DWF-B "Actuated Theory" (6x cERLL, 1x cERPPC, cAP, TC6)

Thread in 'Dire Wolf Omni Builds' started by Karl TenBrew, Jun 21, 2014.

  1. Karl TenBrew

    Karl TenBrew Star Lord

    348
    102
    143


    Bigger Computer, less DHS:


    Reasoning: Because the B is supposed to utilize the energy hardpoint! Since you're losing the omni-pod bonus to get the arm anyway, max your quirks.
    -Prime RT gives +10% turn rate
    -A RA gives +5% energy cooldown (instead of +10% for Prime)
    -Make sure to activate the arm actuators! This is what the floating empty space in smurfy is for, as actuators aren't coded there at the time of this post.

    Both versions have 1.3 floating tons. If you're willing to only get half the turn rate bonus, you can use the RA:A pod to get AMS, like so:

    This version actually has half a ton less floater, and the AMS ammo upgrades are simple: step down the computer one grade, add another ton of AMS ammo. If you're willing to sacrifice arm actuators and a smidge of armor, you can do this instead:



    Regardless, weapon groups are:
    1 - Left Arm Lasers [chain fire]
    2 - Right Arm Lasers [chain fire]
    3 - CT CERPPC
    4 - Left Arm Lasers [cluster]
    5 - Right Arm Lasers [cluster]
    6 - The Big Red Button [alpha strike]

    You probably shouldn't press The Big Red Button.

    I promise to let everyone know how it does once Targeting Computer functionality is added in!
     
    Last edited by a moderator: Oct 4, 2014
  2. Karl TenBrew

    Karl TenBrew Star Lord

    348
    102
    143
    Took the base TC6 version with no efficiencies into a few matches, and this build is still fun (but hot!), if not exactly optimal. Easily broke the mediocre mark [400-500 damage] each match while getting 'undeserved' kills due to crits, and the only reason both numbers didn't go higher was the Whale's torso size keeping me from absorbing as much damage into other components. The use of the arm actuator helps a lot for your range of fire, but needs a bit of learning to keep from jerking too far at once.


    Strategy:
    LONG RANGE---
    Chain-firing the lasers is your default option, and boy do they reach far. Don't get greedy with the ERPPC at long range because the heat spikes are only worth it for direct hits. The steady stream of damage as the Dire Whale lumbers into range is what you need. ERPPC against targets that are unwisely holding still or otherwise easy to hit, or when you are about to go around terrain and not have targets to burn.


    MID RANGE---
    Chain-firing is still your best bet, but you'll want to play like an Urban if you can. Instead of being content with long-range strategy of waiting for your beam duration to end before firing another set, fire once, fire again before burn duration ends, then do it AGAIN while letting off your PPC as you lumber around terrain. Done well, you'll get four beams off at full duration on the enemy and a lot of beams 5-6 while still popping someone with the PPC.


    SHORT RANGE---
    Alpha and leaving yourself a sitting duck won't instantly explode you (YAY!), so it's a strategy to keep in mind for unwise, dishonorable foes with little armor left. Otherwise, chain-fire so you're burning enemies that circle you and use the PPC for additional burst when you're confident of a hit. Enemies this close that are closer to your weight and speed you should still chain-fire against, then risk ghost heat like the mid-range strategy only when their armor just went critical and you can herp them straight to Derphalla.



    I'll be using this to level the B-pod through all of its experience (straight to an extra module!), so I'll post updates with battle reports and such.
     
top-fast
top-fast
top-fast
top-fast