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


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#1 Bishop Steiner

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Posted 02 February 2016 - 01:50 PM

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*

So what happened? I mean, the TT side bagged for it cuz "lore", the Gamers bagged for it cuz "MW4" and Comps begged for it cuz "LazorvomitPEWPEW!!".......

But I don't see em out there really being used by anyone. I see more Commandos than I do Wolfhounds. I'm not sure what's rarer... Wolfhounds or Panthers.

Me, I kinda predicted that
1) they would bring nothing new to the table
2) thanks to our hardpoint system, everything they can do a Firestarter can do BETTER (I do think one version of the WLF artificially goes faster, but um...whooptydoo?)
3) Hardpoint androgyny to the max?

But IDK if that is what the issue is, quirks, or what?

#2 GenJack

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Posted 02 February 2016 - 01:57 PM

Agree, but I do see one every now and then and they are slightly mean.... but a Firestarter is meaner...

#3 FupDup

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Posted 02 February 2016 - 01:57 PM

In terms of the Fuegostarter doing everything better, that's not "technically" true. The Wolfie has a few advantages:

1. Hardpoints are more concentrated in the torsos, making it harder to disarm.
2. Those hardpoints are also mounted a bit higher than the arms of the Fuego, making it a bit better for poking at a distance.
3. One variant has a larger engine cap.
4. Has some agility and durability quirks, which the Fuego lacks (although they're not very impressive ones).

Of course, the Fuego still has advantages of JJs (which matter more to lights than any other class due to their dependency on mobility) and more total hardpoints (although some of them are ballistics, which are sub-par for lights). Better weapon quirks, too (especially reduced energy heat).


The mech's rarity is probably because even though it has some on-paper attributes that the Fuego doesn't have, the Wolfie overall doesn't excel at any particular thing. If you want a poker mech you have things like Ravens or Hankyus. If you want speed then there are lots of choices, same with JJs. If you want toughness then there is the Fuego or Hankyu.

Edited by FupDup, 02 February 2016 - 01:59 PM.


#4 Juodas Varnas

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Posted 02 February 2016 - 02:01 PM

It's kinda hideous.

Is that a valid reason not to use a mech?
I guess not, cause then there wouldn't be any clan mechs around either Posted Image

#5 Bishop Steiner

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Posted 02 February 2016 - 02:04 PM

View PostFupDup, on 02 February 2016 - 01:57 PM, said:

In terms of the Fuegostarter doing everything better, that's not "technically" true. The Wolfie has a few advantages:

1. Hardpoints are more concentrated in the torsos, making it harder to disarm.
2. Those hardpoints are also mounted a bit higher than the arms of the Fuego, making it a bit better for poking at a distance.
3. One variant has a larger engine cap.
4. Has some agility and durability quirks, which the Fuego lacks (although they're not very impressive ones).

Of course, the Fuego still has advantages of JJs (which matter more to lights than any other class due to their dependency on mobility) and more total hardpoints (although some of them are ballistics, which are sub-par for lights). Better weapon quirks, too (especially reduced energy heat).


The mech's rarity is probably because even though it has some on-paper attributes that the Fuego doesn't have, the Wolfie overall doesn't excel at any particular thing. If you want a poker mech you have things like Ravens or Hankyus. If you want speed then there are lots of choices, same with JJs. If you want toughness then there is the Fuego or Hankyu.

playing them both I believe the FS9s geometry and hitboxes pretty much obviate the Structure Quirks like on the WLF. Agility..give or take because of JJs boosting agility.

Truth to the torso mounts though several variants of FS9 are well equipped there. I don't think either are high enough overall to matter that much (at least compared to ravens and cheetos). And I think on a good light even though it is an issue with shielding, those arm mounts also can be very useful since one thing I find on my WLF is that it's harder to track and circle prey while dealing damage.

So as you say, those seem like pluses on paper... but in actual play? Pretty... uninspiring.

View PostJuodas Varnas, on 02 February 2016 - 02:01 PM, said:

It's kinda hideous.

Is that a valid reason not to use a mech?
I guess not, cause then there wouldn't be any clan mechs around either Posted Image

Well, wish they had let us in early peaks like on the Warhammer. I think the warhammer arm posture/elbow treatment would have helped with some of that hideousness..... those elbows locked against the waist just looks stupidly stiff on a fast moving Light.

#6 Kira Onime

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Posted 02 February 2016 - 02:04 PM

I think Fup nailed it.

It's a jack of all trades, master of nothing in particular.

#7 Quicksilver Aberration

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Posted 02 February 2016 - 02:04 PM

Everytime I look at one I become disappointed at the cartoonish/blocky torso that is has, that's why I am resistant to pilot them.

Fup covered most of the reasons I don't actually pilot them, they don't beat a Raven at poking, and they don't beat a Firestarter at anything else, and not having JJs really sucks. The quirks it did get were kinda meh, it needs a little bit more energy quirks to actually push it into a decent state, that or just make it really tanky which is more of my preference because I miss the tanky little things from MW4.

#8 Mead

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Posted 02 February 2016 - 02:06 PM

I bought three (cbills), even sold a couple of cplts for bays, got them mostly basic'd, and then got distracted by all the kmdd events where it's faster to use an assault or heavy. At the same time I started to actually enjoy piloting assaults, so mastered the bnc and played with a couple of very old acquisitions that had gathered dust for a year or more.

I'll get back to them eventually.

#9 Cion

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Posted 02 February 2016 - 02:07 PM

Let's see

-lack of jumpjets: check
-released too close to the Panther (and looks alike): check
-enourmous side torsos: check (XL deathtrap)
Posted Image
(stolen from hitbox localization thread)

Need I say more?

#10 FupDup

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Posted 02 February 2016 - 02:08 PM

View PostCion, on 02 February 2016 - 02:07 PM, said:

Let's see

-lack of jumpjets: check
-released too close to the Panther (and looks alike): check
-enourmous side torsos: check (XL deathtrap)
Posted Image
(stolen from hitbox localization thread)

Need I say more?

Those shoulder pads really should be made into arms instead of side torsos...

#11 Mead

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Posted 02 February 2016 - 02:10 PM

Dem side torsos :/

#12 DAYLEET

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Posted 02 February 2016 - 02:11 PM

View PostCion, on 02 February 2016 - 02:07 PM, said:

-released too close to the Panther (and looks alike): check

How dare you, the Panther looks awesome, the wolfhound is made of 8 lego blocks.

#13 MerryIguana

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Posted 02 February 2016 - 02:11 PM

Had no idea the upper arms count as ST. Booo.

#14 Zeriniel

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Posted 02 February 2016 - 02:16 PM

I think Fup, and all of the following posts hit on it pretty well.
It's not a horrible mech...but it is also not a great mech.
When I finally got around to "leveling" my Wolfhounds, (Did Maulers, which I hated at first, then cam to accept. Then BKs, which I enjoyed before they changed the hitboxes, and still enjoy to this day, then just played with other mechs until finally getting around to the WLF. I just got around to my Crabs, which have been collecting dust.)

It's actually somewhat amusing to run a STD engine light. It's a tanky light, not through fault of hitboxes, but because it can actually lose a ST and keep chugging. but the same benefit to running STDs, makes XLs that much more of a liability (as Cion pointed out).

Can it poke decently? sure, but others do it much better.
It can tank, but can it really output damage and move like a FS or ACH? no.
It lacks jumpjets, and as much as I want to like it's blocky style, its almost TOO blocky.
As if when they finally got to it during the RES2 package, they were burned out, made a round head, and then just blocked out the body...and then ran out of time to finish the model.

Aesthetically, it doesn't really mesh with many of the other 'Mechs in the game, and it is pretty rigid.

I still run my WLF-2 every now and then, just cause I can. (and sometimes I feel like I have to run all my money purchased mechs to justify those purchases ;) )

#15 TercieI

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Posted 02 February 2016 - 02:23 PM

It's a surprisingly solid mech, but other mechs are better and the "leveling blitz" has passed. Not much more to it.

#16 WarHippy

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Posted 02 February 2016 - 02:23 PM

I take mine out from time to time because I want to like it more than I do. Visually it was kind of a let down from the concept art so there is that. However, I personally think it needs some better survive-ability quirks. It kind of needs to be that dependable heavily armored mech that it was supposed to be. I don't think range quirks would be appropriate, but good mobility with efficient lasers would a good way to make it a solid skirmisher and anti light mech.

#17 Bishop Steiner

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Posted 02 February 2016 - 02:24 PM

View PostCion, on 02 February 2016 - 02:07 PM, said:

Let's see

-lack of jumpjets: check
-released too close to the Panther (and looks alike): check
-enourmous side torsos: check (XL deathtrap)
Posted Image
(stolen from hitbox localization thread)

Need I say more?

Posted Image

Hitboxes the way common sense and the actual nature of the mechanicals of the design would dictate.

Seriously, Russ, Paul? I live in Mexico... I can live well down here on Canadian Minimum Wage.... lemme do QA on these things!

#18 Quicksilver Aberration

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Posted 02 February 2016 - 02:31 PM

View PostBishop Steiner, on 02 February 2016 - 02:24 PM, said:

Posted Image

Hitboxes the way common sense and the actual nature of the mechanicals of the design would dictate.

Seriously, Russ, Paul? I live in Mexico... I can live well down here on Canadian Minimum Wage.... lemme do QA on these things!

I'd actually give it a bit more ST at the shoulder (you extended it to the joint connecting it to the torso which isn't necessary imo) and a little more ST in the middle, that way it isn't just CT and arms, but meh, I'd have to actually start piloting to get a good idea where you get hit.

#19 Tyler Valentine

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Posted 02 February 2016 - 02:33 PM

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


2) thanks to our hardpoint system, everything they can do a Firestarter can do BETTER (I do think one version of the WLF artificially goes faster, but um...whooptydoo?)



I actually remember you posting that.

I think you nailed it. Too bad though, being Phelan's 'mech and all...

#20 Revis Volek

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Posted 02 February 2016 - 02:33 PM

I have both, and the Panther is Leaps and bounds better then any Wolfhound varaint.

They are fast but lack the twist speed, they are KINDA tanky but dont do anything mechs just as tanky or better do better. Laser vomit is its only bag and its lacks the quirks to even do that effectively or better then anything else we already have.

No jj's, no real NICHE to speak of then you fall in line with other better chassis.





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