Yeah, there are only a few assaults in the game that can "tank" on the merit of their armor and structure alone, if any. and I kind of wish I had picked up the Spirit Bear on sale because MASC sounds rad. (But being pinned down on a long-rang dueling map felt crap.) I kind of like the old build better, though - while I acknowledge that the constant stream of midrange fire from UAC10s is probably the "better" way to play, dumping on someone at close range with the two LBX20s felt AWESOME. I originally played the Kodiak-3 semi-stock, with ERMLasers and LBX20 x 2 (dropping the targeting computer for armor/ammo/heatsinks/AMS), but now I'm playing a "better" UAC10 build that lets me peek and shoot more. (And I'm having second thoughts about it on the Quickdraw.maybe 60 percent is enough? Getting full 100 percent seems to take a lot more points.) I'm wondering if it's worth it on the assault. On my other skilled out mech (a Quickdraw) I went full Radar Deprivation, because screw LRMs and I tended to play that mech in a more hit-and-run style. Someone suggested Mobility talents, and my first thought was that this person was crazy because I'm already really slow but then it occurred to me that there's all this torso motion stuff in there that's useful and even being slightly less-slow might be handy. After faceplanting my first few games ("I'm an assault I can totally tank that") I'm starting to get less terrible, though I have a newfound appreciation for the ability to run away from a fight helps survivability a lot more than a few extra tons of armor.Īnyway, I'm skilling it up and I put most of my early points into the Survivability tree, and I'm trying to decide what to do to fill everything out. So I bought a Kodiak last sale and to my great surprise I've learned Assaults are not actually godmode.
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