Light and Assault is a bit hard for a newbie to handle. Mostly Heavy and Medium are easier to learn and more forgiving. I mean, playing with an Atlas without knowing how to TT or how the maps are would be a painful painful thing, worse if you are in a crap build. Lights are just as bad, one Oveheat or even a tiny pause at the wrong spot and gg. Give a newbie Heavy or Medium.
Marauder. I'm thinking startup costs. Mastery packs seem viable too, Griffin, Blackjack. definitely not going DDC or Raven... don't think I need to re-iterate why.
Hunchback Mastery Pa*snicker* Sorry, almost finished that with a straight face. I actually like Grid Iron and there are some beastly Hunchies, but "here Quasiomodo, enjoy not being able to hide your huge torso" is not the game start I'd give to a new guy. From the start-up cost perspective, Marauder is hard to trump. Also acts as the seed to a capable Faction Play drop deck. There was a time when the Shadowhawk pack would have been my recommendation, but the glory days are long past and to get it done RIGHT still takes a chunk of C-Bills. Griffin is hard to go wrong with, as it gives a new player the ability to learn on side-tankable variants while having a balanced C-Bill earner that support multiple energy boating load-outs. Thunderbolt mastery pack...I know Top Dog (and TDRs in general) just got on the wrong end of the nerf-bat with energy ranges, but you're still getting three good variants of a solid very chassis. While both Top Dog and the 5SS would need Endo/DHS upgrades, the Champion version of the 9S grants the new guy a much nicer engine (290 over 260) and the full upgrade suite...downgrading from Ferro is much cheaper than upgrading to Endo. Should you be trying to get the new guy into Faction play, you've also given them the start of a very capable newbie drop deck that will let them contribute meaningfully.
I do well in mine, its just not something I'd recommend with the nerfs today as the cut in both range and survivability will make them far more vulnerable in combat.
3x LPL w/ JJ, decent cooling, and running at 90k? Shame on you, "Dude." Plus, still has duration and heat gen quirks, right? Only quirks effected today were range? I hope... please?
That's one of the few builds usable at all on the Arrow. You have to expose the whole upper body to use those 3 LPLas, though, which will get painful quickly. Compare this to the BJ3 which can do the same but mounts the LPLas up in the arm.
I have to say out of all the BJ's the Arrow has been the hardest to run. 3 LPLas... I'm thinking stick and move. I'll try that, but for my buddy I'm still thinking MAD
Bonuses changed of course on that "3". My 3 is currently still a mix of MPL/ML but waiting to see how it plays out.
The structure losses hurt, but (as much as it PAINS me to say this) were needed and deserved. Still, the duration and range quirks on the Arrow make a 3x LPL build solid! I've had several 1k rounds with that build and plenty of 3+ kill rounds. The survivability nerf will hurt some, but I stand by it. Solid chassis for been players. BJ1 gives a ballistic platform. BJ3 gives a great PPC sniper. Arrow gives a strong flanking and skirmish build. (Most of us agree fast lights and uber slow assaults hurt beginners) Mastery pack gives 3 solid mechs that are fast enough to feel mobile, strong enough to survive some battles, have a good variety of hardpoints, cover multiple roles, and have interchangeable engines. Then, the BJ-1X offers full IS mid laser vomit for a fairly cheap addition. BJs are everyone's favorite pastime!
I can't agree, I get better rounds in my 2xLPL & 6xMG Arrow than any of the other Blackjacks. Almost as much fun as 3xSRM6 & 3xMG Centurion!
Guys, don't get me wrong. Arrow can certainly be nice with some builds. But by looking at the greater picture I don't get why I should use that one for CBill farbig instead of Sparky or other sweet medium class hero mechs. When doing this Arrow isn't my first, second or even third choice for sure, and that's why I called it mediocre.
Except by that standard I'd not put the Sparky in my top 10 mechs .. its only role is as a decent battlemech with a 30% c-bill bonus. Without the c-bill bonus its merely a mediocre medium.
I don't get the same good rounds I used to in my Sparky now the PPC buffs are gone, but I will always love it. For some reason the Arrow has felt easier to master, perhaps because of the structure quirks, which are gone now