Warning long writeup about the Annihilator ahead (it's an interesting and unique mech, maybe the most unique in years, so deserving of more wordage than most nowdays, in my book).
Annihilator in quick play is like an LRM boat - either feast or famine, determined largely by factors outside your control (map selection and support, or lack thereof, of your teammates).
Positioning: I've held down a corner and stopped an entire push of 6 mechs with the thing. No other mech has ever been able to do that in the game besides Dire Wolf when it first came out. I've also positioned myself in the slightly wrong locations and been largely ineffective and gotten a side torso repeatedly poked to death. Sometimes it's a matter of mere meters, and you're too slow to test out multiple ideal spots like you can even in slightly faster assaults.
Teammates: Because of its phenomenal armor and potential firepower, I suspect the Annihilator is overpowered in group que and faction wars, but underpowered in solo/quick play, which all comes down to how much it depends on good support to shine. It's easy to find yourself left behind, alone or abandoned by teammates, or allies who turtle and fail to press a golden opportunity to attack a distracted enemy while you tank half the team for them.
Mounts: The thing is decent at hill peaking with its torso guns, but its arms just hit dirt unless you fully expose yourself. Oh, and if you hate allies getting in your line of fire, don't play the Annihilator. It's the worst mech in the game for this problem. Low mounts so you can't shoot over allies. Slow speed and acceleration so you can't reposition easily. It's quite annoying to set up an overwatch position with a great field of fire and wait there patiently for a minute or two only to have a teammate park right in front of you just as the enemy appears. So very annoying.
Hitboxes: I don't think they're as great as some here do. I wonder if people are confusing the amazing armor quirks with good hit boxes. It's pretty easy to isolate and focus on a side torso when you're fighting an Annihilator. And compared to the Atlas, the Annhilator's arms are pretty bad for shielding damage. Yes, the CT box is quite small, but if you've lost one or both side torsos, your effectiveness drops exponentially in this thing because the lack of speed stops you from hunting down other wounded mechs in the late game.
The Annihilator as the "be all, end all" I.S. Assault - I don't think so. It makes an incredible suppressive fire platform, corner holder, and stationary long range overwatch platform. All with ballistics as the main weapons.
But it's bad at pushing unless well supported. Short range loadouts are a real gamble because of the inability to close to brawling range on your terms. It struggles with faster mechs getting behind it (surprisingly, I haven't had much trouble with lights yet, who seem genuinely afraid to engage with it, but that seems to be more good fortune than anything). A NARCer light could ruin your day instantly on several maps.
It's an absolutely terrible energy boat because of the max 300 engine, which caps the number of engine heatsinks you can hold to only two. And most of the variants lack energy mounts in the crucial high torso positions. The Annihilator 1E is dead on arrival.
Don't have the hero but it will obviously be a very gimped SRM platform due to the slow speed, and I'm not sure why it would LURM better than a mech with dedicated quirks. Maybe it can boat MRMs if they ever become good.
Edited by 5th Fedcom Rat, 25 July 2017 - 05:04 PM.