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Damn The Wolfhound Is Good!


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#21 D1SC0 LEM0NADE

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Posted 20 October 2015 - 05:34 PM

@Spriggan

I'll give the XL a shot in the variant that has the structure bonuses.

#22 Bleary

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Posted 20 October 2015 - 05:44 PM

None of the quirks matter; they're all going to be reset. Same with the Cheetah comparisons: we know the Cheetah's OP right now. We also know its guns and heat cap are about to get screwed with. Talking about these things is like talking about the Thunderbolt two months before the Quirkening.

So that just leaves the base chassis. Can the Hound go fast? Yes. Does it have bullet-magnet torso or leg hitboxes? No. Can it boat medium lasers/m-pulses? Yes. It can't jump, which means the Firestarter is still king. And if you want dedicated hill-humping the Raven will forever be your ride. But that's really it. The Hound is much more durable than a Jenner and outguns and/or outruns every other IS light.

Edited by Bleary, 20 October 2015 - 05:50 PM.


#23 Malleus011

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Posted 20 October 2015 - 05:58 PM

It feels kinda middling so far. Not as one-trick-pony as the poor Panther, but nowhere near as dangerous as a Firestarter or Jenner.

#24 InRev

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Posted 20 October 2015 - 07:01 PM

View PostSpheroid, on 20 October 2015 - 03:11 PM, said:

You know Bishop for the forum's most well known Lyran poster you have a spent a lot of time disparaging one your house's most iconic mechs.


I'm a Marik and I think the Treb, Orion and Awesome are garbage (in MWO).

Sometimes you just gotta call it like you see it.

As for the Wolfie, I think most people were expecting it to be mid-tier, kind of like the light version of the Enforcer: good enough to keep you entertained, but never as good as a FS9 or Cheater.

#25 Bishop Steiner

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Posted 20 October 2015 - 07:02 PM

View PostD1SC0 LEM0NADE, on 20 October 2015 - 05:34 PM, said:

@Spriggan

I'll give the XL a shot in the variant that has the structure bonuses.

seems like the STs eat it pretty easy, especially rear STs

#26 AztecD

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Posted 20 October 2015 - 07:11 PM

View PostInRev, on 20 October 2015 - 07:01 PM, said:


I'm a Marik and I think the Treb, Orion and Awesome are garbage (in MWO).

Sometimes you just gotta call it like you see it.

As for the Wolfie, I think most people were expecting it to be mid-tier, kind of like the light version of the Enforcer: good enough to keep you entertained, but never as good as a FS9 or Cheater.

dont you EVER say anything bad about the AWESOMES!!!!

#27 Bishop Steiner

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Posted 20 October 2015 - 07:13 PM

So, found my WLF1 much more durable after returning rear armor to stock. Never been back cored so often in my life... not in urbies, panthers...IDk.

Once I did that though, my toughness seems much improved, as it takes decent shots to the front thanks to quirks.

#28 Nathan Foxbane

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Posted 20 October 2015 - 07:23 PM

Really liking my WLF-2 so far. Running almost stock with only Endo and a BAP added. It has worked well so far. Does not look as bad as the angles PGI used for their pics, but those shoulders and RA need to be toned down a bit, Wolfhound skips upper torso workouts not lives by them.

Edited by Nathan Foxbane, 20 October 2015 - 07:25 PM.


#29 Bishop Steiner

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Posted 20 October 2015 - 07:31 PM

View PostNathan Foxbane, on 20 October 2015 - 07:23 PM, said:

Really liking my WLF-2 so far. Running almost stock with only Endo and a BAP added. It has worked well so far. Does not look as bad as the angles PGI used for their pics, but those shoulders and RA need to be toned down a bit, Wolfhound skips upper torso workouts not lives by them.

so far, most useful for me has been a WLF-1 with 280xl, endo, ferro, DHS, 4x ML and a LPL. Just can't run a single Mlaser arm. I'm just have to be able to look at myself in the mirror in the morning, and I log on to play Mechwarrior.... not MetaWarrior Online.

Will say, I am a little shocked... because they handle well, and the cockpit is pretty decent...so far, probably liking the WLF best of the pack, but it's not a match for FS9s, ACHs, MetaRavens, or IMO a well run Urbie.

Mauler is probably best actual mech in the pack, a decent tier 2, versatile assault... just too slow for my tastes. Black Knight is tier 3, and just so dang BORING. Crab is borderline 3/2 depending on build, but also, very unimaginative. Laservomit Meta ever ends, people will abandon them in droves.

Wolf is probably a high Tier 3 Light, MAYBE if you run full MetaVomit, low Tier 2, but it is a bit more fun to run. Still really unsold on the looks, and not impressed with the ST hitboxes, though.

Edited by Bishop Steiner, 20 October 2015 - 07:35 PM.


#30 Lightfoot

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Posted 20 October 2015 - 07:58 PM

Tougher, faster, more hardpoints, more payload than the Shadow Cat. Why aren't medium mechs better in MWO, PGI?

#31 Fang01

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Posted 20 October 2015 - 09:43 PM

Wolfhounds are beastly. Love this thing

#32 Sagamore

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Posted 20 October 2015 - 10:01 PM

Solo queue trolls with Streakcrows vs. unbasiced Wolfhounds. Well played.

#33 Troutmonkey

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Posted 21 October 2015 - 12:53 AM

View PostJC Daxion, on 20 October 2015 - 05:24 PM, said:

can i ask you guys something about it...


how are they playing different between variants. I was looking at the stats, and honestly, they didn't look like they really had any different feel at all. As far as IS mechs goes, I can't think of a single mech that each variant is basically identical. a tiny % boost with a weapon quirk, just does not seam like it would be that much different at all. Even spiders seam like they have more variety.

maybe i'm wrong, And maybe people have not had enough time with um yet, but, it almost seems like you are just getting 3 of the same mech.

I will say i like the looks of them, But each one having 6 energy points in the same locations, i dunno, just doesn't feel right. It's almost clan like... and for IS that just seems wrong. :)

One of the reasons I didn't get R2. All the Wolfhound and Crab variants are the same as each other :(

#34 Throbbinwood

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Posted 21 October 2015 - 12:57 AM

I find it's easier to beat cheetos if I run a standard engine. 5ML and 136kph + zombie ability is pretty decent.

Edited by Throbbinwood, 21 October 2015 - 12:57 AM.


#35 Widowmaker1981

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Posted 21 October 2015 - 01:46 AM

Compare quirks between Panther and Wolfhound, and tell me why on earth i would ever play the wolfhound?

PNT-9R = 15% range, duration, heat and cooldown to any and all energy weapons. plus jump jets and good hitboxes.

WLF... uh... one of the variants gets 15% heat to ERLLs only.. but no duration (i wont use ERLLs without duration quirks). and no jumpjets. ... Why would i bother? Maybe after the great requirkening ill have another look, for now they are stripped, invalid and will stay like that.

#36 ShinVector

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Posted 21 October 2015 - 01:55 AM

View PostWidowmaker1981, on 21 October 2015 - 01:46 AM, said:

Compare quirks between Panther and Wolfhound, and tell me why on earth i would ever play the wolfhound?

PNT-9R = 15% range, duration, heat and cooldown to any and all energy weapons. plus jump jets and good hitboxes.

WLF... uh... one of the variants gets 15% heat to ERLLs only.. but no duration (i wont use ERLLs without duration quirks). and no jumpjets. ... Why would i bother? Maybe after the great requirkening ill have another look, for now they are stripped, invalid and will stay like that.


Panter's Hitboxes are not actually 'Good'. They are unbalanced with the huge right arm being a critical weakness.
Wolfy's different in that sense with a bigger potential engine.

#37 Widowmaker1981

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Posted 21 October 2015 - 02:16 AM

View PostShinVector, on 21 October 2015 - 01:55 AM, said:


Panter's Hitboxes are not actually 'Good'. They are unbalanced with the huge right arm being a critical weakness.
Wolfy's different in that sense with a bigger potential engine.


Panthers are tanky as hell, and with torso twisting to protect that arm you rarely lose it. The WLF does have a bigger engine cap, which id say would balance the lack of JJs, but then the quirks on top of that... WLF is crap in comparison. Will wait for re-quirking, which will probably just make the PNT no longer viable (FS9/JR7 or bust if no weapon quirks)

I guess really i should have said 'Why would i use this over the FS9?'

same speed, FS9 has JJs and is quirked for MPLs/SPLs/MLs - i.e. light weapons. Not ERLL/nothing/nada

Edited by Widowmaker1981, 21 October 2015 - 02:19 AM.


#38 Lykaon

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Posted 21 October 2015 - 02:25 AM

View PostMacster16, on 20 October 2015 - 03:33 PM, said:

From what I can see on the specs, the tryhard build of choice will be triple ERLL on the variant with the ERLL quirks. Pokey-pokey all day. The other variants don't offer much of anything over other lights from what I can see.



Not all that impressed with the idea of a 35 ton mech with a 245 xl and stripped down armor from the arms (or someplace) just to cram in 3x ER Lrg Lasers that can't be fired with any degree of sustainability due to crippling heat (only room for 10 dhs in there without droping the armor to dangerously low levels considering the 120ish top speed it's already streak bait)

#39 MeiSooHaityu

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Posted 21 October 2015 - 02:34 AM

I'm glad it seems to be working well on the battlefield.

In the immortal words of the wise Red Green...
"If the woman don't find you hansom, they should at least find you handy"

Design wise It's a rushed ugly mess, but at least it can fight.

#40 Sparkymarkyp

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Posted 21 October 2015 - 03:52 AM

It's the first light mech I have ever used. My locusts and sarahs jenner sit unused.

But as of last night...the 1a has no weapon quirks I believe? Was this missed out? Already weakest varant as less hardpoints





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