

Roles For A Wolf Hound
#1
Posted 15 January 2016 - 10:38 AM
#2
Posted 15 January 2016 - 11:07 AM
The real question is how do you want to play?
#3
Posted 15 January 2016 - 11:42 AM
All of that done, the Wolfhound becomes mostly a harasser and skirmisher. Skim the edges of the battle looking for stragglers. Flank and try distracting a few guys. When the two teams collide, run figure eights around enemy mechs just dishing out damage in the chaos. More likely than not, you will be the lowest priority for enemy fire.
#4
Posted 15 January 2016 - 11:47 AM
#5
Posted 15 January 2016 - 03:02 PM
Destroyer Escort. Hang out with your assaults; poke what they poke with your LPL and spam small wubs at anything that dares threaten their posteriors. Complete with CD player, power windows, cupholders, and enough AMS ammo to keep your Lurmbrella active through even the worst downpours. The LPL is also handy for popping UAVs. Put support configs back on the map.
Flanker/harasser. Clean, simple, fun. Runs cool for an all-energy light, but still has firepower comparable to the FS9, ACH, and JR7.
Greyhound. You have a variant that can fit a gigantic engine; it would be criminal not to do something with it. Swap to ERLL if you want more range; I prefer the stock LL because there's no room for extra sinks with max engine.
Wolfhounds are far more versatile than their all-energy hardpoints would suggest.
#6
Posted 15 January 2016 - 04:41 PM
This is my current 'hound
http://mwo.smurfy-ne...424d348d16ac25b
I have not had much luck with the slow long wolfhounds but for me I like to keep moving at high speeds ymmv
#7
Posted 15 January 2016 - 06:20 PM
#8
Posted 15 January 2016 - 07:47 PM
~Leone.
#9
Posted 16 January 2016 - 10:29 PM
#10
Posted 16 January 2016 - 11:04 PM
Edit: It seems this board has problems with certain colloquial terms. <.<
Edited by k05h3lk1n, 16 January 2016 - 11:05 PM.
#11
Posted 17 January 2016 - 05:06 AM
#12
Posted 17 January 2016 - 05:52 AM
#13
Posted 18 January 2016 - 12:59 PM
...this doesn't work against good pilots

But most average pilots in flavored mechs ('Starters and Cheetahs primarily) seem rather taken aback at sudden aggression from a "lesser" chassis. Less a Wolfhound and more a Bulldog, latch onto an invading light and stick with it until it falls or scampers back to it's mates.
Like I said, proper light pilots (such as those encountered while grouped with the other Corsairs), will put up a gnarly fight, then you have to Not Miss and use the innate durability of the Wolf to advantage, (or better yet, don't pursue them period); however, Pug'n down here in the Derp Tier, you get this amusing "Omg! WHut!" reaction when you barrel into a mech driven by someone accustomed to being considered "dangerous".
#14
Posted 21 March 2016 - 12:01 PM
I completely agree with juxtapo also: a good pilot in a cheetah will rip your hound up. You can't split from your pack and go chasing cats.
#15
Posted 22 March 2016 - 07:16 AM
Edited by stealthraccoon, 22 March 2016 - 07:16 AM.
#16
Posted 29 March 2016 - 02:57 PM
So the role I find works best is short-to-mid-ranged poking. Then again, I trend toward that in general.
WLF-1: 5MPL (range quirks)
1A: 6ML (duration)
1B: XL280, 2LPL, "breezy" armor stripping (cooldown)
2: XL265, 3LL, armor stripping (heat gen ftw)
The Greens are stone cold-killers, and the blues aren't far behind though the 1B is more surgical and 2 is more mobile-sniper-y.
#17
Posted 04 May 2016 - 07:10 AM
Everything else being equal, keep arms at full armor shield (24) for torso twisting goodness, or shave 1/2 ton armor (15,16 pts remaining for the arms then) for a 1/2 ton engine upgrade (slight speed increase)???
Thoughts?
#18
Posted 04 May 2016 - 07:53 PM
Redwo1f, on 04 May 2016 - 07:10 AM, said:
Everything else being equal, keep arms at full armor shield (24) for torso twisting goodness, or shave 1/2 ton armor (15,16 pts remaining for the arms then) for a 1/2 ton engine upgrade (slight speed increase)???
Thoughts?
Thought is it's tanky enough with an XL.
#19
Posted 04 May 2016 - 10:04 PM
WLF-2: XL 245, 3x ERLL (1 each RA, RT, and CT). Now, M4J3ST1C (I think?) has a light sniper tutorial video that runs this with 2x RA and 1x RT. I like having ONE in an arm, for counter-UAV. Otherwise, go torsos to make 'em last longer. ALSO, the highest hard point on the WLF-2 is the first CT point (WLF CT fills top-to-bottom). Still below cockpit level, but not nearly as low as the CT points on a Firestarter. That's a kinda slow engine for a 35-tonner, but it's serviceable. The mech gets decent acceleration/deceleration buffs, for peeks & pokes. And it's quirked -10% energy heat, and -5% ERLL heat. If you're gonna run ERLLs on any WLF, do it on THIS one.
Haven't really found anything that blows up my skirt on the WLF-1, and don't have a WLF-1B yet. For the WLF-1, I might say grab the STD 280 and a bunch of SPLs since it gets the 10% energy range buff. Add a SPL range and cooldown module, and that's decent DPS on a mech that matches the ACH's speed and out-tanks it with the structure quirks. Toss a ML, SPL, or Flamer in the RA. Lots of folks like the Flamer for brawly builds, to minimize the return fire by keeping the enemy riding the top of the heat cap, so that may be a good option. Or the ML for a little more range. But really, being fast and having a STD engine is the shtick for this thing, I think. The -1B gets the 10% cooldown quirk, so that's more likely the one to get the ML/LL combos to poke at a little better range before closing. But again, haven't done anything with the -1B yet. Might be a good weekend project!
Despite the lack of ECM or Jump Jets, I dig the WLF. I've had a better time with it than with the FS9-A so far, and at least as much fun as on my best days with the ACH (though that mech still holds my personal record for highest single-match damage, and tied for #2 in most kills in a match). Having no M hard points on any variant kinda limits it, as even a single M in the CT would be useful for NARC. Or for brawly builds with an SRM of some sort (Artemis 4, or non-arty 6).
WLF is really at its best when it's using that speed to reposition to the ends of the friendly firing line, probing forward from there, taking ANY and EVERY opportunity to get free damage in or to get in a bigger mech's blind spots. It also supplements bigger friendlies really well when they're getting up close with an enemy, who prioritizes the big guy over the WLF. You can get all kinds of free damage in. It proves, better than many, that ECM isn't at all NECESSARY for ambush tactics.
And those little doggy ears on the mech's head are just TOTES ADORBS!
#20
Posted 09 May 2016 - 07:51 AM
WrathOfDeadguy, on 15 January 2016 - 03:02 PM, said:
Destroyer Escort. Hang out with your assaults; poke what they poke with your LPL and spam small wubs at anything that dares threaten their posteriors. Complete with CD player, power windows, cupholders, and enough AMS ammo to keep your Lurmbrella active through even the worst downpours. The LPL is also handy for popping UAVs. Put support configs back on the map.
Flanker/harasser. Clean, simple, fun. Runs cool for an all-energy light, but still has firepower comparable to the FS9, ACH, and JR7.
Greyhound. You have a variant that can fit a gigantic engine; it would be criminal not to do something with it. Swap to ERLL if you want more range; I prefer the stock LL because there's no room for extra sinks with max engine.
Wolfhounds are far more versatile than their all-energy hardpoints would suggest.
I actually ran some variants similar to these this weekend and had a blast! I hadn't really done anything with my Wolfhound up to this point because I typically don't do well in light mechs. I was pleasantly surprised at how tough and effective they actually were. Plus, they really annoy the hell out of Arctic Cheetah and Spider Pilots!
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