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. Regina Redshift

    Regina Redshift Sass Elemental

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    So, this is the 'mech we blame for the nerf.
     
  2. Solahma

    Solahma Star Lord

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    This and the 4 cERLL Timber Wolf probably.
     
  3. Durandal

    Durandal Min-Max Maniac

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    Ok, new hotfix made it so 2 cERLL doesn't cause ghost heat again...couldn't test before that went live, but here are the current numbers (as per my test above, performed again on Forest Colony):

    Post patch:

    1 Laser: 0% (doesn't register)
    2 Lasers: (Fired in group) 8% heat
    3 Lasers: (Fired in group) 41% heat
    4 Lasers: (Fired in group) 91% heat

    Didn't test with 5 or 6 group fired, as they are now guaranteed to shut you down if you fire them grouped while standing still on that map.

    4 Lasers: (Staggered group fire, 2 at a time with .5 sec delay) 25% heat
    6 Lasers: (Staggered, 2 at a time with .5 sec delay) 42% heat
    8 Lasers: (Staggered, 2 each group, .5 sec delay) 60% heat

    So, as far as heat goes, it's still possible now to have a macro fire for the four groups. HOWEVER, this does mean you're forced to stare front-and-center at your target for about 4 seconds total if you're using a macro that controls it, and having that amount of time to dodge away does a serious hit to the damage potential of the mech. Still useable, but you're far more likely to take a shit ton of damage in return while you do so. That ghost heat though...firing 3 lasers at once now causes almost more heat than firing 4 at once, and firing 4 causes the heat caused by firing 6 at once pre-patch. Brutal GH increase.
     
  4. Solahma

    Solahma Star Lord

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    You COULD use a macro that fires the selected weapon group, then shifts to the next on a repeat time of .5 seconds. That way it will only fire when you hold down the macro button.
     
  5. SniperCzar

    SniperCzar Well-Known Member

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    When using a macro you only have to peek out for 3.4-3.5s total to dish 90 damage, and the majority of that beam is during the first 2.75s. Due to the overlap the duration increase doesn't affect much, this build is now 90% effective again (due to the rollback so pairs don't trigger GH)

    Here's the new values in a damage over time graph

    [​IMG]

    And here's DPS

    [img width=700 height=506]https://dl.dropboxusercontent.com/u/61131093/HOLC%20DPS.png[/img]

    The peak output of this thing is still akin to getting whacked by a boomjager's staggered AC20s at ~1000m. If peeking out makes that much of a difference with the new duration, just shoot your beams into the ground when you start lighting up an alpha and pretend it's a spartan laser from Halo. That way they have less time to react when you have 8 overlapped lasers on target mid-alpha. Or pick your targets better...
     
  6. Auriga

    Auriga MechSpecs Addict

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    [member=91]SniperCzar[/member] Dead links to ur images
     
  7. Durandal

    Durandal Min-Max Maniac

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    I do wonder if some experimentation with the delay between groups firing would produce better results. Right now, I have them defaulted to about .500 seconds delay between each group, but a .400 delay or even .350 might produce more damaging results without being too horribly bad on heat. I stripped my DWF that had this build in order to try out some pulse laser builds, but I've always loved making Daishi into a laser boat...so I may rebuild it soon and try out some things.

    Using Logitech's software with my G600 mouse, I don't know if I can make a macro that only runs while the button is held down (the only option I've found is one that will only REPEAT while the button is held down). If I can figure out a way to do it, however, it would be nice...the problem with the macro I use now is that I can't stop it from firing if some dumbass teammate ignores the constant stream of laser death and walks directly in front of me (which happens with alarming regularity...I mean...you people CAN see those beams even looking at the enemy I'm shooting).

    Edit: .400 sec delay works fine (around 60% heat on neutral maps). .350 is too fast though, causing a huge ghost heat jump. Tested it twice just in case I accidentally hit another button, but no, it's just enough to murder your mech. The weird one was .375 second delay, which worked fine in initial tests, but when I went back later to compare it, suddenly it had huge jumps in ghost heat as well...it's inconsistent on my PC. As such, I'm leaving it at .400, which seems to be a good sweet spot for most maps. When I load into TT or Caustic, I turn it down to .500 (the faster speed works fine on Tourmaline since you can engage as a sniper and get cover to cool off, whereas the other two tend toward close quarters fighting). It actually still works well by firing a bit faster, so the build isn't quite dead ;)
     
  8. Auriga

    Auriga MechSpecs Addict

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    This make me think that the trouble could be in ur ping. 0.4 may be actually 0.5 due to server delay if ur ping is high enough
     
  9. ekos89

    ekos89 New Member

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    SniperCzar, Zudoack, and myself running our Ghost Walkers.

    [​IMG]

    ALL THE LASERS!!!
     
  10. Durandal

    Durandal Min-Max Maniac

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    It was in the testing ground, so ping shouldn't be an issue there ;) And .4 never caused problems...only going below that.
     
  11. Solahma

    Solahma Star Lord

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    What have I done o_O

    Actually, Falconium, this is YOUR FAULT!
     
  12. SniperCzar

    SniperCzar Well-Known Member

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    You missed out on some shenanigans last night, Solahma.

    4OR6xu-mIBo
     
  13. Solahma

    Solahma Star Lord

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    3 is a party, 4 would have been impossible :(
    Would have taken a 4x cERLL Timberwolf or something though

    Also, someone spotted the screenshot on /r/mwo

    http://www.reddit.com/r/mwo/comments/2dbzih/nerf_cerll_they_said_24_cerll_say_differently/
     
  14. magnite

    magnite New Member

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    [​IMG]
    [img width=700 height=392]http://i.imgur.com/NHOaQit.jpg[/img]
    I love this build
     
  15. SniperCzar

    SniperCzar Well-Known Member

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    20 component destruction is downright disgusting, kills and damage notwithstanding.
     
  16. bart2o

    bart2o Well-Known Member

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    I HATED this build before i got the DWF. Now that I have it, i see its weaknesses. Definitely the best long-range build out there. It's awful at close range though.
     
  17. Solahma

    Solahma Star Lord

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    August 26th patch - No more heat penalty from weapon modules. Now up to level 5 weapon modules.
    Things are about to get nasty! That's a pretty large range buff for no cost. Combine that with the Targetting Computer Mk. VI version... wow o_O haven't seen the numbers yet, but i'll update once the math has been done.

    Anyone know if the weapon module applies it's range before or after the TC % increase?
     
  18. Durandal

    Durandal Min-Max Maniac

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    After, so you don't get a larger % increase from the TC (or at least you never did before, I've been running the cLPL module for a while on another DWF)
     
  19. SniperCzar

    SniperCzar Well-Known Member

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    My TC4 build with L5 range has a primary range bracket of 999m. TC5=1005 TC6=1012 TC7=1019
     
  20. Nesin

    Nesin New Member

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    I just ran this build in my Prime(i) because, well, cbill bonus on an experimental build is nice. Much like the rest of you I ran with my 8 ERLLs, but I left the LRM10 (with one ton) on just for the heck of it. Every other available slot that I could jam a CDHS in though, I did.

    DWF-PRIME

    It was actually pretty successful. I grouped up my lasers into groups of two. I have four mouse buttons two to either side (I use a trackball), pairing the buttons to the arms so I always knew where I would be firing from. That accounts for the first four groups, then group 5 was the LRM10 and finally group six was all eight CERLLAS in chain fire, because a constant death beam can be a good idea.

    The heat was extremely good, I only went above 60% a couple of times when getting a kill on something that took more than a couple of zaps. The range means that you have an incredible amount of fire power (101) so if you do find a perfect shot for a suicide alpha, say, on the back of a stationary Assailt (or ever a frontal blitz on the CT of anything lesser) and you can get a kill. Not recommended, but sometimes one must do what one must to help the team. Very satisfying.
     
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