So, after a couple of days of CW battles, I'm looking forward to the Resistance pack Mechs. I think they will have some benefits on the CW front that they would have lacked in public games.
Panther- Jumping light with heavy energy weapons that seems designed to take out the gate grids. Good for sending off alone to distract or open a secondary gate.
Enforcer- Standard medium, but has decent weapons for the tonnage.
Grasshopper- Energy-based heavy with jump jets. Perfect for leading a charge with no ammo dependence issues.
Zeus- Assault with jets and decent speed, low tonnage on an assault allows for some more options in the drop deck.
Anyone else looking forward to these Mechs now for more than just nostalgia?
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Resistance Pack And Cw
Started by Lord Ikka, Dec 13 2014 04:42 PM
3 replies to this topic
#1
Posted 13 December 2014 - 04:42 PM
#3
Posted 13 December 2014 - 04:45 PM
I'd like to know what quirks they will be getting before I consider a package.
Quirks are too game-changing on builds to go into this blind, and the excuse that the mechs need to be live first before the devs can see what quirks they need has been invalidated by the KCB having quirks on launch day.
Quirks are too game-changing on builds to go into this blind, and the excuse that the mechs need to be live first before the devs can see what quirks they need has been invalidated by the KCB having quirks on launch day.
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