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New Mech Details For October 20Th Patch


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#1 InnerSphereNews

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Posted 19 October 2015 - 11:29 AM

Greetings MechWarriors,

This post details the Loadout information for all variants of the Resistance 2 Wolfhound chassis, releasing in-part to eligible pilots with the October 20th patch.


Pictured variant: WLF-2 (with Steiner Faction Pattern)

Wolfhound
Release date for MC: November 17th 2015
Release date for C-Bills: December 15th 2016


Designed and built by TharHes Industries at the behest of House Steiner specifically as a counter to the Panther and Jenner 'Mechs of House Kurita, the Wolfhound proved its value on the battlefields of the Inner Sphere during the Fourth Succession War. Equipped with sufficient weaponry to safely engage at-range, and with enough armor and speed to close the distance, the Wolfhound was able to distinguish itself as an effective counter against what was arguably the most potent combination of Light 'Mechs the Inner Sphere had ever seen at that time.

As an all-laser 'Mech with sufficient speed and armor to hound its opponents and escape intact, the Wolfhound will prove itself an excellent addition to the DropShips of the Inner Sphere.

Wolfhound WLF-2 [R]

The WLF-2 [R] is the special Resistance version of the WLF-2, and features a custom Resistance Pattern and custom geometry. It is only available through a Collection or a la carte purchase.

Tonnage: 35

Engine: 210 Standard

Top Speed: 97.2 kph

Max Engine Rating: 295

Torso Movement:

110 degrees to each side.

25 degrees up and down.

Arm Movement:

40 degrees to each side.

25 degrees up and down.

Armor: 238 (Standard)

Internal Structure: Standard

Weapons & Equipment:

Left Torso: Medium Laser, Double Heat Sink

Center Torso: Engine, Medium Laser x2

Right Torso: Medium Laser, Double Heat Sink

Right Arm: ER Large Laser

Hardpoints:

Left Torso: 1 Energy, 1 AMS

Center Torso: 2 Energy

Right Torso: 1 Energy

Right Arm: 2 Energy

Heat Sinks: 10 Double

Jump Jets: 0 (0 Max)

ECM Capable?: No

MASC Capable?: No

Module Slots:

Mech: 1

Consumable: 2

Weapon: 2

Movement Archetype: Small

Quirks:

+5% Turn Rate (All Speeds)

+11 Additional Structure (CT)

+10% Torso Turn Rate (Yaw)

-7.5% Energy Heat Generation

-7.5% ER Large Laser Heat Generation

30% C-Bill bonus

Wolfhound WLF-2

The WLF-2 is the standard version of the WLF-2 [R], and will only become available starting November 17th 2015.

Tonnage: 35

Engine: 210 Standard

Top Speed: 97.2 kph

Max Engine Rating: 295

Torso Movement:

110 degrees to each side.

25 degrees up and down.

Arm Movement:

40 degrees to each side.

25 degrees up and down.

Armor: 238 (Standard)

Internal Structure: Standard

Weapons & Equipment:

Left Torso: Medium Laser, Double Heat Sink

Center Torso: Engine, Medium Laser x2

Right Torso: Medium Laser, Double Heat Sink

Right Arm: ER Large Laser

Hardpoints:

Left Torso: 1 Energy, 1 AMS

Center Torso: 2 Energy

Right Torso: 1 Energy

Right Arm: 2 Energy

Heat Sinks: 10 Double

Jump Jets: 0 (0 Max)

ECM Capable?: No

MASC Capable?: No

Module Slots:

Mech: 1

Consumable: 2

Weapon: 2

Movement Archetype: Small

Quirks:

+5% Turn Rate (All Speeds)

+11 Additional Structure (CT)

+10% Torso Turn Rate (Yaw)

-7.5% Energy Heat Generation

-7.5% ER Large Laser Heat Generation

Wolfhound WLF-1

Tonnage: 35
Engine: 210 Standard

Top Speed: 97.2 kph

Max Engine Rating: 315

Torso Movement:

110 degrees to each side.

25 degrees up and down.

Arm Movement:

40 degrees to each side.

25 degrees up and down.

Armor: 238 (Standard)

Internal Structure: Standard

Weapons & Equipment:

Left Torso: Medium Laser

Center Torso: Engine, Medium Laser x2

Right Torso: Medium Laser

Right Arm: Large Laser

Left Leg: Heat Sink

Right Leg: Heat Sink

Hardpoints:

Left Torso: 1 Energy, 1 AMS

Center Torso: 2 Energy

Right Torso: 1 Energy

Right Arm: 1 Energy

Heat Sinks: 10 Single

Jump Jets: 0 (0 Max)

ECM Capable?: No

MASC Capable?: No

Module Slots:

Mech: 1

Consumable: 2

Weapon: 2

Movement Archetype: Small

Quirks:

+5% Turn Rate (All Speeds)

+8 Additional Structure (LL)

+8 Additional Structure (RL)

+10% Torso Turn Rate (Yaw)

+7.5% Energy Range

+7.5% Medium Laser Range

Wolfhound WLF-1A

Tonnage: 35

Engine: 210 Standard

Top Speed: 97.2 kph

Max Engine Rating: 295

Torso Movement:

110 degrees to each side.

25 degrees up and down.

Arm Movement:

40 degrees to each side.

25 degrees up and down.

Armor: 238 (Standard)

Internal Structure: Standard

Weapons & Equipment:

Left Torso: Medium Laser

Center Torso: Engine, Medium Laser, Heat Sink

Right Torso: Medium Laser

Right Arm: Large Laser

Left Leg: Heat Sink

Right Leg: Heat Sink

Hardpoints:

Left Torso: 2 Energy, 1 AMS

Center Torso: 1 Energy

Right Torso: 2 Energy

Right Arm: 1 Energy

Heat Sinks: 11 Single

Jump Jets: 0 (0 Max)

ECM Capable?: No

MASC Capable?: No

Module Slots:

Mech: 1

Consumable: 2

Weapon: 2

Movement Archetype: Small

Quirks:

+5% Turn Rate (All Speeds)

+6 Additional Structure (CT)

+8 Additional Structure (LT)

+8 Additional Structure (RT)

+3 Additional Structure (LA)

+3 Additional Structure (RA)

+4 Additional Structure (LL)

+4 Additional Structure (RL)

+10% Torso Turn Rate (Yaw)

Wolfhound WLF-1B

The WLF-1B is an Early Adopter variant, and until November 17th 2015 is only available to Resistance 2 owners who acquired their collection prior to May 31st at 11:59:59 PM PDT / June 1st at 6:59:59 AM UTC.

Tonnage: 35

Engine: 210 Standard

Top Speed: 97.2 kph

Max Engine Rating: 295

Torso Movement:

110 degrees to each side.

25 degrees up and down.

Arm Movement:

40 degrees to each side.

25 degrees up and down.

Armor: 238 (Standard)

Internal Structure: Standard

Weapons & Equipment:

Left Torso: Medium Laser

Center Torso: Engine, Medium Laser x2

Right Torso: Medium Laser

Right Arm: Large Laser

Left Leg: Heat Sink

Right Leg: Heat Sink

Hardpoints:

Left Torso: 1 Energy, 1 AMS

Center Torso: 2 Energy

Right Torso: 1 Energy, 1 AMS

Right Arm: 1 Energy

Heat Sinks: 10 Single

Jump Jets: 0 (0 Max)

ECM Capable?: No

MASC Capable?: No

Module Slots:

Mech: 1

Consumable: 2

Weapon: 2

Movement Archetype: Small

Quirks:

+5% Turn Rate (All Speeds)

+11 Additional Structure (CT)

+10% Torso Turn Rate (Yaw)

+10% Energy Cooldown

+10% AMS Range



#2 Tesunie

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Posted 19 October 2015 - 11:41 AM

Looks almost like the Crab for quirks... with randomly assigned structure quirks tossed in? (2 of them have CT buffs, one has leg buffs, and one has small health buffs to every component?)

The structure buffs seem a little spaced. Did testing show the Wolfhound to be that varied on where it took damage? I can understand the speedier one gaining the leg buffs, but some of the others seem strange.

#3 Danielio97

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Posted 19 October 2015 - 12:20 PM

View PostInnerSphereNews, on 19 October 2015 - 11:29 AM, said:

• +10% Energy Cooldown[indent][indent]

• +10% AMS Range

[/indent][/indent]


Please stop with those AMS quirks, there will be no AMS meta, even if you put AMS quirks on more 'mechs. Just imagine 12 'mechs with 2xAMS shooting of any amount of LRMs... Actually, that would be kinda cool, but still a waste of tonnage. I use AMS only when I have leftover tonnage and not enough space to fit in more heatsinks or bigger engine.

#4 Twilight Fenrir

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Posted 19 October 2015 - 12:22 PM

Looks like you got some decent energy heat quirks :3 Should be a good little mech.

View PostDanielio97, on 19 October 2015 - 12:20 PM, said:

[/i]
Please stop with those AMS quirks, there will be no AMS meta, even if you put AMS quirks on more 'mechs. Just imagine 12 'mechs with 2xAMS shooting of any amount of LRMs... Actually, that would be kinda cool, but still a waste of tonnage. I use AMS only when I have leftover tonnage and not enough space to fit in more heatsinks or bigger engine.

Have you played the new PTS? LRMs could very much become a thing again, and AMS quirks may suddenly become worth their weight in gold.

#5 Danielio97

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Posted 19 October 2015 - 12:55 PM

View PostTwilight Fenrir, on 19 October 2015 - 12:22 PM, said:

Looks like you got some decent energy heat quirks :3 Should be a good little mech.


Have you played the new PTS? LRMs could very much become a thing again, and AMS quirks may suddenly become worth their weight in gold.

Yes I have played a few games and agree that LRMs were kinda troublesome when in correct numbers, but we still have to remember that it was still only a test enviroment and we don't know what will become of it. Though that AMS quirk could actually be of some use for Wolfhound, which is a Light 'mech, I still think it was a waste to put it on Grasshopper-5J for example. And Black Knight-6... And Crab-27... Well Crab is ok, but 5J and Black Knights kinda need some slight buffs, mainly because of their hardpoint placement. So yeah, if we could convert that 10% AMS range on them to some small energy buffs, that would be nice, at least until the Rebalance happens. After that, let's just hope that it won't be a bigger disaster than it already is.

#6 Mechteric

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Posted 19 October 2015 - 12:55 PM

If I'm not mistaken, this is the first mech that has exactly the same hardpoints across each of its variants.


Ouch. It kindof makes the current skill progression of 3 variants of a chassis pointless since there's really nothing distinguishing them (and no, I don't count those quirks since they are pretty identical).

Edited by CapperDeluxe, 19 October 2015 - 12:57 PM.


#7 Luscious Dan

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Posted 19 October 2015 - 12:56 PM

AMS and Radar Deprivation will both help big-time against LRMs once ECM nerf goes live.

Until then, AMS isn't gonna happen.

[Insert that Mean Girls meme with AMS here]

#8 Gas Guzzler

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Posted 19 October 2015 - 12:59 PM

It basically got Firestarter level quirks right? Or is that just me?

#9 -Ramrod-

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Posted 19 October 2015 - 01:02 PM

Hate to complain but these quirks are horrible...I was really hoping they wouldn't be for this mech. Nobody uses AMS quirks. And -7.5% heat generation?...you might as well not even have the quirk. Another dropped ball. Another bad mech. But that's just me.

#10 luigi256

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Posted 19 October 2015 - 01:03 PM

View PostGas Guzzler, on 19 October 2015 - 12:59 PM, said:

It basically got Firestarter level quirks right? Or is that just me?

Looks like it might be slightly worse? At least the FS9-S says on smurfy that it still has -10% med pulse heat generation and -10% energy heat generation.

The FS9-A has a -12.5 % heat generation to small pulses only 7.5% heat generation overall.

Edit: mixed up range increase with heat generation.

Edited by luigi256, 19 October 2015 - 01:06 PM.


#11 Boyka

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Posted 19 October 2015 - 01:14 PM

View PostGas Guzzler, on 19 October 2015 - 12:59 PM, said:

It basically got Firestarter level quirks right? Or is that just me?


FS9-A has heat generation -7.50 %, by the way Firestarter has JJ, and 8 energy hardpoint, even without weapon quirks is still more viable cause it can boat 8 spls with a great heat efficiency and better mobility.

Edited by Boyka, 19 October 2015 - 01:17 PM.


#12 Jaspbo1

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Posted 19 October 2015 - 01:25 PM

Mmm, bit disappointed, the Wolfhound lacks the jumpjets and hardpoints compared to the Firestarter, yet gets similar quirks? This 'mech was all about the (ER)Large Laser, make the thing worthwhile taking, it's a medium to close range skirmisher, give it quirks to make it as such, sustained medium range fighting, those heat gen quirks wont do all that much I'm afraid.

And the random structure buffs are a bit random.

Edited by Jaspbo1, 19 October 2015 - 01:25 PM.


#13 jaxjace

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Posted 19 October 2015 - 02:00 PM

Wow forget the lack of quirks, forget the useless quirks, 3 mechs with the SAME loadout? tsk tsk, i think we all would have been fine with some apocryphal variants.

#14 cSand

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Posted 19 October 2015 - 02:07 PM

View PostDanielio97, on 19 October 2015 - 12:20 PM, said:

[/i]
Please stop with those AMS quirks, there will be no AMS meta, even if you put AMS quirks on more 'mechs. Just imagine 12 'mechs with 2xAMS shooting of any amount of LRMs... Actually, that would be kinda cool, but still a waste of tonnage. I use AMS only when I have leftover tonnage and not enough space to fit in more heatsinks or bigger engine.


ACtually with the new ECM changes on the way... AMS might be pretty useful

#15 Speedy Plysitkos

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Posted 19 October 2015 - 02:38 PM

AMS quirks +10000000% thank you.

#16 Felicitatem Parco

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Posted 19 October 2015 - 02:43 PM

View PostCapperDeluxe, on 19 October 2015 - 12:55 PM, said:

If I'm not mistaken, this is the first mech that has exactly the same hardpoints across each of its variants.


Ouch. It kindof makes the current skill progression of 3 variants of a chassis pointless since there's really nothing distinguishing them (and no, I don't count those quirks since they are pretty identical).


Yup... I do not see any justification for the idea that a Pilot can only truly master a Chassis if they have experience driving at least 3 variants of that chassis when all variants are identical...


However... Clan Mechs. *grumble grumble*

Edited by Prosperity Park, 19 October 2015 - 02:45 PM.


#17 C E Dwyer

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Posted 19 October 2015 - 02:54 PM

Can't help but notice the early adopter wolfhound gets the worse quirks.

What with the camo arriving at mech four now, safe to say P.G.I won't be getting anymore money out of me for packs of this kind

#18 Felicitatem Parco

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Posted 19 October 2015 - 03:05 PM

View PostCathy, on 19 October 2015 - 02:54 PM, said:

Can't help but notice the early adopter wolfhound gets the worse quirks.

What with the camo arriving at mech four now, safe to say P.G.I won't be getting anymore money out of me for packs of this kind


Well, don't buy Mechs based on quirks when the quirk system is being overhauled... ?

#19 Malleus011

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Posted 19 October 2015 - 03:13 PM

Could the early adopter mech maybe not come with the worst quirks?

How about we swap that AMS quirk for ... anything else?

#20 Sereglach

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Posted 19 October 2015 - 03:30 PM

The quirks aren't really worth getting too wound up over. We've had Phase 2 of the re-balance, with Phase 3 apparently only going to be a few weeks off (of which we'll have no idea what it covers). These are just quickly plugged in reasonable, but not overpowering, quirks to ensure that the mech is at least somewhat competitive until the Rebalance fully happens.

We already know that every mech is getting entirely different quirks once the rebalance hits.

Now, once the rebalance happens, then we should be paying attention to what quirks look like for mechs, to make sure that none are overbearing. No one really complains too much if a mech is released too weak and then gets a buff. People would utterly lose their minds if a mech was released too strong and then needs a nerf.

Edited by Sereglach, 19 October 2015 - 03:30 PM.






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