The Grasshopper has the most tonnage to play with, and enough hardpoints to build some nasty assault-busting laser builds, but the hitbox concerns me. It's nearly as tall as an Atlas. Does this mech's relative skinniness make it difficult to hit? Does it have the hitboxes, armor, and speed necessary to run interference against assaults? How does it stack up against laservomit, dakka, and the lurm-apocalypse?
To compare: I love my griffins. My 6x medium laser Sparky (griffin hero) gets 600+ damage per game, and the NASA-grade 67.1/67.1 jump distance is AMAZING. I don't drive Griffins, I fly them. The only thing I don't enjoy about it is how tall and easy it is to hit; it takes a lot of damage when running interference and drawing enemy fire.
Of all three of the mechs, the Grasshopper has the least appealing takeoff speeds & delta-V. Three of four grasshopper variants have only 30.1 max jump distance, and the 5J has a max 45.2. And even with the largest engine I can shove in the mech, I can only get it up to 78 KPH un-elited.
The Quickdraw overwhelmingly stands out as the fastest and most agile of the jump-capable heavies. 97.2 KPH un-elited borders on spectacular. It's shorter, but a bit wider than the grasshopper, and approximately the same height as the Griffins I enjoy so much. They also have the strongest jump acceleration of the group; most have 43.9 max jump distance, and the 4G has 61.5, almost on par with the Griffins. Since it is only five tons heavier, I do not imagine the loadouts would differ significantly from the Griffins.
The third option is the Summoner, the only clan-tech option available for a fast & flyable striker. It's ten tons heavier than the Quickdraw, and almost exactly the same size (minus the shoulder-mounted missile tube). The jump distance isn't great, but it isn't terrible either; all variants come with distance maxed at 37.6. And it can throw away a side torso without dying, because the clans figured out how to build XL's with system redundancy! Yay!
The clan tech meta does complicate things a bit; most clan weapons require a longer time-on-target to do full damage. And unfortunately, the clans made the idiot's choice when designing the summoner; they used FF armor instead of endosteel internals. It costs the exact same number of slots and only saves half as much weight, and none of the techs can figure out how to cut the thing apart, install endosteel, and weld it back together.
Apparently the clans' lack of engineering prowess does not end there; the Quickdraw and Grasshopper's lower arm actuators can actuate 35 and 30 degrees away from the torso respectively, good for shooting in directions that you do not want to point your torso. The summoner can only manage a 20-degree difference between arm and torso offset.
The summoner's rather abysmal hardpoints also concern me; this thing will never be able to mount a very long list of weapons. Just mounting a semi-competent laser payload requires both arms.
Thoughts? Ideas? Rants?
PS: Quirks change too frequently for me to bother chasing them.
Edited by ABFalcon, 23 September 2015 - 11:40 AM.