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Hero Mechs: Worth It Or Not?


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#81 Greenjulius

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Posted 29 June 2015 - 11:01 AM

Thanks for the comments everyone! Reading through all of them has confirmed my opinions on most of the heroes, but left me open to give the Jester another try. Up to this point I just considered it a mediocre Clan laservomit wannabe, but I suppose it can do a few things that clan mechs can't do, like explode after losing a side torso. Just kidding. But seriously, I will give it another try.

I'm a little puzzled by some of the pass-off talk regarding the Pirate's Bane however. I've found that I have no trouble delivering 400-600 damage rounds, plenty of kills in between. I do agree that it's too fragile however, as dual gauss will ruin your life the moment it notices you. However, if played conservatively, it makes one of the best scouts/assassins in the game. I've cored out so many mechs with shots to the back and exposed crits with 'lil PB that I feel the need to defend him. I consider him to be the 2nd best Lolcust after the obvious hunter-killer 1E. That thing is scary.

#82 mogs01gt

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Posted 29 June 2015 - 11:05 AM

IMO only if they are fully upgraded at the time of purchase. Also, I bought my GD for lore, no other reason.

#83 Alistair Winter

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Posted 29 June 2015 - 11:07 AM

View PostGreenjulius, on 29 June 2015 - 11:01 AM, said:

Thanks for the comments everyone! Reading through all of them has confirmed my opinions on most of the heroes, but left me open to give the Jester another try. Up to this point I just considered it a mediocre Clan laservomit wannabe, but I suppose it can do a few things that clan mechs can't do, like explode after losing a side torso. Just kidding. But seriously, I will give it another try.

I can't see how you'd be disappointed. It's really a fantastic heavy mech, in my opinion. And the best build seems almost sent from above, because it fits so perfectly together. No free slots, good heat efficiency, full number of heat sinks in the engine. This thing is crazy agile, running at almost 100 kph and even doing 53 kph in reverse!

#84 Felio

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Posted 29 June 2015 - 11:56 AM

I guess I'm kind of a hero collector.

The Death's Knell: Ninja fast and turns on a dime. Fully articulated arms help a lot with keeping those four medium lasers on target as you zoom by. 25 tons, so not a lot of armor, but it seems a lot more durable than a Locust anyway.

Anasi: As the only Spider with a missile hardpoint, this mech's only purpose is to carry an SRM6 or NARC. Two useless machine gun hardpoints and two energy hardpoints. It's an enjoyable diversion sometimes, but you don't buy this one to pwn faces.

X-5: Weirdly the only 'mech in the game without an AMS hardpoint. Like the Anasi, its only unique feature is two missile hardpoints with only 2 tubes each. Also like the Anasi, you'll probably do better in another variant, like the one with ECM.

St. Ives' Blues: A pretty typical Vindicator that happens to have the hero bonus. A medium speed, medium ton, medium-armament medium with jump jets. Just solid all around even if it doesn't stand out.

Yen Lo Wang: It's aged a bit with power creep, even after quirks. That said, it's got a highly quirked AC/20. I put an XL 300 in it, and it's like a ninja backstabber. Most will use an XL 280, but I like speed. Still worth it.

Sparky: I like this one. Because I like speed, I haven't really used the PPC quirk. But Griffins are pretty good anyway. This one just has extra lasers instead of missiles.

Jester: Only 2 JJ, so not much of a jump sniper. Quirked for Large Lasers, which is a shame because this is plainly a sniper mech and does better with ERLL or (ER)PPC. I actually do like to use two ERPPC along with 19 double heat sinks, I believe it is. Just watch for that catapult nose. Your CT can get hit from almost any angle.

#85 Felio

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Posted 29 June 2015 - 12:11 PM

Oops, I hit post with two more to go:

Heavy Metal: Another one aging with power creep -- and of course its terrible hoverjets, but it sounds like they might be improved soon. Also another really well-balanced generalist 'mech. Even its quirks are generalist. Has a 20-tube and a 10-tube missile hardpoint, so it's also the closest thing we have to an LRM hero, even if you'll do better with other weapons. I mostly took it because I wanted an assault hero with jump jets. I really prefer having jump jets, as you can tell from my collection.

Dragon Slayer: People like to triple up pinpoint damage with this one: Two PPC and gauss, to use its quirks, and all on the right side. And yes, this works really well. I just think it's boring, so I try to be more balanced. It's a pity it can't really use its XL 400 engine cap without losing almost all of its firepower. An XL 350 is as high as I would go, and it still works well.





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