I think what made Chromehounds cool was that is was a fascinating platform for experimentation. You could not only customize your mech, but each squad was a custom combination of role-types and builds. You could experiment endlessly not just with your own hound, but with your squad as a whole and the tactics it used. Chromehounds was unique in that its greatest flaw was also its greatest strength: the slow speed of the mechs. If you came from Armored Core, or really any other game, Chromehounds was slow-paced by comparison. But that's what made it tactical; the maps and combat ranges felt huge because you couldn't quickly close the gap. It made a commander's NA worth monitoring, and it allowed heavy gunners to predict enemy positions and fire artillery. A sniper battle felt almost like a turn based strategy game at times. This game was fun because it didn't just test your reaction time. It tested your tactics, your ingenuity in the garage, and your ability to work as a team, which made it the greatest multiplayer game of all time.