This is true, @Splatter. They are “decent” fillers for a 3v3 setup, when you have only 2 strong mechs and want to do 3v3. But when you go up the ranks and face more and more pushers (both heat and energy ones) you soon realize that your weakness is the limited range of Annihilations, energy usage of both Nights, energy dependent drone, and most probably lack of myth HP and res modules. When you pack 2 Annihilations and face a Last words/shotgun/abomination/supreme cannon, all you are left with is this:
Jump jump froggy frog!
Some solid maths case study:
Let’s say I am in my electrician, facing a double annihilation/nightfall physical, and we are towards the end of the match, he is drained, but has 1600 HP, I am low health (600), and the distance is in favor of the physical (mele or 2). Calculation:
- My turn: I fire a double salvo of myth weapons (axe + last words) - distance 3, or ash and last words - distance 3, plus the drone. This turn shaves MORE than 800 HP off the physical, and he is in range 3.
- His turn: hook/charge (circa 200 dmg), if not used before, or jump jump, Kriss Kross to make it! (then 0 dmg) plus annihilation salvo (always below 400), drone is deenergized. I am still alive.
- My turn: I repeat turn 1. Another 800 HP off, he is down. Result: 600 HP energetic defeats 1600 HP physical.
1000 HP difference, does not matter at all. And how much do you have to try to increase the HP by 1000? This is insane. I sacrificed all that could be sacrificed, and bult a 2500 HP 2 Annihilation monster. Result: I lost to 1500 HP energetic. In this case, HP and damage of physical weapons does not matter. YOU WILL NEVER BE ABLE TO FIRE A DOUBLE SALVO PLUS DRONE. Physicals need a long range energy-free weapon to even try to survive against energy. Also, a low damage energy free drone is needed. I have always advocated for Greedy to be tweaked. @Mohadib, please decrease Greedy’s damage and make it energy-free. It makes sense.