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


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#81 Ultimax

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Posted 03 February 2016 - 10:11 AM

There's nothing wrong with the Wolfhound in general.


Light mechs as a class are weak, and require every little advantage to really matter - so we will see performance focused players always gravitate towards what ever mech that might be due to having some specific quirks.

The space the Wolfhound occupies is similar space to the Firestarter and the Arctic Cheetah - both have JJs, and one also has ECM and the Wolfhound has neither.

It actually has Structure quirks, unlike most (all?) FS9/ACH and even has moderate energy quirks - but apparently that's not enough to overcome the need for mobility through JJs for a brawl type light.

#82 jss78

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Posted 03 February 2016 - 10:27 AM

They sure lose those ST's quick. With the torso-centric hardpoints, that coincidentally means that WLF's run STD engines quite well. That essentially means running them as a "light medium". I'm at a loss to explain why you should do that (instead of running a "real medium"), but if you do, then they do it really well. Regularly get beat down to 20-30 % and still fire most weapons.

In practice though I find I play mine quite little. The problem is that I have Panthers which first, look a lot better, the Wolfhound looks like a cheap eastern-bloc copy of the Panther to me. Second with the JJ's and the agile gun arm Panthers are a lot more fun to play. With that mass of torso lasers Wolfhounds are arguably better, but Panthers are fun and have style.

Edited by jss78, 03 February 2016 - 10:28 AM.


#83 Bishop Steiner

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Posted 03 February 2016 - 07:35 PM

View PostFupDup, on 03 February 2016 - 07:24 AM, said:

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.

yes, what confused me is I thought that was what we were talking about the wolfhound needing to, and so?

#84 Mechwarrior Buddah

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Posted 03 February 2016 - 10:27 PM

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*

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?


all the mechs in the pack were bad

#85 Oderint dum Metuant

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Posted 03 February 2016 - 11:51 PM

The wolfhound is a good mech. But due to map design it is inadequate without JJs.

#86 Ratpoison

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Posted 04 February 2016 - 12:01 AM

XL 315 35 tonner is fun. Great scout. Otherwise, it doesn't really do anything special to make up for its lack of JJs.





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