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2N Vs 3M


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#1 LORD ORION

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Posted 08 December 2015 - 06:58 AM

So, I spent alot of time watching these 2 mechs perform in Tukayyid.

2Ns are not so good because the side torsos break easily.
3M has nothing really going for it.

Suggestion
1) 2N should get the structure quirks and play as an SRM ambush brawler.
Reasons:
-ECM to ambush / hide ragdoll.
-Broad shoulders from SRMs in both torso
-Older lostech mech with close range stock weapons (emphasis on surviviability, not mobility)

2) 3M should get the mobility quirks.
Reasons:
-New mech, with emphasis on mobility and firepower for survivability. (XL, more jets, asymetric firepower)
-Stock weapons are long range

Sooo.... switch the quirks on both mechs and maybe add some accel/deaccel quirks to the 3M. They would both then be great mechs.

Griffin 2N quirks
Missile Cooldown +10%
Missile Velocity +10%
Add Struc CT +18
Add Struc L/R Torso +13
Add Struc L/R Arm +12
Add struc L/R leg +13

Griffin 3M
ERPPC Velocity 40%
Missile Velocity 10%
Accel +35%
Decel +35%
Turn Rate 35%
Torso Turn Rate +35%
Add Struc L/R Arm +12
Add Struc L/R Leg +13

Thanks

Edited by LORD ORION, 08 December 2015 - 07:04 AM.


#2 Celtic Warrior IS

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Posted 07 February 2016 - 01:03 PM

And add in a -10 grouping for tighter more pinpoint hits then these mechs could be really good.





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