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So...... Wolfhounds? What Went Wrong?


85 replies to this topic

#61 FupDup

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Posted 02 February 2016 - 06:57 PM

View Postoldradagast, on 02 February 2016 - 06:56 PM, said:


Agreed. Of course, we pointed that out with the Awesome years ago, and they never did anything and apparently are still releasing mechs where the upper shoulder where the arm meets is part of the side torso and vulnerable from many angles. Blah...

In the Awesome's case it's actually the opposite way around...the player suggestion was to extend the shoulder pads into the arms instead of side torso.

#62 Gas Guzzler

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Posted 02 February 2016 - 07:32 PM

I like the Wolfhounds but I never run lights so I don't use them very often.

#63 Homeskilit

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Posted 02 February 2016 - 07:54 PM

I will play them eventually because of lore and pokemech but no jump jets means I am in no rush to do it.

#64 Trauglodyte

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Posted 02 February 2016 - 07:55 PM

It just isn't really a choice. When all Lights go the same speed, sans one variant of the Wolfhound and the Urbie, why take anything that has less agility and no quirks that make it stand out?

#65 Narcissistic Martyr

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Posted 02 February 2016 - 08:57 PM

No idea. I will say that the lack of JJ hurts them compared to the firestarter.

Due to the structure quirks and humanoid light mech hitboxes though... they're damn hard to kill if you bring a quickish standard engine (STD245 for me since I have them from my Jenners and I never ever sell engines)

Narc's WLF-2

Narc's WLF-1A

I've been doing quite well with them, treating them like a tiny fast medium mech.

#66 Elkfire

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Posted 02 February 2016 - 10:04 PM

I'm sad that the wolfhound isn't very good, it's always been a nostalgic mech for me. Read about it in a couple of the novels, played it in previous games. Seemed like a tough, scrappy little energy boat. Unfortunately, there isn't much place for slower, more heavily armed lights in MWO, so other mechs I like such as the Adder and Cougar are just not really as good. I know that the Cougar isn't in game or even really on the radar, but I don't hold out much hope for it.

Edited by Elkfire, 02 February 2016 - 10:06 PM.


#67 jaxjace

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Posted 03 February 2016 - 01:29 AM

They are tankier than firestarters with better laser quirks, its their lack of JJs that limit them, one on one a wolfhound SHOULD beat a firestarter.


EDIT: I also do very well in mine and like how powerful their alphas are so too each is own i suppose.

Edited by jaxjace, 03 February 2016 - 01:30 AM.


#68 Red Shrike

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Posted 03 February 2016 - 01:38 AM

I think they're too blocky. Even in the concept art they weren't that blocky.

#69 C E Dwyer

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Posted 03 February 2016 - 01:41 AM

I had two wolfhounds left to master a couple of thousand or so, but they just are a bad mech in MWO and look awful

#70 Paigan

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Posted 03 February 2016 - 01:41 AM

View PostBishop Steiner, on 02 February 2016 - 01:50 PM, said:

IDK, perhaps they are a thing in CW. But in PUGLandia, Wolfhounds are near as scarce as Trebuchets. So much so I actually take note when I see one.

Arctic Cheetahs? Everywhere.
Ravens? Still like fleas.
Firestarters? Not Uncommon.
Locusts? Check.
Urbanmechs? Reporting for duty!!!!

Wolfhound? *crickets*
[...]


The impression? It is subjective. And probably selective.
I see almost no Urbie anymore and I see way more wolfhounds than firestarters today.
Maybe it's a difference in Tiers ... oh wait, we are in the same tier :-D

Edited by Paigan, 03 February 2016 - 01:42 AM.


#71 MrMadguy

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Posted 03 February 2016 - 01:47 AM

They don't have broken hit boxes. Yesterday I killed one, that was running around me, via just two 2xLL alphas - two precise ST shots. Same isn't working with Arctic Cheaters. About two days ago on Polar I and 2-3 other 'Mechs were drilling one Arctic Cheater for about a minute. I was in same Assault PPC+LL+LRM 'Mech - so I was able to shot same 2xLL only, cuz he was running around me. PPCs only when he was running away a little bit. He killed me faster, then we managed to rip his leg off.

Edited by MrMadguy, 03 February 2016 - 01:48 AM.


#72 1Grimbane

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Posted 03 February 2016 - 01:52 AM

i've got three since the c-bill release and i've elited one but stopped there.. they just aren't as fun as mah death's knell or hankyu's

Edited by 1Grimbane, 03 February 2016 - 01:52 AM.


#73 MonkeyCheese

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Posted 03 February 2016 - 04:39 AM

Well being a light fanatic who has mastered every other IS light (still working on my 3rd adder, urbs and cheetahs) it was as simple at this

The panther had its erppc sniper quirk/mini poptart thing going for it when it released but the wolfhound.... to me it had nothing. Anything you could do with it you in my personal opinion you could do better with mechs such as the jenner/spider/commando/firestarter. The ct hardpoints for energy just dont sit well compared to fast moving arm hardpoints.

Also I really do try to have all my mechs sporting individual builds and playstyles. I have no time for clone builds regardless of the hardpoint location

#74 VirtualSmitty

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Posted 03 February 2016 - 05:56 AM

The Panther greatly outclasses it. No JJs, not so great hit boxes, necessitates running a std engine I find.

#75 Arctourus

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Posted 03 February 2016 - 05:58 AM

I really like mine actually....just haven't played them for a while as I've been grinding other mechs. Same with my trebs....lotsa mechs, little time.

#76 Bishop Steiner

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Posted 03 February 2016 - 06:06 AM

View PostFupDup, on 02 February 2016 - 06:57 PM, said:

In the Awesome's case it's actually the opposite way around...the player suggestion was to extend the shoulder pads into the arms instead of side torso.

not sure what you are saying...... that the players wanted MORE ST or less? Because think what he was saying was making less of the ST box torso, and more arm, which is the sensible thing... but it sounds like you are saying players wanted more ST hitbox on the Awesome? Posted Image

#77 FupDup

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Posted 03 February 2016 - 07:24 AM

View PostBishop Steiner, on 03 February 2016 - 06:06 AM, said:

not sure what you are saying...... that the players wanted MORE ST or less? Because think what he was saying was making less of the ST box torso, and more arm, which is the sensible thing... but it sounds like you are saying players wanted more ST hitbox on the Awesome? Posted Image

Less ST. I'll see if I can find the picture for it.

EDIT: I found it.

Posted Image

The mechlab highlight shows that pad as part of the arm, even though in-game it's actually ST. A player suggestion that has appeared on the forums a few times was to make that highlighted area actually count as the arm in-game.

Edited by FupDup, 03 February 2016 - 07:27 AM.


#78 Malleus011

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Posted 03 February 2016 - 08:49 AM

I limited my Resistance 2 purchase to only the Wolfhound for a number of reasons - I wanted the early adopted rewards, freebies, and paint colors, but didn't get the Crab or Black Knight (I'm not a Mauler fan) because of disappointment with Resistance 1; specifically the poor execution of the Enforcer in-game model.

After the Wolfhound sneak peeks came out, I was glad I hadn't invested any heavier in Res2. Like the Enforcer, it fell well short of the concept art. If it had been a more significant purchase, I might've refunded in protest.

That said, I do much better in the Wolfhound than the Panther (the poor Panther) and it's probably my favorite light, but that's not saying much. Other than a few CW drop decks that need a light option, I simply don't drive lights; there's usually no reason to take one due to lack of role warfare. There's just never a good reason to drive a light when I can drive a medium.

(OK, I sometimes take out an Urbie or Locust for fun, but not when I'm trying to accomplish anything)

#79 WarHippy

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Posted 03 February 2016 - 08:55 AM

So because of this thread I decided to run my Wolfhound for a few rounds last night and to my amusement there were two other Wolfhounds in the first game(one on my team one on the other), and another Wolfhound in my second game. Maybe this thread had am impact, or just a big coincidence?

#80 Juodas Varnas

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Posted 03 February 2016 - 10:04 AM

View PostRed Shrike, on 03 February 2016 - 01:38 AM, said:

I think they're too blocky. Even in the concept art they weren't that blocky.

Now, even though it may (or may not) have been as blocky in the concept art, the Orthographic (which was also made by Alex) was just as blocky as the end product.





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