B3-AR: BBY aka Baby bear
Has decent damage output, fires when commanded and the buildup is not too bad. No real lead needed and quite easy to learn. Can be used for offence or defense, as needed. Heat build is quite low thinking about the needs of SAARE but that balances it nicely. Surprisingly accurate but as a suppressive fire it is not enough to kill anything on a long shot except if they can't get to cower.
Really good for gunning down low health targets as there are very little damage overhead.
Feedback, wish, suggestion:
Does not really feel like an auto cannon. Seems like only every third barrel is firing. More bullets, less damage per bullet to keep the DPS the same would it feel more like an 'auto' and less a 'cannon'.
B3-AR: PPA aka Papa bear
Does not shoot on command, instead needs a buildup thus the supposedly superior damage is postponed. Also has stronger spread so you need to get closer and to get closer you need to sprint. If you happen to sprint too long, the spin is lost thus cutting your damage significantly. If you stop to shoot one round, you loose the sprint race.
Excellent for gunning down low health targets as there are almost no damage overhead.
Feedback, wish, suggestion:
Does not really feel like a auto cannon. Seems like only every other barrel is firing. More bullets, less damage per bullet to keep the DPS the same would it feel more like an 'auto' and less a 'cannon'.
B3-AR: M4MA aka Mama bear
Again. does not shoot on command, instead needs a long buildup thus the supposedly excellent damage is postponed. Postponed a lot. If you happen to sprint too long, the spin is lost thus cutting your damage drastically. If you stop to shoot one round, you loose the sprint race. If enemy can get you to sprint too long, even a tech can you kill as you need to wait several seconds until the damage starts to be decent. Easily even.
As the shots are small area explosions combined with its accuracy it can hurt targets at the edge of your vision field. Except the projectiles travel so slowly that they can be avoided by walking. At the distance when they travel fast enough to not to be dodged, the enemy is so close they can sprint and hug, thus denying the use of Papa bear or SAARE as they both do area damage thus forcing the user to damage himself. If the enemy has any ways to make non-area damage the incinerators pilot is surely out-damaged and soon dead.
The projectiles also leave visible, distinct line of fire thus giving the shooters position out with a mere glance.
The heat build is excellent as soon as it gets going but that is the only good part of the weapon. It feels more like that it swaps the the secondary weapon and primary weapons roles as M4MA's heat build allows to use SAARE's stronger attacks as frequently as when shooting weaker SAARE attacks with BBY or PPA thus allowing to spit strong area attacks every other second.
To me, this weapon cuts Incinerator's balls as it can henceforth only be used as slow artillery that cant really sprint. Easily avoided artillery with no real teeth. It does not feel nor behave like several tons mech with a auto cannon bolted in to its arm, instead it feels like paintball gun with only semi-auto mode enabled.
If you happen to pilot a mech with superior flight capabilities, fly around Incinerator and watch it pee a red stream around its surroundings. Looks hilarious and is not one bit dangerous.
Feedback, wish, suggestion:
The weapon would be viable if its projectiles would share the speed of previous weapons projectiles i.o. near instant or just really really fast to make it look like stream of bullets. Also having a rate of projectiles that looks and feels like a auto cannon would be beneficial. There are multiple barrels but seems like only one is used and even that is used every second full circle. Of course adjust the other aspects accordingly so that its DPS does not increase.
SAARE
Games slowest moving projectile, even so slow that its fly path seems unreal. With decent skill shots can be used to bring down any opponent, provided they are close enough. Excellent support weapon when used in skirmishes that involves multiple mechs as its alternative (stronger) fire mode can be used lot more frequently because of the surrounding heat build. Great for keeping enemies on their toes and flushing out rabbit holes.
The weapon is ready to shoot when you build enough heat, not when the animation is finished reloading unlike as one would suspect. Although this is only a graphical glitch, it is still providing confusing information to the pilot.
Heat dispersion
Using heat as a resource for the ability is brilliant except when reaching the best damage the mech decides it is overheated and flushes the heat while denying the use both of the ability and SAARE. Which is out right disappointing.
As it has distinct and lengthy animation it enables a pilot with even mediocre reflexes to be able to dodge far enough to cut the damage to next to harmless.
Heat dispersion is most effective if it can be used by sneaking up to a repairing enemy while having almost full heat level. Then again, why not simply shoot a stronger SAARE on it finishing it off and saving you the trip for getting close.
Using heat dispersion middle of a skirmish ensures that everyone targeting the Incinerator are also surely going to hit it and thus it simply blows up before the damage part kicks in. Also a Incinerator rushing middle of a skirmish is also dead give away and also most likely to fail as the surrounding heat build might reach the max level thus denying the use of the ability and making the Incinerator a toothless target until the shutdown is over.
Feedback, wish, suggestion:
Making the animation faster, even instant, and allowing the mech to walk around with full heat level (thus only SAARE and the heat dispersion as a ways to reduce it) would make the ability lot more usable.
Another take would be to remove the stomping animation, simply exploding on command and also explode automaticly when maximum heat level would be reached, thus flushing the heat.
At its present state it is more like a curiosity compared to other abilities as their effects are deployed near instantaneously.
Edited by Ek1981, February 18 2014 - 06:32 PM.