Drakuba, on 03 March 2015 - 03:01 AM, said:
I like survivability in mech, having both arms blown away, liping with one leg, side torsos practicaly gone and still fighting, thats what im looking for

Im not much of a fan of XL engines and i almost never use them (except catapults).
I like to brawl, close range brawls are one of the most entertaining things i found on this game and i always looking forward to those brawls on the end of a round.
But how about overall survivability? I remember seing cents without arms and only with one torso roaming the map almost all the time in beta, does hawks have similar durability?
JJ are fine, but medium mechs are fast enough so its not that high on my list
and yeah, i totaly forgot about hunchbacks, but i remember them being "dehunched" all the time, hence almost useless...
Medium Mechs are my bread and butter. I don't claim to be the "best" by any means, but the only guy that every made me sweat Medium vs Medium was Koreanese back in the day. Both chassis are great choices, as is the
HBK.
Hunchbacks almost never get easily hunched anymore. Thank you quirks.
That said, overall,
Cents and
Shads are more versatile, because both can run XL engines and still absorb ridiculous amount of firepower.
A well run
Shadow Hawk is the Medium Toughness ing, though. Arguably the best hitboxes in the game. Quick twisting and you can soak damage levels that make a Misery blush. Add in the overall speed and agility, and it can escape situations before they get too hairy, and yes, by feathering JJs, you can bork hitreg.
Shads are the most versatile, Medium, overall, with their speed range, toughness, fantastic weapon selection, and generally well spaced hardpoints to fit any style. You can spread weapons if you are worried about losing an arm and being weaponless, or you can torso pack and use both arms as shield, etc. For my playstyle, the
2D2 (all purpose skirmisher),
2D (Flying Hunchback) and
2K (3 ER Large laser vomit) are the way to go. Aside from the one packing an AC20, XLs are a must in
Shads, as the survivability benefits with their hitboxes are minimal compared to the speed and firepower boost.
The only real "Cons" are they are not quite as agile as mechs like the
Griffin or
Vindicator, can't quite pack the firepower of a
Storm Crow, and the field of visibility is intentionally smaller than on other Mediums, which can bug some people. So try the Trial out.
Centy's only real advantages over the
Shad are if you want to run a STD engine ,you can ZOmbie, due to CT energy hardpoints, (And you can run the Champion Trial to see if that works for you), and better FoV and ground agility.
Both are solid mechs and in the right hands won't let you down.
HBK is both more versatile and specialized. Each chassis fits a role very specifically, and especially post quirks, does them exceedingly well.
4G is an AC20 wrecking ball. IMO, the best mobile AC20 mech in the game. The Hunch is tough now, and it lets you peek, easily. So can the
SHD, mind you, but it can't hope to match the
4G in RoF.
4P is the best Mlaser boat in the game, wicked in good hands.
4J with 2x LRM10 is ridiculous with how much LRM cover it can spit out.
Gridiron packs a Gauss Machine Gun (and does most other ballistics really really well, too), the
4SP with SRM6s and MLs/MPLs is a little warm, but a ridiculous in your face brawler. And the
4H, probably my least favorite, but with it's bevey of medium lasers and ac10, might be the most versatile of the crew.
All have solid enough hitboxes, though nowhere near the SHD or CN9, exceptional agility and well placed hardpoints. And you can zombie away, a stick with a single pewpew in the head, in all models.
Down side is STD engines are pretty mandatory, so ground speed compared to other Mediums tends to be low, no JJs, and Hunched models have a limited FoV to the right.
Just my 2ct as a guy with about 10k drops in Mediums, since Closed Beta. And someone who has used them since the get go, even when "all mediums were bad".