tker 669, on 29 January 2018 - 11:30 AM, said:
The Wolfie steped in, in a way...sort of.
It handles like a brick and is only viable in the quirked 2. The ecm hero has some limited uses as well. Let's not forget also that when it first emerged, it did so mostly with ermeds...until they got nerfed.
Bought the Resistance pack a long time ago up to the Black Knight. Was a good purchase as I liked all three chassis I got and their variants. So have always liked and used the Wolfhound.
It plays and feels entirely different to me than the old Cheetah did. Dashing, ducking, jumping and turning in the Cheetah, is a different experience for me. Maybe the distinctions are too minute to most or I am being finite scale picky, but it really feels different completely for me.
So I play the brickish Wolfhound more like a medium. It is also a tank that benefits from being on the end of the weight scale for lights, being able to take advantage of survival tree. If it didn't, I think how poorly it actually drives would make it useless because it is a very easy mech to hit.
Willing to concede this might just be how potato me looks at it, but it isn't a direct swap nor does it fill my urge to run and gun like the old Cheetah. Even Cheetah 2.0 with the mg's and heavy meds plays differently enough, to bum me out. I really wish I could both machine gun Cheetah, and small pulse it. Not one or the other as we have.
Wordy yes, but best I could articulate what I am trying to say which is tough when 'feels' based.
Funny thing is, Wolfhound actually has more maneuverability than a current Cheetah, about 10% more in general unless you're running set of 8 quirks. Engine desync really messed up a lot of stuff. Having gotten used to the sluggishness I still drive my Wolfhound like a light, but I still remember the old days of the Cheetah where I could be aggressive but had to be smart about it. I'd use jump jets to poptart at like 100m from the enemy and I'd have to be quick because enemies could also turn faster back then too.