The Enforcer: A Lucky Hunch - Lord Of The 50 Tonners
#1
Posted 05 March 2015 - 07:58 PM
"All of this has happened before... and will happen again."
Needless to say... it's happened again.
The original problem that the original Enforcer had was it didn't have 3 variants... the "lame rule" of trying to grind out 3 mechs for mastery. PGI "solved" in the way they had explained it once before... they would add stuff if necessary to complete it. The Enforcer-5P is a PGI creation... the very first of 2 "PGI variants" (the other being the Shadowcat) to make this possible (although, the PGI Shadowcat variant was created for early adopters).
I am aware that there are more quirks to be adjusted something between now (3/5/15) and when the next patch of the month comes around (3/17/155). I may revisit this depending on any changes that may come down the line.. for now, let's talk about the magic number of 3 and the rest of the content...
1) The Variants - Compromising Speed for Dakka.... and vice versa?
2) Comparisons - 50 Tons isn't what it used to be...
3) The Future - If only I had written a particular article earlier...
1) The Variants - P also stands for "Poop"
The list of variants will be sorted from "worst to best". It's easier to write it like that.
ENF-5P - Had I released a particular article months ago.... perhaps PGI would've changed the 5P's purpose... but it's probably done and over with.
Relevant article:
http://mwomercs.com/...ost__p__4190400
The hardpoint similarly mirrors the Cicada-3C, which is still a terrible variant (arguably the worst compared to the other variants). Putting this idea on a 50-tonner doesn't make it better, despite having better weapon options because of tonnage availability.
The real trick when dealing with dakka is that most people normally sacrifice speed usually through tonnage savings via the engine to make the most of their dakka. It's even better when the tonnage is saved through the use of an XL engine as the Jagermech is a testament to that idea.
It's a completely opposite dynamic of an energy boat like the Trebuchet-5J (which kinda gets the referencing nod due to my love-hate relationship with it). You spend more tonnage through cooling and large engines.. allowing one to get away and cool down... something a Dakka mech cannot do. It has to dakka everything or die standing. That's how mechs are built through the lens of a min-maxer.
The great thing about the chassis is that it is XL friendly, but a lot of side-coring happens as a natural consequence. It makes using a shield side (at least a shield arm) to be a natural requirement... but most of the weapons are on the arms... which makes the energy weapon in the Left Torso become the most critical choice.
The thing about the 5P that makes it suboptimal for what you would LIKE to do is that while its "stock build" allows for a high energy cap, it's actually pretty counter productive. You are more likely to use 2 ballistic hardpoints as most, barring the 1 large ballistic + 3MG combo... which is a bad thing for facetime and you will NEVER have the speed to do much with that. At least with the 1 large ballistic (LBX10, AC10, or Gauss), you have the actual option to go fast as you can load up on a large energy weapon.
That's what makes this variant completely awful... the tradeoffs honestly don't make sense... and even the possibility of just doubling the energy hardpoint in the LT even at the cost of a larger engine cap would be far more sound. I'm not even sure if that's even rectifiable at this point. Right now, I suffer to figure out what the best build on it... and even when I settled on it, I felt underwhelmed or didn't have enough ammo to make it useful. This and the limitation of 2 JJs is just painful reminder of that (well, Hoverjets™ are still bad).
Whiie the 5P could be salvaged (I'll just simplify my recommendations later), I'm curious if any serious changes would be made to it post-release. It suffers from "terribadbuilditis".
ENF-5D - I know it is tempting to load up on some large engine and large ballistic and fly around the map terrorizing mechs, but that feels like a waste to me.... even though it is a fair alternative. However, the most important thing is actually that you can load up on double dakka on it (dual AC5s) and terrorize things like a BJ and not be penalized with convergence.
The more important aspect is the shield arm being the Left Arm. Having 1E can be minimized by using a medium laser... reducing the impact of the loss.
The occasional spread by using both arms to shield is actually optimal... as once the ammo committed is all gone, the dakka arm is a perfect option to be used as a secondary shield arm... and this concept can be reused later...
While this is the resistance variant... I honestly wished the primary variant that is listed on sarna was the resistance variant... because... they happen to have the good stuff.
ENF-4R - I had been plotting the build for this a whole ago (maybe not in the details) based on grinding out the BJ-1DC.
While I didn't expect the quirks to turn out the way they did, all they did was make it that much better.
I've seen a lot of builds based on the quirks... and while they are legitimately functional, but they are leaving the primary untapped potential of the mech. Going full energy is certainly acceptable... but the ballistic slot is what actually makes the mech.
Similar to the 5D, the best thing to do is to share the damage between the arms, dump as much dakka as possible, then using the dakka arm as a shield arm.
The variant is pretty glorious and while the 3E left arm does carry a significant amount of firepower... losing the arm is fortunately not the end of the world.
One thing I hadn't mentioned this point is the weapon placement. In the left torso, the SECOND energy hardpoint is mounted fairly high. This isn't as important on the 5D due to the low number of energy hardpoints, but it's something to think about if constructing a full energy build.
I assume this is a balancing-point in indirectly catering to the placement and the classic-lore visual. This may need to be looked at, if not discussed for the purposes of balance...
So, how does it compare to the existing 50-tonners?
2) Comparisons - You know what powercreep is when you see it...
vs Hunchback:
The ENF-5P has no peer, but since it's inferior to the HBK-4G, it's a non-issue.
The ENF-5D compares closely to the Grid Iron or HBK-4G, except you are afforded XL and JJs... which isn't a fair comparison, but that is what it is. I guess it depends on what are "acceptable tradeoffs" as XL engines are extremely risky on the Hunchback.
The ENF-4R is a lot similar to the HBK-4H, but given XL opportunities, you have a lot more to work with on the 4R. The only difference at this point is the high firing hunch compared to the Enforcer's somewhat low arms and point of fire.
vs Centurion:
The Centurion is a bit more missile based (whether you go SRM or LRMs, it matters not), so it's hard to compare. I believe the Cent-D "attempts" to compete with the the ENF-5D but they are different in their own ways. The Cent-D has a better engine cap, but needs more tonnage converted into SRMs to assist with the LBX blasting whereas the 5D can use bigger energy weapons to cut open the mech. So, they are different in trying to accomplish the same thing if you go by the current set of quirks...
Of course, the Enforcer has jumpjets and the Centurion doesn't... which makes it tough for a truly fair comparison.
vs Trebuchet
The only variant you can compare against is the 7K... and many of the Trebuchet variants are missile heavy with JJs... the 7K isn't fortunate to have JJs.
The trade here is being able to be "true shield arms" (assuming you don't touch missiles) and unfortunately the Enforcer-5D does this better with JJs. However, the weapons are "better protected" through the side torsos vs the arms...
Still, the Enforcer has better torso twist and great arm articulation. I still wonder why PGI bothered giving it PPC quirks w/o a velocity boost. It's a wasted effort there.
Considering that the alternatives are generally worse (with some interesting tradeoffs), JJs and extremely generous torso twist radius is what allows the Enforcer to hold up well.
3) The Future - Engine Caps are overrated, and yet are not.... and please "fix the 5P"
When you have a dakka-mech, rule #1 is to go full dakka. When you do this, engine caps are overrated. This becomes crazily obvious for the 5P. I have 3 suggestions to fix this.
1) Add 1 more energy hardpoint into the Left Torso. Just make it happen. Don't leave it as a 50-ton Cicada-3C with JJs. That's just awful.
2) Reduce the engine in the stock build from a 250XL to 200XL and adjust the engine cap as necessary (ideally to 275, down from 325). That should compensate for the energy hardpoint. The build would have to look something like this...
ENF-5P
You keep the DHS count (although that requires more DHS because of the tonnage reduction), but you add more ammo as a result. This isn't optimal either, but a stock build that has so little ammo is kind of a bad thing.
Alternative idea...
ENF-5P
Since I've been suggesting the 2nd ehergy hardpoint... the LT would have a Large Laser and Small Laser. This build wouldn't need that much more work at that point (5 tons saved/converted from 250XL->200XL used for 1 more weapon).
3) Change the quirk to lean towards the AC5 over the UAC5. You can't stuff 2 UAC5s in an arm, and lose the advantages of convergence here.
It would also help to increase the JJ cap on the 5P, but whatever I guess.
Also, the 4R needs its engine cap raised from 260 to 275, for consistency among 50 tonners (it's not much of a buff though, for being the best variant).
Anyways, the Enforcer is the Resistance Pack's equivalent of the Phoenix Pack's Shadowhawk. While it won't truly beat the Shadowhawk (although, I guess that could be put to the test), it's the 50-tonner that one could say is more effective than the rest. Every 50 tonner that was made available back in Open Beta were distinct and wasn't overly better for the roles they served. Now, the Enforcer tops the charts for the purposes of direct fire combat... and while it has no missiles to speak of, it is the badass mech that 50-tonner bracket had been looking for since the start.
There's a new 50-ton sheriff in town. It's called the Enforcer.
Before I end this post, I suggest you check out the Clan Trial Mech thread if you like this thread:
http://mwomercs.com/...ost__p__4258971
50-tons of dual-AC5 dakka with JJs never sounded so sweet.
#3
Posted 05 March 2015 - 08:27 PM
The 5P is potentially the best, in a near-stock build no less. 2x UAC5s and a SL with an XL255 is pure, unadulterated killing. Put one on each arm and each arm on a separate trigger and the thing is a true beast.
#4
Posted 05 March 2015 - 08:39 PM
Levi Porphyrogenitus, on 05 March 2015 - 08:27 PM, said:
The 5P is potentially the best, in a near-stock build no less. 2x UAC5s and a SL with an XL255 is pure, unadulterated killing. Put one on each arm and each arm on a separate trigger and the thing is a true beast.
Meh.
4R is the place to be. Shame the MetaForcer will be "leave the RA empty, and pack everything on the left".
Enough to make me want to vomit......
#7
Posted 05 March 2015 - 09:25 PM
You've compared it to the 4H and 4G but these are generally considered the weakest variants of the chassis nowadays. If anything I'd say it just fills a role 50 tonners didn't really have before, but is outperformed at all of them by 55 tonners.
#8
Posted 05 March 2015 - 09:29 PM
I like the Hunchback better in terrain. The Enforcer gets one high hardpoint; the Hunch (SP excepted) has almost all of its DPS in a high hardpoint. I'd rather drive a Hunchback if I'm firing around obstacles.
I like the 55 ton trinity better if I want an XL medium with jump jets.
The Enforcer is an entirely competent 'Mech, but I don't think it's the clear best at any role in its class. And I certainly don't believe you can compare it to the pre-jj nerf Shadow Hawk in terms of its potential to completely overshadow the other 'Mechs released in its pack.
Edited by Bleary, 05 March 2015 - 09:30 PM.
#9
Posted 05 March 2015 - 09:40 PM
#10
Posted 05 March 2015 - 10:19 PM
You're putting in a lot of solid effort, only for this stuff to get lost here on the official forums.
Overall your assessments were good, I don't think running double UACs on the 5P is worth it at all for all the reasons you mentioned (I'm running AC10+PPC atm, it's still underwhelming).
It's not optimal by any means due to short range, but this build is a lot of fun.
Option 1: http://mwo.smurfy-ne...fff6acbd349f896
Option 2: http://mwo.smurfy-ne...71d57aa305f04e0
I like option 1 better, because the 2nd JJ adds a touch better thrust and I get a bit more out of the shield side.
#11
Posted 05 March 2015 - 11:11 PM
Bishop Steiner, on 05 March 2015 - 08:39 PM, said:
4R is the place to be. Shame the MetaForcer will be "leave the RA empty, and pack everything on the left".
Enough to make me want to vomit......
I use the RA for weapons on the Enforcers (except the 5P, for obvious terribad design reasons). I go full dakka on the Resistance variant, so it doesn't disappoint honestly.
The Enforcer is literally 2/3rds of a Timberwolf... so I have a hard time complaining.
John80sk, on 05 March 2015 - 09:25 PM, said:
I never said it was OP. I said it was better than the 50-ton alternatives.
I've seen a lot of players use it wrong, so that's not my problem.
The Hunchback can't use XL... despite all the quirks to the hunch.. if I had to test the XL-ness of a Hunchy, the non-Hunch side is still pretty easy to expose.
Mind you, the Enforcer's clear weakness is the Left Torso, regardless of the build (unless you manage to screw with people's heads by loading up on the Right Arm regardless).
Quote
In some ways, I believe it competes with many of the existing 55-tonners pretty well (well, for roles that don't involve missiles of any form). The Shadowhawk holds up better, given that the bulk of its firepower in its torsos and thus never worries about this the same way the Enforcer's arms do.
Ultimatum X, on 05 March 2015 - 10:19 PM, said:
You're putting in a lot of solid effort, only for this stuff to get lost here on the official forums.
I have a separate thread in the Battlemech forums. The visibility there is different than the main General DIscussion area as it's holding up the collection better over time.
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I tried 1 LL + 2 AC5s on the 5P and the ammo running out was my first problem unfortunately. I've seen the LPL + AC10 combo makes a lot more sense, given the state of PPCs. I'll speed up grinding the 5P on double XP weekend anyways.
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Option 1: http://mwo.smurfy-ne...fff6acbd349f896
Option 2: http://mwo.smurfy-ne...71d57aa305f04e0
I like option 1 better, because the 2nd JJ adds a touch better thrust and I get a bit more out of the shield side.
If I wanted 5 MPLs, I'd probably rather run a Trebuchet-5J instead (well, not really due to the hardpoint locations). It is my standing opinion that "you could do better". It is what it is though.
#12
Posted 05 March 2015 - 11:24 PM
Deathlike, on 05 March 2015 - 11:11 PM, said:
Still think you should set up a site, so you can control your content and disseminate it easier (link in sig for example).
Deathlike, on 05 March 2015 - 11:11 PM, said:
I've flip flopped between the AC10+PPC or ERPPC and Gauss + ERLLAS.
Neither is particularly exciting, but at least I get a shield side and I'm not playing staring contest in a 50T mech with 2 UAC 5s.
2x UAC 5s never really was impressive on the Shadowhawk, it's not anything special on this chassis either.
Deathlike, on 05 March 2015 - 11:11 PM, said:
I'd say the 4R here is definitely superior than the Treb-5J, especially it's geometry and asymmetrical capability.
I can't stress enough how the shield side is an amazing benefit to this already well proportioned mech with good hitboxes.
STD engine is just icing on that, most matches I finish (or die) having at least 2 limbs blown off as well as the RT and damage all over the place.
Treb doesn't have any quirks that make it particularly suited to MPLs either (sorry for the caps, I just copy pasta'd from smurfy's).
TBT-5J
TORSO TURN RATE (YAW): 25.00 %
ADDITIONAL STRUCTURE (LA): 8.00
ADDITIONAL STRUCTURE (RA): 8.00
MEDIUM LASER RANGE: 10.00 %
* ENERGY RANGE: 10.00 %
MEDIUM LASER DURATION: -10.00 %
* LASER DURATION: -10.00 %
MEDIUM LASER HEAT GENERATION: -10.00 %
* ENERGY HEAT GENERATION: -10.00 %
MISSILE COOLDOWN: 12.50 %
ENF-4R
Max Engine: 260
ADDITIONAL STRUCTURE (LA): 8.00
ADDITIONAL STRUCTURE (RA): 8.00
ADDITIONAL STRUCTURE (LL): 12.00
ADDITIONAL STRUCTURE (RL): 12.00
TORSO TURN RATE (YAW): 25.00 %
AC/10 COOLDOWN: 10.00 %
BALLISTIC COOLDOWN: 10.00 %
LARGE LASER COOLDOWN: 10.00 %
* ENERGY COOLDOWN: 10.00 %
* LASER DURATION: -12.50 %
* ENERGY RANGE: 12.50 %
* ENERGY HEAT GENERATION: -12.50 %
So medium lasers? Sure, treb. MPLs? Enforcer general quirks are a touch better.
Obviously the 3 or 4 LLAS builds are the better builds, but we are talking fun here.
Edited by Ultimatum X, 05 March 2015 - 11:27 PM.
#13
Posted 05 March 2015 - 11:29 PM
Deathlike, on 05 March 2015 - 11:11 PM, said:
I've seen a lot of players use it wrong, so that's not my problem.
The Hunchback can't use XL... despite all the quirks to the hunch.. if I had to test the XL-ness of a Hunchy, the non-Hunch side is still pretty easy to expose.
Mind you, the Enforcer's clear weakness is the Left Torso, regardless of the build (unless you manage to screw with people's heads by loading up on the Right Arm regardless).
In some ways, I believe it competes with many of the existing 55-tonners pretty well (well, for roles that don't involve missiles of any form). The Shadowhawk holds up better, given that the bulk of its firepower in its torsos and thus never worries about this the same way the Enforcer's arms do.
The 4P is one of the best mid range pokers in the game, with its fast firing low burn time medium lasers.
As far as competing with 55 tonner's I'd have to strongly disagree. The dakka wolverine is just better at dakka. The arm is problematic, but mostly because it's enough of a threat to where even PUG's will try to shoot it off.
The stormcrow, Wolverine, and Sparky outdo it in terms of mid-long range laser poke.
Then the market of the extreme long is pretty much covered by the Shadowhawk 2K and Stormcrow.
In short, I would say it does some things that other 50 tonners can't do, but it doesn't do anything other 50 tonners can do better. Again, I haven't played it, but running into them I've never found them to be much of a threat individually (at least not moreso than any other 50 tonner).
#14
Posted 05 March 2015 - 11:41 PM
ENF-5P, I really hated this one. I got it basic'ed out then sold it. It's sitting pretty at a 2.70 KDR for only 25 matches, but it was a chore to play it.
ENF-4R, easily my favorite of the bunch. Loving every drop with it. I wouldn't say it's comp worthy, but it is solid. And loads of fun.
ENF-5D, this guy started off with a larger engine and a goose rifle. Decided to try it's 10% general ballistic cooldown with a pair of AC5s instead, haven't looked back yet.
#15
Posted 05 March 2015 - 11:48 PM
can't agree on everything. I really have hard times against hunchbacks with the enforcer. Most builds are DPS and those Jumpjets tend to cause the quickdraw syndrome of loosing your legs in a blink. Two good shots from that AC20 and you're at GG.
Like with the cent, the legs are the biggest weakness.
For the Variants, the 5P is bad, yes. Trolled around with it but after all I ended up with a stockish build. Key is to lower the engine to a point where you can at least carry 180 rounds.
What I miss is the mention of the STD wubforcer and STD builds.
Meybe it is just me, but at the moment I'm not convinced of xl friendly enforcers anymore. I switched my wubforcer from XL to STD and now have a complete shield side with 18 DHS and still acceptable speed:
ENF-4R
It's a pity that this is the only variant with a low engine cap, a "big" XL could really help here.
Stepchild for me is now the resistance variant, I run with 3 LL because I can't get a ballistic with 3ML to work.
#16
Posted 06 March 2015 - 12:00 AM
hahahahno
Sorry The Yen-Lo-Wang is the Lord of 50 tonners.
#18
Posted 06 March 2015 - 12:25 AM
627, on 05 March 2015 - 11:48 PM, said:
can't agree on everything. I really have hard times against hunchbacks with the enforcer. Most builds are DPS and those Jumpjets tend to cause the quickdraw syndrome of loosing your legs in a blink. Two good shots from that AC20 and you're at GG.
Like with the cent, the legs are the biggest weakness.
I don't think I've had that problem (I don't recall being legged in an Enforcer yet). They do have the same armor... but that's not even the point.
With the state of Hoverjets™, I primarily use JJs to get into position rather than to attempt any semblance of poptarting.
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Yes, moar dakka!
The biggest error IMO is trying to overuse the dakka... only because it gets you killed like the Jagermechs where people will try to dakka you to death while you try to sidecore them. It's one of those things where being a good medium is to be the best wingman for a bigger teammate and that dakka tends to crush whatever it sees when unopposed (think dakka Dragon). Trying to do that solo oftentimes gets yourself killed.
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Meybe it is just me, but at the moment I'm not convinced of xl friendly enforcers anymore. I switched my wubforcer from XL to STD and now have a complete shield side with 18 DHS and still acceptable speed:
ENF-4R
It's a pity that this is the only variant with a low engine cap, a "big" XL could really help here.
It's not necessarily "perfect for XL" as I've gotten sidecored a bit, but it hasn't actually punished me for using XL... it punished me for being dumb on a more fundamental basis (bad decision making or poor situational awareness).
If you're playing mediums for being mediums, then selectively "showing up" when you need to is more appropriate. Every build I have hovers around the speed of a Timberwolf which means I have to bring the power and have a getaway option ready to be used. The Timberwolf doesn't have to do as much (it can still take advantage of the same thought process) as it has more armor to play with. The Enforcer has no such luxury.
The Enforcer has a ridiculous torso twist... more or less similar to a Hunchback (less arm articulation, but not that important). It's what allows the Enforcer to do a lot of the amazing things it does. Whatever I guess.
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Dual AC5 dakka on that Right Arm. It's glorious.
Edited by Deathlike, 06 March 2015 - 12:26 AM.
#19
Posted 06 March 2015 - 04:29 AM
Deathlike, on 05 March 2015 - 07:58 PM, said:
Honestly....bad loadouts
ENF-5P
try this and scare the **** out of the big guys...
use uac5 module and watch that guns go.....shooting triplets sometimes...
Edit: Your alternative even has a half ton of free space...which could be distributed on armor.
Edited by Ens, 06 March 2015 - 04:32 AM.
#20
Posted 06 March 2015 - 04:48 AM
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