So How's The Linebacker?
#1
Posted 22 November 2016 - 03:21 PM
So how is it? Pretty solid? Kinda meh?
Strengths? Weaknesses? Opinions?
I don't want to buy it and find out that it sucks. Haha
#2
Posted 22 November 2016 - 03:32 PM
And under every other circumstance they mostly just run around in circles trying not to trip over themselves or inconveniently placed mud puddles.
#3
Posted 22 November 2016 - 03:41 PM
Strengths would be to use long range and use speed to move to good support position. The stuff you might brawl with will easily out-gun the Linebacker which is not that tough despite the extra armor on some. Best brawlers would be M-Pulse boat or SRM boat, but no safe place to put ammo so you will lose the ammo long before the match ends usually.
Fastest heavy though I think.
Edited by Lightfoot, 22 November 2016 - 03:45 PM.
#4
Posted 22 November 2016 - 03:42 PM
You can indeed go fast, take a good kicking and quite some punches.
Despite the fact it has little tonnage to play around with, for weapons and the like, I still manage to get damage scores around 500 average each match, compared to my usual 200-300 with other mechs.
Somehow, it made me learn how to handle my weapons a lot more (limited weapons, makes it easier for me to make weapon groups and manage my heat), how to avoid peeking out from the same spot and be on the move, while I'm playing the game for over half a year now. It felt like I was doing everything wrong until the Linebacker came.
Overall, it's just a heck of a fun mech.
#5
Posted 22 November 2016 - 03:43 PM
Basic summary: It's extremely agile for a heavy mech, relatively good hitboxes, but has an extremely small amount of pod space. Its entire role is a skirmisher/harasser mech, ranging from long range PPC builds, medium range ERMLas+Gauss pokers, and the occasionally SRM bomber if you have the reinforcement package. I can never recommend someone spend money on this game due to my own reasons for keeping my wallet closed as often as possible, but it is a good mech for the niche it fills.
#6
Posted 22 November 2016 - 04:30 PM
if I knew they where not going to nerf the linebacker I would buy some
kind of a catch 22 they will be good when you first buy them (to keep people from asking for refunds)
but they get nerfed when they are up for C-bills that's if your lucky
if the Mech is really good like the KDK the nerf will come sooner
#7
Posted 22 November 2016 - 04:35 PM
#8
Posted 22 November 2016 - 04:57 PM
However, if you are spending real cash, then I would put towards some of the "top tier" mechs if you dont have them yet.
Otherwise, go nuts.
#9
Posted 22 November 2016 - 05:45 PM
I'm really enjoying the LBK so far. I haven't even moved passed the prime chassis and I own them all but the collectors. I'm more of a medium pilot and don't mind the overall load out capability loss (for a heavy) for more "go fast". I find that cumulative damage over time, harassing the flanks while on the move is a sound strategy for the lbk. Chew your enemies down rather than try to facetank them and you can find success. A couple of cerppc's can't really be ignored.
#10
Posted 22 November 2016 - 06:00 PM
But I also love Summoners. You can still do more in a summoner than a linebacker, so factor that in to your expectations.
#11
Posted 22 November 2016 - 06:07 PM
jjm1, on 22 November 2016 - 06:00 PM, said:
But I also love Summoners. You can still do more in a summoner than a linebacker, so factor that in to your expectations.
Please don't recommend suckonners to new players. At least not until the loyalty omnipods come out for everyone.
#12
Posted 22 November 2016 - 06:48 PM
Fun to play? For me check!
A bit weak in firepower? Check!
Mobile as hell with decent armor? Check!
Should you buy it? No clue. It is fun to play, if your playstyle suits it. If not it is a really bad mech. But that can be said about any mech...
Just keep in mind that you are mostly limited to Laser and Gauss builds with the standard or collectors pack.
Other packs give you more diversity. If you buy one or which pack would be better totally depends on your playstyle and how much you like the game.
You can spend part of the money for MC and get the mech bays on sale later. Then play and get other available mechs for C-Bill.
I don't know your budget, how long you play, how often, how many mechs you already own and so on... but depending on that, it might be worth to give it a try... if you don't have many mechs already or are trying to find the mech that works best for you... I wouldn't drop money on it and instead get the MC on sale + Mechbays on sale later. But that is my personal preference
Edited by Ibrandul Mike, 22 November 2016 - 06:48 PM.
#13
Posted 22 November 2016 - 06:50 PM
It plays similar to some of the clan mediums (Stormcrow in speed/firepower, HBK-IIC in mounts), as well as the Adder. It's more durable than any of these though, so that's a plus. I've been playing almost exclusively Linebackers since they came out, and they really are a blast to use.
Anyway...I can't tell you whether you should buy them or not, but if you enjoy some of the mechs mentioned above it would probably be a good fit. Even the guys in my unit who were having trouble eventually got the hang of it, and now seem to be really enjoying the mech.
#16
Posted 22 November 2016 - 08:39 PM
#17
Posted 22 November 2016 - 10:09 PM
El Bandito, on 22 November 2016 - 08:39 PM, said:
The engine cap (or on omnimechs, engine size) is one of the better metrics for determining how good a mech can/will be. A mech with even decent hardpoints is made much, much better by being fast for its size. All the guns in the world don't matter, if they can't be put in the right place, and a small amount of firepower is made much more effective by being positioned where the enemy isn't ready/able to deal with it.
There's an upper limit to the usefulness of speed, of course, but I was surprised at how many people thought that 87kph was the limit for a heavy, and that the Linebacker's 104kph top speed wouldn't add sufficient/any functionality to make up for the sparse pod space.
In any case, I'll probably pick up a set of Linebackers, once they're available for C-bills. I'm generally liking how they currently perform, and I don't think that the inevitable quirk reduction that corresponds to a mech's C-bill release will significantly diminish the mech, since what makes the chassis strong is its mobility.
#18
Posted 22 November 2016 - 11:00 PM
It seems scary when you see an heavy with that speed..... but then..... 16 free tons.
So, that speed saves the linebacker to be wrecked by serious mechs
#19
Posted 23 November 2016 - 12:32 AM
Stefka Kerensky, on 22 November 2016 - 11:00 PM, said:
It's a nice idea, until your serious mech gets smashed in the back by 6SRM4 or 7ERSL or 6ERML.
Close range weapons don't weigh much, and even without the hero omnipods, the Linebacker has the hardpoints to make some really brutal knife-fighting builds. It's not the squish that people make it out to be, as long as the owner knows how to build and pilot a fast mech.
#20
Posted 23 November 2016 - 12:35 AM
Stefka Kerensky, on 22 November 2016 - 11:00 PM, said:
It seems scary when you see an heavy with that speed..... but then..... 16 free tons.
So, that speed saves the linebacker to be wrecked by serious mechs
That's the difference between Clans and IS. Clans can actually make effective builds out of 16 tons of pod space, regardless of mech class.
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