PNT-10K: 2 AMS, 2E, 2M, 8 JJs
PNT-8Z: 1 AMS, 3E, 2M, 4 JJs
PNT-9R: 1 AMS, 4E, 1M, 4 JJs
Engine cap: 250 (all variants)
So overall they have fewer hardpoints than most other 35 tonners, and less speed. There better be some hefty quirks for them.
Enforcer:
ENF-5D: 1 AMS, 3E, 2B, 325 engine cap, 5 JJs
ENF-4R: 1 AMS, 5E, 1B, 260 engine cap, 4 JJs
ENF-5P: 1 AMS, 4B, 1E, 325 engine cap, 2 JJs
So, the 5D and 5P will have fewer hardpoints than all other 50 tonners, and the 5P appears that it might be the crap variant of the bunch. The 4R is also somewhat slow for its size.
Still, the 5D and 4R seem to have at least decent potential, but they won't be taking on their 55 ton overlords by any stretch.
Grasshopper:
GHR-5J: 2 AMS, 6E, 1M, 6 JJs, 365 engine cap
GHR-5H: 1 AMS, 7E, 1M, 4 JJs, 340 engine cap
GHR-5N: 1 AMS, 8E, 4 JJs, 340 engine cap
In terms of hardpoints, I think the 5N is the clear winner because having an ML in your head is infinitely better than using an unpaired small missile launcher. The 5J will be the faster skirmisher/brawler of the bunch.
Zeus:
ZEU-9S: 1 AMS, 6E, 1M
ZEU-6S: 1 AMS, 2B, 4E, 1M
ZEU-6T: 1 AMS, 4E, 3M
Engine cap: 390 (all variants)
My first thought is WHERE'S THE 6Y? No Binary Laser Cannon, no fun allowed.
In terms of what we're getting, all of them will be able to go fast, but the real question is if they'll be darn-doors like the AWS is. If they aren't XL-viable, then they would probably be bad because XL is what saves the Victor and other 80 tonners.
In terms of hardpoints, each of them seems to be good in their own way, but the 6S will probably be the overall best. The 6T will be the missile boat of the bunch. 9S can boat pewpew but probably won't be quite as effective as the rest. Missiles will be pointless to equip on both the 9S and 6S due to having only 1 hardpoint (rule of thumb = don't use missile unless you have at least 2 hardpoints, excluding the Narc Bacon).
Edited by FupDup, 22 October 2014 - 03:37 PM.