod bonus, why use the B-CT omnipod? The B lists no quirks, but the A gives +5% yaw when I look at it in the in-game mech-bay. If filling the two slots with a Heat Sink instead of putting in a chest beam, it seems like this would make more sense. By the same token, the Prime RT gives +10% turn rate (compared to the A's 5% and the B's lack of quirks). I'm not finding any other useful quriks for this build (missile cooldown doesn't matter, DWF legs are quirkless).

    First pass theory-craft using this to get:
    15% instead of 20% cooldown penalty
    +5% yaw
    +10% turn rate [at low, med, and high speed]

    HS only (31 DHS, some floating tonnage):



    Targeting comp II, 30 DHS:



    Targeting comp IV, 29 DHS, 'only' 592 armor:


    Targeting comp VII, 25 DHS




    Personally, I think I'd prefer the two middle builds that maximize tonnage and space. Would have to see how the Mk VII computer plays, though, may even be worth the loss of the heat sinks if you're only chain-firing so no more than two lasers are going at once.

    [edit]So after rechecking, it turns out the Prime and A CT pods have the same Yaw quirk. This means you can do either as base...but if you pre-ordered for your prime, why aren't you getting your C-bill bonus from it in this case? DON'T GIVE ME THAT PAINT JOB CRAP. *cough* Anyway, the point is that Head, LT, RL, and LL pods don't matter. What matters is RA:prime, RT:prime, LA:B. I figure posting the exact same builds as above using Prime CT would just be redundant, so I...included...this note...instead. Huh.[/edit]



    Having done all that gave me an idea, though...
    A Derpier variation!
    ...that gets to use its arm actuators:

    can do 27 DHS with a MK VI computer, or 26 DHS with a MK VII (each version has 1.3 floating tons). Loses torso yaw of the A, gains back arm actuators (I tested in-game to make sure), minimizes energy weapon cooldown loss to 10% instead of 15% or 20%, so should still be able to chain-fire the CERLLs while occasionally popping a surprise on someone with the CT PPC. It might even be able to alpha without blowing itself up :p
     
    Last edited by a moderator: Oct 4, 2014
  19. SKBoytoy

    SKBoytoy New Member

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    I did this same build great long range support and dmg out put thought chose a higher heat curve to rock 6x MG for those pesky lights that run up on you.
     
  20. Solahma

    Solahma Star Lord

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    [quote author=Karl TenBrew link=topic=7011.msg46220#msg46220 date=1403394988][/quote]
    Thanks for the input Karl! Good points to consider.

    I like the cERPPC+6cERLL build with the Mk.VI and lower arm actuators, I'll have to play test that tonight in the Public Test (that includes Targeting Computers).

    I'll report back how this mech does with the inclusion of Targeting Computers.
     
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