Personally, I'd like to hear opinions on the Hellslinger. I'm considering picking it up this weekend, but I'm not impressed by the quirks. It seems to be inferior to at least 2-3 of the BLRs, but perhaps I'm just missing something.
My opinions:
1.) CTF-IM "Ilya Muromets" - My first hero and still my favorite "hero mech." It runs dual gauss very well, perhaps better than any other mech in the Heavy class. It has however been overshadowed by Invasion Clan mechs for usefulness and c-bill grinding. A 8.5/10 as far as heroes go.
2.) RVN-H "Huginn" - My 2nd purchase, and a slightly conflicted choice. I liked it when it first came out; MGs were still moderately useful, and it could pack a reasonable punch. Now MGs are useless, however the SRM4 quirks are outrageous and allow for SRM spam. Just run 2 of these with 700 rounds of SRMs and you are good. No MGs required. It seems to be a feast or famine mech however, as SRMs often seem to not register damage. I can sink most of those missiles into enemies and come out with less damage than expected. I'm shelving the Huginn for now. In the right hands, it's a 9, but for me it's a 7/10.
3.) AS7-BH "Boar's Head" - It's very expensive, like $30 when not on sale. I'm not a fan of this mech. The traditional strength of the Atlas is to soak damage in the arms like a boxer. This mech's weapons are mostly in those arms. That, and the arms are too low, resulting in a very average mech. I'd say pass this one up. I rate it a 3/10.
4.) CPLT-J - "Jester" - It's "okay." I finally got it to be useful once I mounted 4xERLL or 4xLL on it. It's still mediocre as far as quirks go, so the CPLT-K2 continues to eclipse it. If you love catapults or energy based mechs, give it a go. Otherwise it's safe to skip. 5/10.
5.) JR7-O "Oxide" - Not a great mech. While quirks have helped it, it's outright inferior to the Huginn because it doesn't have jumpjets. That, and the Huginn can throw just as many SRMs downfield with half the launchers thanks to insane-o quirks. If you like Jenners and SRMs, go for it. You're better off with the JR7-F or D in my book however. 5/10.
6.) LCT-PB "Pirate's Bane" - Actually a great mech for the MC. ECM makes it a sneaky little devil, and it seems happy running 4xML. The 2xBallistic hardpoints are worthless because MGs are worthless, and the muzzle flash blinds you since they are mounted below the cockpit. Really, really bad, so don't use those. 8/10. Maybe a 9 if quirks are tailored to mediums instead of crappy small lasers and MGs.
7.) BJ-A "The Arrow" - Another diamond in the rough. It suffers from MGs being worthless, but can sort of make them work with 6 of them. Alternatively you can sadly drop them and run 3xLPL, which usually is a smarter, more dangerous build. Large pulse are quirked nicely and can deliver great damage at reasonable heat. However, if MGs are fixed, this mech could be a real gem. For now, it's just above average. The BJ-1X is outright superior. 7/10
8.) GRF-1E - "Sparky" - I really want to like this mech. It seems destined to run 2xLPL+4xML, but I haven't had enough time to elite out the Griffins so for now it feels mediocre. I'll withhold judgement until it's mastered, as it has the makings of greatness.
Edited by Greenjulius, 25 June 2015 - 12:58 PM.