Hit the Deck, on 13 July 2016 - 04:05 PM, said:
I mainly want to talk about:
- CP-10-Z (1B, 6E, 2M) - "Boar's Head"
- CP-11A-DC (2B, 4M, 2E)
- CP-S(leipnir) (4B, 4E, 1M) - "Mauler"
...because they seem to be the most interesting. All Cyclops variants can mount 400 rated engines.
How can PGI make these variants unique/different compared to the already existing 'Mechs which can do similar loadout (yeah, I know about the integrated computer)? The exception is number 2 which can do 2LB-10X+4ASRM6. The MAL-1R and KGC-0000 (or just D-DC with only 3M) can replicate the loadout but with different weapon placement (the Mauler is pretty close though - it can mount 2x AC/10 if you remove the
Artemis!).
EDIT: they couldn't give the Hero good offensive quirks because of potential P2W complaints. So the MAL-MX90 will retain its place as the king of IS Dakka 'Mech for a foreseeable future.
They sure don't worry about p2w cries, because even KDK-3 has good quirks
I mean come on, a 64 kph 100 ton mech with superior firepower, best hardpoint placement and decent hitboxes, did it really need structure quirks to be competitive, no, no it didn't, but it got them.
That's power creep in the most classic form
I'll get the Linebacker/Night Gyr, they look pretty unique, but will not touch the KDK, it's really cheesy, don't want to get my fingers dirty
Hit the Deck, on 13 July 2016 - 09:44 PM, said:
There would be cries of P2W since that means only the Hero which gets the quirk!
They already took this strategy, look at Butterbee, it's the only Cat with 8 hardpoints, making it the best choice, so naturally other heroes will be superior as well