Post by phlaago on Apr 24, 2016 11:46:52 GMT
So I dont remember who it was that suggested the wvr-7d to me yesterday but I said it totally sucked, it turns out some things have changed since i tried it last
Back when I got my wvr-7d(L) the flamers kindof sucked and you could of course go really fast but lights would outdps you anyway so there was little point to it.
Now when people are forced into longer lasting fights in pug matches and in scouting FW its a different story.
I think the flamer was reworked somehow in the year or so since i first tried wolverine 7d because it works quite well now.
I have been tuning my build a bit in quickmatches and have had some games with 400+ dmg from this mech.
Max engine on the 7D is xl360 which gives a speedtweaked topspeed of 143-144kph when masc is on but is unfortunately too heavy for my build.
so I said to this unitmember yesterday that I would rather use the extra 3t that masc weighs on a bigger engine instead, Well I have now changed my mind!
As it turns out masc is great for a mech with an already fast engine (not so great for my older slower builds)
The build revolves around the single flamer i have in my head, without it the build doesnt really work because I want to force the enemy to manage their heat and do less damage,
and ultimately shut down and give their back to my srms.
The playstyle is quite simple with only 2 weapongroups.
1) 2x machineguns, the flamer!
2) 2x artemis srm6
(optional 3rd group, only machineguns for when you are running hot and the enemy is a sitting duck)
Modules: Srm6 range+cooldown (cooldown is more important since you are in close), radar deprivation for pug drops, will add seismic when i get it mastered.
The build should do fine in scouting without modules though, if you can only get 1 go for srm cooldown.
(xl360 build wouldhave to drop to non artemis srm4 to fit it which means for enemies that are not running hot enough for you to force a shutdown you are very weak)
I use a slightly smaller engine to fit the needed firepower to be effective even against ballistic mechs.
And I load the engine with 3 extra double heatsinks
In scouting I the xl340 is a great choice with 1 jumpjet for extra manouverability, chasm leaping and hillclimbing.
In quickdrops i have dropped enginesize to xl330 and shaved a bit of legarmor (still have 43 on legs) to get 4 jumpjets to allow me to leap over targets when they turn towards me.
4 JJ is the sweetspot for the wolvie if you want to do this because 2 or 3 are not enough to get you over their heads and past them before they smash you in the face.
the difference in speed with masc on is only about 4kph but I would hesitate to go to smaller engine than xl330 because you want to keep enough speed to take major shortcuts over chasms.
(masc on, fly, masc off)
Ammo loadout is all in the legs and consist of 2.5t srm6 artemis and 1t machinegun ammo.
I am tempted to try an xl360 build by dropping the machineguns but they are so convenient when you have the enemy wounded and you are starting to run hot yourself.
here is the pug build which will work great for scouting too im thinking. (no real sense keeping 2 builds with only minor differences)
WVR-7D(L)
dont mind smurfys "cooling efficiency" at 121% because smurfys dont have quirks and cant really handle flamers which seem to generate more heat the more you already have.
Back when I got my wvr-7d(L) the flamers kindof sucked and you could of course go really fast but lights would outdps you anyway so there was little point to it.
Now when people are forced into longer lasting fights in pug matches and in scouting FW its a different story.
I think the flamer was reworked somehow in the year or so since i first tried wolverine 7d because it works quite well now.
I have been tuning my build a bit in quickmatches and have had some games with 400+ dmg from this mech.
Max engine on the 7D is xl360 which gives a speedtweaked topspeed of 143-144kph when masc is on but is unfortunately too heavy for my build.
so I said to this unitmember yesterday that I would rather use the extra 3t that masc weighs on a bigger engine instead, Well I have now changed my mind!
As it turns out masc is great for a mech with an already fast engine (not so great for my older slower builds)
The build revolves around the single flamer i have in my head, without it the build doesnt really work because I want to force the enemy to manage their heat and do less damage,
and ultimately shut down and give their back to my srms.
The playstyle is quite simple with only 2 weapongroups.
1) 2x machineguns, the flamer!
2) 2x artemis srm6
(optional 3rd group, only machineguns for when you are running hot and the enemy is a sitting duck)
Modules: Srm6 range+cooldown (cooldown is more important since you are in close), radar deprivation for pug drops, will add seismic when i get it mastered.
The build should do fine in scouting without modules though, if you can only get 1 go for srm cooldown.
(xl360 build wouldhave to drop to non artemis srm4 to fit it which means for enemies that are not running hot enough for you to force a shutdown you are very weak)
I use a slightly smaller engine to fit the needed firepower to be effective even against ballistic mechs.
And I load the engine with 3 extra double heatsinks
In scouting I the xl340 is a great choice with 1 jumpjet for extra manouverability, chasm leaping and hillclimbing.
In quickdrops i have dropped enginesize to xl330 and shaved a bit of legarmor (still have 43 on legs) to get 4 jumpjets to allow me to leap over targets when they turn towards me.
4 JJ is the sweetspot for the wolvie if you want to do this because 2 or 3 are not enough to get you over their heads and past them before they smash you in the face.
the difference in speed with masc on is only about 4kph but I would hesitate to go to smaller engine than xl330 because you want to keep enough speed to take major shortcuts over chasms.
(masc on, fly, masc off)
Ammo loadout is all in the legs and consist of 2.5t srm6 artemis and 1t machinegun ammo.
I am tempted to try an xl360 build by dropping the machineguns but they are so convenient when you have the enemy wounded and you are starting to run hot yourself.
here is the pug build which will work great for scouting too im thinking. (no real sense keeping 2 builds with only minor differences)
WVR-7D(L)
dont mind smurfys "cooling efficiency" at 121% because smurfys dont have quirks and cant really handle flamers which seem to generate more heat the more you already have.