Dogs Vs Cats
#1
Posted 07 March 2017 - 11:11 AM
I have enough cbills for either a Wolfhound or a Panther during the sale. I am torn on which to buy. I already own Firestarters, Spiders, Urbies and Locusts. I only have IS lights so far... I plan to buy Oxide and go Jenner later. I will branch out to clans sometime after.
I really only want one of those two but I don't have experience with the Wolfhound and very limited experience with the Panther trial. I like the ct lasers of the Wolfhound. Would someone that has both or experience both advise me please?
If it helps, I like laser builds more than any other. Thanks in advance.
#2
Posted 07 March 2017 - 11:17 AM
Wolfhound is best for if you're using lasers while Panther is best for PPCs. Panther gets jump jets while Wolfhound doesn't, so if you're looking to poptart then put some PPCs and jump jets on a Panther and have a good time, otherwise Wolfhound is superior at traditional light work, very similar to a Firestarter but tankier with a little less firepower.
#3
Posted 07 March 2017 - 11:21 AM
Dakota1000, on 07 March 2017 - 11:17 AM, said:
Wolfhound is best for if you're using lasers while Panther is best for PPCs. Panther gets jump jets while Wolfhound doesn't, so if you're looking to poptart then put some PPCs and jump jets on a Panther and have a good time, otherwise Wolfhound is superior at traditional light work, very similar to a Firestarter but tankier with a little less firepower.
Awesome answer. Good succint points. Thanks much.
Does one variant stand out with the Wolfhound? The WLF-2 seems to have good heat quirks but I dont want to pick based on auirks that may change later. The A1 also has six OOPS edit.
Edited by Donatello Jones, 07 March 2017 - 01:17 PM.
#4
Posted 07 March 2017 - 11:22 AM
- Less speed than most light mechs at engine cap. A 250 XL still gets you past 120 kph, but you have to pick who/what and when you engage carefully. Jump jets are a good idea if you can stick near verticle terrain to disengage Locusts and other fast mechs that can't jump.
- All Panthers have a heavy dependence on the right arm weapons. The 8Z and 10K models can take two SRM4s in the center torso which adds a decent amount of protected firepower, but at the cost of heatsinks you could otherwise use to cool your energy heavy right arm.
My favorite build right now is a PNT-8Z sporting a XL250, 4 jump jets, two medium pulse and two SRM4. Armor is near max. Makes a nasty escort for heavy lances, but in long-range matches or running off solo you'd be better suited to a wolfhound I think.
#5
Posted 07 March 2017 - 11:28 AM
#6
Posted 07 March 2017 - 11:49 AM
#7
Posted 07 March 2017 - 12:46 PM
Donatello Jones, on 07 March 2017 - 11:21 AM, said:
Does one variant stand out with the Wolfhound? The WLF-2 seems to have good heat quirks but I dont want to pick based on auirks that may change later. The 1A has the 6 energy hardpoints though.
I would suggest either of the two with 6 energy hardpoints. The 2 is better if you're planning to run a standard engine because of it having 2 energy in the CT while the 1A is better in all other ways because it has 5 energy weapons in the torso and only one in the arm, so you can shield with the arm without losing much.
#8
Posted 07 March 2017 - 01:05 PM
#9
Posted 07 March 2017 - 01:35 PM
I actually do have Pirate's Bane, Anansi and Ember. I just thought it would be cool to try one of the sale mechs since I wanna be a well rounded light pilot.
Wait a minute..... there are going to be additional costs with the new system? Even if we have the mechs mastered already?
Edited by Donatello Jones, 07 March 2017 - 01:38 PM.
#10
Posted 07 March 2017 - 02:12 PM
Donatello Jones, on 07 March 2017 - 01:35 PM, said:
Oh yes. It has been reduced form the previous 9 million but is still on the expensive side. On the other hand, it allows you to better tailor each 'mech to your own loadout preferences. Six and two threes.
#11
Posted 07 March 2017 - 02:46 PM
#12
Posted 07 March 2017 - 03:03 PM
Donatello Jones, on 07 March 2017 - 02:46 PM, said:
You keep all XP you've gained in the normal servers. The skill tree merges modules and skills into one. Overall the cost of giving a mech full skills is lower than the cost of giving mechs a full module set by a large percentage. Basically if you weren't fully moduling each of your mechs in the normal server then the costs to skill mechs fully will seem rather high. If you were fully moduling each of your mechs then the cost to skill mechs fully will be extremely small to you and you'll have a large amount of money from the full module refunds they're giving out.
People on the PTS get nothing.
#13
Posted 07 March 2017 - 04:40 PM
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