Second ... I really like Griffins ... I like the missile/laser combo, I like the way they look and feel, they just feel right to me. Yes, right now, they're not the best quirked 'mechs ... they don't really need to be.
GRF-1E (aka: Sparky)
- Maneuverability: buffed straight-line maneuverability, nerfed torso twisting
- Durability: buffed structure ... nice ... ups the survivability to roughly 60-ton level (considering armor and structure points), which is good, because this 'mech needs an XL-engine to come close to comparing to similarly-tonned Clan 'mechs
- Information: nerfed info stuff ... target scan rate severely favors long range, and 2.25 target acquisition delay means this is no scout
Current Game: I've tried almost every possible combination on Sparky, and just can't make it work better than other variants or similarly equipped 'mechs.
Rebalanced: It looks like you want this to favor long-range ridge-humping poptarting (maybe 2xPPC w/ 2xML backup in one arm) or mid-range lasers (4xLL). I really want 6xMPL to work on this 'mech, but without buffed turning or twisting, it just won't keep up with a short-range clan medium (except maybe a IFR) in any way.
GRF-1N (default Phoenix variant)
- Maneuverability: buffed accel/decel and turning, slightly nerfed torso twisting
- Durability: stock
- Information: Target scan severely favors long range, buffed target retention
Current Game: I've tried all possible ML-SRM combinations, and 3xML, 3xASRM-6 is by far the most balanced build for a laser-missile 55-tonner. This 'mech is pretty darn good as is, and was by far my favorite GRF until the GRF-2N was released.
Rebalanced: The maneuverability buffs make me want to brawl with this (YAY!), but the stock durability and information quirks make me think you want this to mount LRMs (BOO!). It's going to take a lot of convincing for me to think that anything except 3xML, 3xASRM-6 is the best build for this 'mech.
GRF-1S (laser arm)
- Maneuverability: seriously nerfed, compared to all other GRFs
- Durability: buffed structure, seriously buffed right arm ... really, the right arm will almost be able to take more damage than a side torso
- Information: serious buffs, compared to all other GRFs ... long/med range bias on target scan
Current Game: I can't get this one to work. I've seen some do the mid-range laser thing really well, but it just doesn't work for me. I've tried it as a mini-CPLT-C1, and it does OK.
Rebalanced: OK, I get it, this one stays at range and harasses with LRMs. 3xML, TAG, BAP, ALRM-10/10 is a natural fit ... or you could swap the ALRM-10s for LRM-5s and upgrade the MLs to LLs (this actually looks interesting). Another option ... jumpy WVR-7K ... 3-4xLL or ERLL in that popeye arm. This may become the best GRF for the solo queue (if you can get LRM locks).
GRF-2N (ECM variant)
- Maneuverability: buffed turn rate
- Durability: stock
- Information: nerfed to all hell ... target scan rate (again) favors long range
Current Game: ECM and the ability to mount 4xASRM-6 with an XL engine makes this the best GRF in the game right now. Some will argue it's the ECM. I disagree. ECM is a nice bonus, but it's really the high-mounted 4xASRM-6 on a 90+ kph chassis.
Rebalanced: Since the ECM makes this an info denier rather than provider, I can understand the nerfs, and since ECM is still the must-bring "Jebus Box", I can understand the lack of other buffs. No change to XL300, 4xASRM-6 being the best build for it, though. It will probably still be the best GRF for the group queue.
GRF-3M (OMG missiles variant)
- Maneuverability: serious speed/turn buffs, nerfed torso twist angle (which is still greater than 90 deg, so OK)
- Durability: cranked up to 11! Add up the structure and armor, and you get a stock 65-tonner!
- Information: Nerfed, favors long range (again, WTF?)
Current Game: I have seen some guys do absolutely amazing things with this 'mech with 4xSRM-6. However, I strongly prefer Artemis with my SRM-6s, so that's right out for me for this variant. 4xASRM-4 just isn't punchy enough, even with 2xML (which is still a great 50-ton build, but a bit weak for a 55-tonner). Fun, but not my favorite or best.
Rebalanced: The extra durability makes this thing more tanky than a stock TDR. You just have to protect your right torso (that's where your punch is) and where ever you tried to hide your ammo. If you die with armor still on any part of your 'mech (except your head), you desperately need to learn torso twisting better (or you got 1-shot through the rear and ammo exploded). This could be the new competition IS medium SRM-brawler, if that ever becomes a thing again.
Overall impression: They still don't compete with similarly equipped clan mediums, but they'll do. I really don't understand how the Target Scan bias works, and why short range 'mechs can't scan targets well at short range, but OK, whatever. Sparky's still going to need some serious love ... maybe some heat dissipation quirks? GRF-1N and GRF-2N are still OK; GRF-1S and GRF-3M are interesting again, but none of the Griffins will be able to compete with a similarly equipped and well-piloted clan 'mech.
Edited by Kageru Ikazuchi, 12 September 2015 - 11:17 PM.