Pros:
ECM capable. That's a pretty big deal right there, as long as we get the variant that has it.
Shoulder-level arms/high hardpoints. Which means it can crest hills, fire over terrain, etc., making it a feasible long range engagement mech. Mixes well with Clan tech's longer range.
MASC(?) kinda depends on how it gets implemented.
Cons:
Extremely limited hardpoints (5 tops). As we've seen with the Summoner, this is rough for Clan tech, because practically all our weapons are DPS, we need to pack a lot of weapons on to get real killing power. And this poor guy can't. However, it might not be such bad deal here because most, if not all the hardpoints are shoulder high or higher. You can use your speed to stay at a range and engage from a distance. The bigger, longer ranged guns with the slower cycle times aren't going to be as much of a liability as they would in a brawler.
Only 17(ish) tons of pod space, It's going to be a challenge to pack on those big guns, plus ECM, ammo, and any other equipment like a TC. Combine this with limited hard points, it's going to limit your design choices.
Little to no zombie capability. It really seems like this mech was designed through and through to be long range fire support. From the profile to the limited hard points, this mech says keep the enemy at a long range. If you get close, the enemy has a much better chance of chopping off your arms and almost completely negating your combat effectiveness.
Is the ECM alone enough to override all the cons? I know it works pretty well on my Hellbringer and Kitfox. I have to admit, the profile of this mech and high hardpoints combined with the ECM makes me cautiously optimistic. But it also suggests a very specific playstyle will be required to make it work.
So what do you think? Do I sound wildly off the mark? Did I miss anything? Other thoughts?
Edited by 0bsidion, 20 February 2015 - 11:11 AM.