Let's Talk: Mauler Champion Discussion
#1
Posted 23 January 2017 - 05:46 PM
Let's discuss the top 3 voted Mauler builds! Answer the following:
- Which one of the below 3 builds do you think should get implemented as the champion?
- Why would this fit best as the Mauler Champion?
- Is your pick new-player friendly? If so, how?
Build #1: Mauler MX90
Build #2: Mauler MX90
Build #3: Mauler MX90
Discuss! Also please try to keep it fairly short as a designer will be taking their time to review this thread to make the final call.
#2
Posted 23 January 2017 - 06:57 PM
#3
Posted 23 January 2017 - 07:11 PM
#4
Posted 23 January 2017 - 10:18 PM
Edited by Dee Eight, 23 January 2017 - 10:23 PM.
#5
Posted 24 January 2017 - 01:38 AM
Build #2 - not a *bad* build per se, but I wouldn't make a trial mech that slow.
Build #3 - this is a brawler that only goes 50 kph. No.
I vote for Build #1.
#6
Posted 24 January 2017 - 11:36 AM
#7
Posted 24 January 2017 - 11:04 PM
Its the best combination of speed, firepower, armor and cooling efficiency.
I feel this build is a great platform for beginners venturing into assault territory. It a good choice for learning timing to minimize the jam chance of UAC's. It also shows them how armor can be distributed to different areas of the mech where needed and that not every weapon slot needs to be utilized to be effective.
Edited by Dom the Destroyer, 25 January 2017 - 01:30 AM.
#8
Posted 25 January 2017 - 06:36 AM
Honestly, #1 is probably the better one, less slow and with a range better forgiving the lack of speed.
But with no shotguns.
#9
Posted 25 January 2017 - 08:30 AM
#10
Posted 26 January 2017 - 08:23 AM
Edited by Dom the Destroyer, 26 January 2017 - 08:24 AM.
#11
Posted 26 January 2017 - 04:06 PM
#12
Posted 26 January 2017 - 04:12 PM
The rear armor is too light on all of them. I know more advanced players are thinking in terms of facing the enemy, but a newer player is much more likely to advance into a surrounded position, or stand where they can be ambushed. 'Oh crap I should move let me try and shoot this 'mech to get them to back off while I move to a better spot' is an infinitely better learning experience for a new player than 'Oh gee I just fell over I'm done for the match.' Not because it's a softer lesson, but because it's more likely the new player is going to be able, willing, and ready to acknowledge that their positioning was bad, rather than that the game was unfair.
Ordinarily, this might be enough armor, given it's an assault and there's a lot of internal structure there, but this is a super-ammo-dependent 'mech in all three builds and that makes it very prone to gooey kablooies and frustrated hamster hueys.
The four-LB-10X build is not for new players. It makes an already slow and unwieldy 'mech slower and harder to pilot effectively, and new players are not going to be ready for the twist-and-shoot it's designed for.
The five-autocannon build will similarly drive like a basking whale on valium. And a new player in a slow assault who gets left behind is basically fodder.
Quad Yewwacks is at least semi-acceptable, but as with many others here, I'm a little leery of the jam chance. Inconsistent 'mechs are not something you want a new player piloting, because they will generate an even more arbitrarily good/bad experience, and visibly arbitrary win-loss in combat is not something you want a new player to face.
Edited by Quickdraw Crobat, 26 January 2017 - 04:13 PM.
#13
Posted 26 January 2017 - 05:36 PM
1. No jam chance, very consistent. A new(er) player is going to expect their weapons to fire when they press the key. The jam chance mechanic on the UACs is just too frustrating.
2. Higher alpha, higher chance of a new player getting a kill.
3. Less likely to lose weapons due to crits vs the UAC build.
Overall, build #2 is the most RELIABLE mech of the three, and I feel thats what a new player is going to have the best experience piloting.
BONUS!! - Get rid of half a ton of ac5 ammo and put a C.A.S.E. in the left torso you dimwits, do you even play the game? The last thing you want is a new player getting ****** because someone got a lucky gauss crit on that torso ammo.
Ok, I'm done.
Edited by VirtualRiot, 26 January 2017 - 05:36 PM.
#14
Posted 26 January 2017 - 06:14 PM
The engine on build #2 is a little small for an unbasiced mech, but swap some ammo for a bigger engine and I think it'd be good.
Build #3 is not something I'd put a new player in. Almost as slow as build #2, but with a third of the effective range.
#15
Posted 26 January 2017 - 07:29 PM
#16
Posted 26 January 2017 - 08:50 PM
Vote Build 1
#17
Posted 26 January 2017 - 09:09 PM
#18
Posted 27 January 2017 - 06:21 AM
UAC5 is the most versatile IS ballistic weapon.
#19
Posted 03 February 2017 - 09:54 AM
the other two are too slow and usually only seasoned players run them for fun. #1 has some more speed and new players can have fun with uac's
#20
Posted 03 February 2017 - 01:50 PM
I too am putting in my vote for the #1 UAC/5 build.
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