DWF-B "Ultra Chainsaw" (2x cUAC10, 3x cUAC5, 1x cERML)

Thread in 'Dire Wolf Omni Builds' started by Blagg Zear, Jun 17, 2014.

  1. Blagg Zear

    Blagg Zear Star Lord

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    I just looked into the Heat Penalty Table and just found out that some Ultra Dakka Monster Builds here look awesomely impressive on paper, but guess will have some real big Heat Problems on the Battlefield. :p

    So i tried to create something that lets you fire for eternity with no extra Ghostheat, but still keeping a high Alphastrike Damage to blast off close Targets in pieces with some few shots. I hope, that PGI doesn`t count UAC5 and 10 in one Heatgroup. If yes, then this doesn`t work of course. But doesn`t seem to be, because we didn`t have this for the IS Versions.

    Without the Backuplasers you have a sick Sustained DPS of 10.22 due to Smurfy. Don`t know if that is correct, but it looks like really OP for me. I think this build here cuts through ten Atlases in a Row like Butter without any real Problems.

    Playstyle: For Range you have the Chainsaw Massacre. If anything comes sub540m Range, you start the Ultra Chainsaw Massacre by adding the 10`s.

    Just FYI the CUAC10 has a higher DPS than the '5 !


    Alternate "Ammo+" Version (but the twist here is the high risk of Ammo-Explosion!?):


    Blagg

    p.s. For me, this Mech should be forbidden on the Battlefield! :rofl: :rofl: :rofl:
     
    Last edited by a moderator: Oct 4, 2014
  2. The Verge

    The Verge Moderator Staff Member

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    Truly, there is now a reason to fear the clans.
     
  3. Proximo

    Proximo Active Member

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    5 Stars for this Monster ^_^
     
  4. Solahma

    Solahma Star Lord

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  5. Redshirt enraged

    Redshirt enraged New Member

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    This is a exelent build. :D

    There is only one twist imo. You will run dry in longer engagements.
     
  6. Blagg Zear

    Blagg Zear Star Lord

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    thx for the comment. I dont believe the "twist" is really there. 1. Dire Wolves usually get killed very fast in one or max. two engagements due to the CT Hitbox Matter. 2. the moar Ammo you load, the higher the Ammo-Explosion Risk since you can only load Ammo in one Leg, STs and Arms. For the moment it would be reasonable to put as much ammo as possible in the STs, but you cannot replace the fixed Heatsinks there! So you must load every extra Ammo in the Arms. Not sure if this is a good idea, since most people would either aim at your CT if they dont get shredded by you before, or attack you from the side/rear coz you cant torsotwist fast enuff to aim/target at them. Arms blown away is almost unavoidable. For the case you run empty, i loaded a set of ERSLas as Backup and Lastdefense Option so you still can keep on fighting and raise your damage score - you bloodthirsty sucker! :p

    Added the Ammo+ Version for you.. but keep the risk in your mind and well, to be honest i dont like it! IMO the Dire Wolf needs a high Alpha to finish off Opponents very quickly so they can`t damage your CT, so dropping some or even all of the Backuplasers is a bad choice! That`s why i find the 6x UAC5 without any backuplasers quite fun, but in practice it`s not really optimal. But that`s only my opinion/impression after having fought plenty of Hexa.Dakka Daishis the last days. ;)
     
  7. Redshirt enraged

    Redshirt enraged New Member

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    Yeah,you are right. Most of the time you will get cored before you got the chance to run dry.
    So this isn´t real a "twist". I just mentioned it,cause i noticed that you will run out of ammo when it come close to the 1000 Dmg range.



    Yep,thats me... :p


    ps

    thx for the "high risk ammo+ version" :)
     
  8. Thiak

    Thiak Well-Known Member

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    ammo explosion is not very dangerous as all clanmech limbs are cased by default
     
  9. BindMind

    BindMind Advanced Member

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    Ehh... Not as good as the 6 CUAC5 build IMO. The horrid torso twist means that anything moderately quick that comes within your 540m range can circle around you and make you die really fast. The mech needs to maximize ranged damage to really shine, and since ghost heat on AC5's as a whole is negligible anyways, I think the 6 UAC5 build is superior. That's not so say this is a bad build, but the super slow Dire Wolf has a bit of trouble handling it.
     
  10. Blagg Zear

    Blagg Zear Star Lord

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    Really??? Ok, let`s analyze the Ranges:

    cUAC5 Ranges: optimum 630m - maximum 1260m
    cUAC10 Ranges: optimum 540m - maximum 1080m

    If you argue about the Ranges, the difference is also almost "negligible". Try to hit something moving above 540m range with the Burstshots of the Clan Dakkas. I think you would waste plenty of Ammo. If you hit anything inbetween 540-1080m, the cUAC10 still deals more Damage than the cUAC5 i guess. ;)

    Let`s talk bout DPS Power:

    cUAC5: 3.01
    cUAC10: 4.00

    If I would have the Weight for cUAC10s, always over cUAC5s. So IMO it is far better than the 6 cUAC5 Build, simply because of Damage and due to the Nature of clan Dakkas not suiting for sniping at high ranges. ;)


    p.s. just to make it clear - we talk about cUAC30 VS cUAC35 (not to mention the backuplasers) :rolleyes:
     
  11. BindMind

    BindMind Advanced Member

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    90-180 extra range is a lot, but okay.

    Plus UAC/10 is a 4-shot-burst rather than a 3-shot. Not as pinpoint.

    Still worse on the Dire Wolf in my eyes. Maybe if it were on a quicker mech, but not the Dire Wolf.

    I will change my rating to a 4 star though, because 3 stars is a bit low. I'd give it a 3.5/5 if I could.
     
  12. Proximo

    Proximo Active Member

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    Dakka isn't about DMG. It's about sending a message ;)
     
  13. Redshirt enraged

    Redshirt enraged New Member

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    I love to send messages. :D

    Sure,you don´t got the pinpoint damage. But it´s fun to see your opponents falling apart,and sometimes i think there is too much pinpoint damage and to little fun in this game at the moment. ;)

    At least it depends on your playstyle how effective you will be in such a mech.
     
  14. Proximo

    Proximo Active Member

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    aye... the lovely *pling.pling.pling.pling* on your enemy's windshield ^^
     
  15. Blagg Zear

    Blagg Zear Star Lord

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    I still don`t get the points you are criticizing. To be honest, i think you are looking on the Range Numbers very superficial. As far as I know, any Weapon is still dealing damage beyong the optimum range. The damage will fall off linearly. So let`s analyze the real damage power of cUAC5 and cUAC10:

    cUAC5 Ranges: optimum 630m - maximum 1260m
    cUAC10 Ranges: optimum 540m - maximum 1080m



    cUAC5 is dealing (if every of the 3 Burstbullets hits):
    5.0 Damage within 630m
    2.5 Damage at 945m (630m + 315m)
    close to 0 Damage at 1260m

    cUAC10 is dealing (if every of the 4 Burstbullets hits):
    10.0 Damage within 540m
    5.0 Damage at 810m (540m + 270m)
    [3.75 Damage at 945m]
    close to 0 Damage at 1080m

    [hr]
    Since you talk about the Burstfire Mode of the Clan Dakkas and that the cUAC5 shoots less Bullets in the Burst than the cUAC10, we even regard this issue. Let`s say you don`t hit with every single Bullet of the Burst. Let`s say you hit 2 of 3 from the cUAC5 and 2 of 4 from the cUAC10, then the more practical damage would be:

    cUAC5 is dealing (if 2 of the 3 Burstbullets hit, each 1,67 Damage):
    3.33 Damage within 630m
    1.67 Damage at 945m (630m + 315m)
    close to 0 Damage at 1260m

    cUAC10 is dealing (if 2 of the 4 Burstbullets hit, each 2.5 Damage):
    5.0 Damage within 540m
    2.5 Damage at 810m (540m + 270m)
    [1.875 Damage at 945m]
    close to 0 Damage at 1080m

    [hr]
    So from the Numbers you see that the cUAC10 is superior to the cUAC5 at any ranges up to it`s max Range. Only in the range 1080m - 1260m the cUAC5 still deals Damage, but that`s close to Zero and only for the "pling.pling"-Effect. Look at this loadout from the bright sides - you have the more Firepower sub540m, if needed. I agree with you, that the Dire Wolf should keep distance, but on the battlefield everything can happen, and if you get ambushed, the higher Firepower often decides Life or Death.
     
  16. BindMind

    BindMind Advanced Member

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    Plus the cooldown of the UAC/10. Plus the fact you will have 2 UAC/10's rather than 3 extra UAC/5's.

    Yes, one UAC/10 is going to be better than one UAC/5. That is a fact. Nobody ever said that it wasn't, although that seems like what you tried to prove with your last post. However, 3 UAC/5's are better than 2 UAC/10's.

    We must also keep in mind the human element. It will definitely be harder to maintain constant accuracy when trying to achieve full DPS. You'll fire your first volley, and then you'll fire 3 UAC/5's 1.66 seconds later, and about 1 second after that you'll fire your AC/10's again. Then you'll fire your UAC/5's half a second later... See where I'm going with this? It's a constant barrage, which is cool, but far less pinpoint, which is insanely important in this build. We don't want even less DPS on a build that has a smaller DPS to begin with. There's a reason dual AC/20's were so ridiculous once upon a time.

    Now we must ALSO consider the clutch engagement. Say both parties let out their full volley, and afterward both parties are around 20 health in the center torso from death. One is running your "Ultra Chainsaw" and one is using the "hexaDakka" build. Both parties open fire, and the Chainsaw deals 15 damage. The "hexaDakka" deals 30 and kills the other party.

    I'd also like to show this graph of DPS over distance:
    [​IMG]

    What does this tell you? At approximately 760m, a UAC/5 will match the DPS of a UAC/10. If only two shots of the volley land, the UAC/10 is almost halved and the UAC/5 is cut by 2/3.

    At exactly 630m the UAC/5 will be at 3 DPS. The UAC/10 will be at 3.3 DPS. 3x6=18dps (3x3)+(3.3x2)=15.6dps

    The UAC/5 has the undisputable advantage at range, in terms of pinpoint, DPS, and even alpha considering hexaDakka gives you 6 guns instead of 5. You really cannot disregard "only 90m" when it makes such a huge statistical difference.



    So basically:

    Ultra Chainsaw advantages over hexaDakka:
    Higher Alpha (+14%) below ~760m (assuming all rounds land). Insignificant benefit around and above 630m.
    Shots appear more constant and random. Might be more fun?
    SLas (for maybe an extra 30-40 damage per round)
    Disadvantages:
    Atrocious pinpoint after the first volley. (unless you wait, which is a horrible idea)
    LESS alpha if you aren't aiming perfectly for the full burst.
    Lower DPS (discrepancy increases with distance)
    Less overall range
    Restricted ammo types between guns (just throwing this in there. Small but worth noting.)


    Yeah, no. 6 UAC/5's is way better. I don't even see how this is a discussion.
     
  17. Blagg Zear

    Blagg Zear Star Lord

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    See, if you mainly use the Dire Wolf for Range Attacks above 630m (sniping range) then why use any UACs? Go for Gauss + ERPPCs. This build's main purpose is to destroy anything that is in Mid Range Area at around 400-500m, with even deadlier effect the closer the enemy gets. Sniping with Burstmode Dakkas is silly imo. You can do that, but Clan Ultras are not designed for that. It`s like sniping with a Machine Cannon.

    If you want to do the Annoying pling pling effect and get the attention of enemy Snipers. Go for it. I`d use the cUACs at their main attack range and sticking to teammates with a Dire Wolf is crucial anyways. ;)
     
  18. BindMind

    BindMind Advanced Member

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    I'm sorry, what? cUAC/5's have higher alpha for weight (edit: this is not true, I'm tired, it's 5AM) and higher DPS. They also don't make your mech overheat. I have no idea what you're talking about saying they aren't ranged weapons.

    Plus they're also still better in mid-range than cUAC/10's in terms of DPS and sustained fire.

    EDIT: PPC's do have ~25% more range, but they're a totally different weapon for a totally different style of play. You really can't compare them to the constant damage of the cUAC, which still has a VERY significant 630m range.
     
  19. Blagg Zear

    Blagg Zear Star Lord

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    i didnt say they arent ranged weapons. Don`t misunderstand me. You can use the clan Dakkas for range attacks. But the optimum range is Mid range. I myself prefer Sniper Rifles for Range Attacks, if i use Dakka for Range Attacks above 600m i prefer the IS Version of the Ultra without the annoying Burstfire. Regarding the Clan Version they r definitely designed for Brawling. If they only had no Burstfire Mode i would be with you. I myself use IS Dakkas for "Sniping". ;)

    EDIT: About the DPS, errm.. No. Can`t agree with you.

    A single cUAC5 deals 20 Damage in 5 seconds, while a single cUAC10 deals 30. Hence Hexa Dakka 5 deals 120 in 5 seconds on a standing still target, while 3cUAC5 + 2cUAC10 deals 60 + 60 = 120. On the paper it looks like you have an additional 6th Gun, but you forget that a cUAC10 deals double Damage, so 2cUAC10 have similar Power like 3cUAC5, the one has better Alphaburst, the other set has a bit more max range. I don`t see the overall Superiority of the Hexa Dakka build. It`s a fun build, but it also has several disadvantages.
     
  20. BindMind

    BindMind Advanced Member

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    Brawling in a Dire Wolf. Top kek.

    The clan versions aren't designed any differently than IS weapons. They were nerfed by spreading out damage because otherwise clantech would be overpowering with its unbelievable pinpoint damage (because you can mount just so many of them at once). Sniping with the cUAC/5 is only a bit harder than with UAC/5's. Plus I have 3 more of them to play with.
     
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