Warning! This
will be a very long post, so make sure that before you reply to this post, be prepared for a lot of reading. I will not respond if someone makes an offhanded comment about my post without actually reading all of it first.
Rework of 80 bit review
This post will be all about the light and medium section of the review.
As a disclaimer, you (as in 80 Bit), are the final judge on whether these changes should be made. Some of these changes are for grammatical errors, or they might just be compulsive nitpicking by me that may or may not clear up what you are trying to say. Therefore, make sure you read every change I say and the notes I make for the changes to decide whether or not the changes should be made in your essay. I also would like to congratulate you on this essay, as it is a solid piece of work with in my opinion that must have taken a lot of time to complete. Of course I will not agree with everything you say, but for the most part, great job! (There might be a few out of order, so make sure you read the changes carefully so you change the appropriate spot.)
I am assuming compressive should be comprehensive. Made some other grammatical changes.
This
comprehensive guide is meant to
be a subjective review
of each mech variant, how it stacks up to its peers, and what roles i
t excels at. While I do not own all 60+ mech variants, I do own, and have extensively played, one or more variant of each chassis. When rating the mechs, I considered how their hard points, hit boxes, performance, and unique characteri
stics define them compared to not only other variants, but other mechs that fit the same role. This guide covers mech capabilities in normal solo and small group play, so even mechs with high marks may not be great in the highest end 8v8 play.
Minor change in order that was compulsive nitpicking.
2 Star (**): These mechs have no major flaws, but no features
that stand out either
Com 1B: Changed arm mounded to arm mounted.
With arm
mounted energy hard points and a single 2-tube missile launcher on its center torso, the COM-1B is a little under gunned compared to other variants. It’s hard to squeeze enough fire power out of the 3 energy points unless you use medium pulse lasers, and then heat management becomes a problem. Unless you hate missiles and don’t want to buy a Death’s Kneel, there is not much point to the 1B
Com 1D: I think the Com 1D paragraph should be spelt like this. Some changes were bolded besides removing a comma.
The 1D has the right hard points, but in the wrong places. The two 6 tube missile hard points are crammed into the center torso, and both energy points are on the right arm. This means that the COM-3A, which spreads out the same hard points, can do everything this variant can do and more. If you have an overwhelming compulsion to shoot 4 streak missiles out of your mech’s belly button
, the 1D is for you
. Otherwise
, avoid it.
Com 2D: Removed a comma, switched some stuff around.
With ECM capability and 3 missile hard points, the 2D is the easily the most (perhaps only)
, feared Commando variant. The ability to field 3 SSRM2 launchers while blocking enemy lock-on makes this variant an excellent light mech hunter. The only thing that prevents the 2D from being crowned king of the light mechs is the ECM equipped, 10 ton heavier yet just as fast, Raven 3L. Ammo is another concern; tonnage becomes very tight
, even with FF armor and Endo Steel internals,
when ECM is equipped. Regardless, the 2D may not be king of the light mechs, but it is at least a crowned prince.
COM 3A: It is okay to have 2e 2m when in describing hardpoints in the quick look section, but you must have a plus sign when you describe hardpoints like that in the paragraph. At least that is my take on it.
The 3A has the right hard points, and unlike t
he 1D, they are in the right places. With one energy hard point on each arm, and two 6 tube missile launchers split between arm and center torso, this variant can field a nice range of serviceable builds. But it is still a 2E
+ 2M Commando with no other advantages and it ends up being a very ho-hum light mech overall.
Spider 5D: You forgot to add a comma here.
If you want to buy one Spider
, just to try it out
, this is the one to get.
Jenner D: Forgot an apostrophe.
In a light on light matchup, the RVN-3L and COM-2D are the only mechs that can rain on the 7-D
‘s parade, though a build that utilizes BAP can give even those mechs a solid fight.
Jenner F: Some minor changes and a switch around.
This variant drops missiles completely and puts 3 energy hard points on each “arm”. With the ability to easily focus fire 6 lasers, the JR7-F can put out respectable damage while maintaining the speed and jump jets of the other variants. Unfortunately, heat management is almost always an issue with this mech, and your heat warning will go off constantly in combat
on hot maps. The variant is also limited to a single module slot, which is starting to become a real hindrance as modules become more varied and useful. The JR7-F is definitely a capable mech
, but it takes a fine tuned build and a good deal of skill to really make it reach its potential. But once a pilot does have the right skill level, the JR7-F becomes a top tier mech in their hands.
Raven 2x: small additions.
This variant is almost a good light mech, but everybody knows
that almost doesn’t count. Though it has enough weapon hard points to field some decent firepower, the 2X is hindered by its low max engine size, which keeps it
’s top speed to a relatively low 125KPH. The fact that it is one of the slowest light mechs is not offset by any useful feature, so you end up with a mech that pales when compared to its 3L brother or any of the Jenners. Speed is life for a light mech, and this variant does not have enough of it to be competitive.
Raven 3l: You need to pick what sentence you want for this change. Also, some small changes.
This is the cream of the crop and the king of the hill when it comes to light class mechs. No other mech has inspired more rants on the MWO forums. And that is because no other mech can move at 150KPH toting a healthy assortment of lasers and missiles, all while
being shielded by ECM.
[Warning! The following change should be made according to the preference of 80 Bit. There is no recommendation for this change, so 80 Bit can pick one or the other to change!]
The simple fact is that in light on light fighting, having both streak missiles and ECM is a big advantage, and the RVN-3L and COM-2D are the only lights that can do
that.
Or
The simple fact is that in light on light fighting, having both streak missiles and ECM is a big advantage, and the RVN-3L and COM-2D are the only lights that can
carry both.
Other Changes to Raven 3L:
However, the 3L has a full 10 ton advantage over the Commando and usually wins that matchup as well. The 3L is by far the most popular current light mech variant, and is seen extensively from PUG matches all the way up to competitive 8 man play. Recent changes to the Raven’***** box and a change to SSRM missile damage has taken the 3L down a peg, but it was 4 pegs higher than other lights to begin with, so it is still a powerhouse. BAP changes have given other light mechs more of a fighting chance against the 3L, but it still holds the advantage. Well rounded, capable, and with an edge in pretty much any light on light situation, the RVN-3L holds the crown as king of the light mechs.
Medium description: These changes are really nitpicking and don’t necessarily have to happen, but I think it helps explain it better. Really your choice on how this change goes.
But detractors aside, medium mechs have time and
time again proven
that they are capable of performance beyond their tonnage. They are an especially good choice for newer pilots, since they are very affordable to buy and load out, and don’t require the same level of skill that light mechs often do.
Cicada Description: you do not need the apostrophe in Cicada’s.
The mech focuses mostly on energy weapons, but the Hero X-5 sports a few missile points, and two variants have ballistic points as well, so you can find Cicadas running all sorts of weapon combinations.
Cicada 2B: small changes.
The 2B variant is similar to the 2A, but moves the side torso energy points to the arms, and only has on
e energy point on center torso instead of two. This means that compared to the 2A, it has one fewer energy hard point in exchange for some arm mounted hard points. This makes the 2B inferior to the 2A in almost all circumstances. Unless you just can’t live without the extra 30 degrees of vertical aim movement that the weapon arm mounts give you, the 2B is a definite pass.
Cicada 3C: just a few changes.
Here is the thing; machine guns suck. It is becoming apparent that they will likely always suck. And since machine guns are the only thing you can realistically use 4 ballistic slots for on a mech of this size, the CDA-3C variant in turn sucks. While there is enough tonnage to squeak out useable builds around a single, larger ballistic weapon,
the 3M variant is superior if you are going that route. The 3C is unique in all the wrong ways, and is
currently one of the worst mechs available.
Cicada 3M: Removed the “s” from options.
As the only medium mech to carry ECM, and with a serviceable array of weapon hard points, the 3M is a very solid variant. While ballistic weapons may not be the best option for fast moving mechs like the 3M, the additional four energy hard points still give plenty of load out options. With the ability to bring ECM coverage and decent firepower to the battle, but lacking the missile hard points so vital in light mech dogfighting, the 3M is a very team oriented mech. Don’t buy the 3M expecting to dominate light mechs just because you are a little bigger. But if you enjoy the ability to skirmish while bringing ECM to the table, this variant is a great option.
The X-5: added a comma, and changed the order of a sentence. Removed the “en” from been.
The Hero mech X-5 is basically a JR7-D that trades the jump jets for a little extra tonnage and armor. As the only Cicada to have missile mounts, it is the best of the bunch for hunting light mechs. The spread out energy hard points can make high speed weapon convergence a little unwieldy and it will never be as nimble as the jump jetting Jenner it emulates; even with its similar top speed. But with good weapon options and no big downside, the X-5 is definitely a top tier skirmisher.
Blackjack Description: Just some additions to make the paragraph feel more complete. Alo has some grammatical corrections.
With high arms
that are missing the lower actuator, this medium mech is the spitting image of his big brother
, the Jaggermech. But unlike its 65 ton relative, the Blackjack is not exactly a powerhouse. Though it has weapon hard points aplenty, the low weight of this medium prevents it from any truly high damage load outs. And unlike the even lighter Cicada, the Blackjack does not have a lot of extra speed to make up for the low tonnage. Several models do have jump jets however, and the increased mobility is welcome. But with low armor and vulnerable side torsos, a Blackjack caught in the crosshairs of the enemy won’t last long; making it a below average skirmisher. Because of this
, it does best in a direct fire support role. But overall, the Blackjack is in a very unfortunate position on the mech food chain. It’s to
o slow to keep up with light mechs, and to
o light to compare to the more robust 50 ton mechs in firepower or armor. Try as I may, I can’t think of a situation where the Blackjack is not an inferior option compared to the other medium mechs.
BJ-1: Added two commas.
The BJ-1 variant is a 1DC that trades two energy hard points for four jump jets. For a 45 ton mech that is going to have a hard time using a large ballistic load out, jump jets are not that useful. Jumping into the air to plink out a few AC/2 rounds is not exactly intimidating. However
, the variant does turn out to have enough tonnage to squeak a jumping AC/20 build, which is decidedly more intimidating. Because of this
, the BJ-1 is a serviceable skirmisher.
BJ-1DC: Removed a comma in the first sentence. Changed loud outs to load outs.
The BJ-1DC variant makes a little more sense over the similar BJ-1 if you are planning on fire support more than skirmishing. That said, it is still a tricky mech to work with. There are very few ballistic lo
ad outs that fit on a 45 ton mech. It can run the always underwhelming twin AC/2 build with some backup lasers, or drop the energy weapons and squeeze on some AC/5s. Another option is to run a single, larger cannon. All of these builds are workable, but none of them are going to leave you feeling like you found a great load out. If you want the cheapest, fastest mech that can effectively run two small auto cannons, the 1DC fits the bill; just don’t expect the performance to match the larger medium mechs.
BJ-3: Just shortened a sentence to “However,” instead of adding a comma to avoid repetition.
There are plenty of workable options with this mech.
However, even this variant can’t overcome the general weight and armor deficiencies of the chassis. The BJ-3 is like a Cicada that trades speed for jump jets, which it turns out, is not a great trade.
Centurion Description: Something really tweaked me in third sentence, so I reworked it to sound less grating. Also added a comma and fixed some forgotten words.
It is a fun chassis to invest in
not only because all the variants are fairly unique,
but also because (unlike the other 50 ton chassis), none of them
down right suck. Want
to fit a bunch of SRM6s? There is a variant for that. Want to run big energy weapons? There is a variant for that. Want to use a ridiculously large engine? There is a variant for that. Why
, there is even a variant that mounts an AC/20 on its arm while simultaneously giving you unlimited openings for off color jokes. Want a mech that can keep fighting after losing both arms and both side torsos? They can all do that! It’s no wonder the Centurion is such a well regarded mech. It does require good skill in torso twisting to get the most out of it, so while it works well for novices, it really shines in the hands of an expert pilot.
Centurion-A: Changed a comma to a semi-colon. Added a forgotten word
Used at even the highest levels of play, the CN9-A is regarded as one of the best medium mechs in the game
; largely because it is the only medium mech that can spew out 18 SRMS in a single salvo. There is a lot of value to having 3 missile hard points on a medium mech, and combined
with the general durability of the chassis, this variant has a lot of effective build options. It can be outfitted with a larger engine and used as a striker, or a smaller engine to give it plenty of firepower to be a brawler. It is also the mech that is least vulnerable to the loss of its right arm, which is a concern for all Centurion pilots. The CN9-A has a lot going for it and is one of the premier mediums available.
Centurion Al: Added some commas, a semi-colon, and a forgotten word.
If you like energy weapons
, this is the Centurion for you. As the only variant without a ballistic right arm, it has two energy hard points there instead. This makes it a prime mount of PPCs, or a nice array of medium or large lasers. It also means that to get good fire power
, it requires a hot build
; which can be a detriment for a medium speed brawler. Because of this
, the AL can do better in a fire support role, where they have the ability to disengage if heat becomes a problem. While it does not have any capabilities that put it at the top of the heap, the AL is still a solid mech.
Yen-Lo-Wang: Just added a comma.
But that big right arm also makes an easy target for enemy mechs, and if it gets blow off
, almost all your firepower goes with it.
Hunchback Description: Broke up a run on sentence, added some brackets, and added a comma.
The aptly named Hunchback can run some of the highest firepower builds around for a medium. AC20, Dual LRM15, 3x Large Laser, and 9x medium lasers are all builds potentially seen on a Hunchback. But except in the 4SP variant, the high weapon capacity is largely carried in the mechs oversized “hunch” right torso. This means that the enemy is always aiming there, and once that right torso is gone
, the mech has almost no firepower left. Because of this (though many play the Hunchback as a brawler), I find it works best as a direct fire support mech, staying just back from the front line and bringing its heavy firepower to bear with less risk of a de-hunching.
Hunchback 4G: Added a comma.
The 4G is the iconic Hunchback variant, with a giant AC/20 sitting on its shoulder. But when compared to the 4H variant, the 4G has two extra, mostly useless
, ballistic hard points instead of energy. Since at this tonnage it’s hard to make use of more than one ballistic weapon, the 4G is generally inferior to the 4H. Unless you have a specific build in mind that needs the ballistic points, go with the 4H over the 4G.
Hunchback 4J: Merged two sentences together with some added words for the sentence to make sense.
This was just done to avoid to many uses of “And”. Also removed “And” in the seventh sentence.
The Hunchback 4J is an interesting mech. It is the only medium mech to have two full 20 tube missile hard points. It also has an impressive six energy hard points. But despite impressive looking hard points on paper, the 4J is a little used variant. There is just nothing it does that a similarly priced alternative does not do better. Trebuchets make better LRM platforms
and since running two LRM20s on a 50 ton mech is not generally feasible, the extra missile tubes
on the Hunchback are more or less useless. If you are going to use the missile mounts for SRMs or SSRMs, the Hunchback 4SP is clearly superior. As with many of the Hunchback variants, the 4J is not bad, other mediums are just better.
Hunchback 4P: Added commas, made “Realistically” the sentence starter for the fifth sentence. Added a letter to “sort” to make it “short”. Added an o to “to” to make it “too”.
The “P” in HBK-4P stands for “Pew Pew”. This variant can mount more energy weapons that any other mech in the game. A 4P with 9 medium lasers can definitely melt anyone’s face. Of course
, with great pew pew comes great heat. Realistically
, it is difficult to run 9 energy weapons on a 50 ton mech and actually fire them all more than once a minute. In the past, small laser builds were popular, but the modern Hunchback can’t quite run fast enough to use such s
hort range weapons. Since medium mechs can generally only run 4-6 energy weapons while maintaining good heat management, the 4P is relegated to the “good
, but not best” category. Players at very high skill levels can still push the 4P to greatness, but for mere mortals
, driving a 4P is often like flying to
o close to the sun. Still, though it may not be the most practical mech, there is undeniable fun in firing a Death Star like array of lasers.
Hunchback 4SP: Removed a comma and added “is” to the second last sentence.
“Why G when you can SP?” You could ask the same of any hunchback variant when compared to the HBK-4SP. This is the “hunchless” Hunchback, which trades the giant, weapon concentrating hunch of the other variants for a slim 6 tube missile launcher on each shoulder. It also spreads the hard point love around, with two energy hard points on each arm and one on the head. This effectively does away with all the downsides of the other variants. The result is a mech that can hold a lot weapons, has no single vulnerable point, and can maintain over 50% of its firepower even after losing an entire side torso. It’s no surprise this mech is a pilot favorite and
is often recommended to new players. Mobility, firepower, and durability all add up to make this mech not only one of the best mediums, but one of the best mechs overall in the game.
Trebuchet Description: added an “s” to “variant”.
For one thing, it has two jump jet capable variant
s, making it the only 50 ton mech that fly; a capability many use to play as a jump sniper.
Trebuchet 7M: added an "o” to “to” to make it “too”. Cleaned up some sentences that had some words that didn’t really make sense.
Like the 5J, the TBT-7M can fit up to 5 jump jets. When outfitted with PPCs, it makes a respectable jumping sniper. And if you want to jump onto a building for a good LRM vantage point, it has the missile hard points to make that possible to
o.
Some people were initially excited about running 3xSRM6 brawler builds,
but the 7M
’s third missile launcher was of the one tube variety. But even with the mostly useless
one tube missile launcher, it is still one of the few jump capable, LRM friendly mechs, and that gives it a niche all
on its own.
Stay tuned for my review over the heavy and assault part of this review. Thanks for reading.
Edited by shellashock, 07 June 2013 - 08:40 AM.