I barely pulled this one out, but one of the two needs fixed. He swung forward on me from 2 range with a little energy and was still able to manage a drone shot. He finally ran out of pull attachments, but this has to stop. As it is now, the claw/seraph is op.
Meaning if you drain the mech, he can’t use it because Seraph is energy-dependant…
Because you think a reactor in the back of the mech make more sense when it makes the Claw charge ?
First: same thing as BrightRoar or HeronMark…
Second: Seraph has exactly the same costs as HeronMark, it’s heat counterpart…while most if not all other physical counterpart have less costs in both categories…
Did you heard about the Claw nerf ?
Ya know, when the Claw decayed from its massive-powerhouse-stronghold status into immobile fortress with negligible damamge output from stomp ?
To me, using a Seraph without at least decent range one weapon on a Claw build is a little dumb (a little only, Seraph have good damage output overall…)
And for the last point of my walltext, I’ll quote back this part:
Because, of course
Bunker Shell+Valiant Sniper
Magma Blast+Vandal Rage+Murmur (not completly sure about it tho )
TP+Falcon/Flaming Scope/Lightning Scope
Dual Ash Creator
Crimson Rapture+TerrorBlade (not sure)
Are not OP and mostly made of premium items…
Edit: Don’t tell me I just don’t want my Claw nerfed, because first, I don’t have one, and two, even if I had one, it would serve me as myth kibble, nothing more…
Lol, seraph dudes hating. Claw dudes hating. “Because claw was nerfed, we deserve this one thing” The claw nerfing helps seraph. Incase you butthurt babies didnt hear, i won. The claw shouldn’t move unless you use a utility item. End of story. This guy had a decent amout of hp and a decent amount of energy. You get 2 energy free pulls. Thats cool, i am building a seraph mech. I finally landed one. All the op phys guys cry when you suggest nerfing the strat. The ones that have high hp and boat loads of energy because they have a claw.
The claw has high hp and if it can still move (even with a weapon assist) it is op. The claw either moves or it doesnt under offensive power. It is that simple.
First, i won, the emp locked that in (barely), ash creator, unobtanium. I AM NOT BITCHING ABOUT LOSING! Knockback hammer i have been looking at. It doesnt fit my load out ATM. I have one i could easily myth.
My point is if your penalty for the claw and all its hp is that it doesnt move, why let a very low energy consumption high powered weapon move it? Nothing offensively should move the claw aside from utility weapons.
Here’s a description of its weaknesses, in detail:
It’s heavy(ish), can’t move and it’s stomp is crap. The best way to handle them is to strand them in a range that leaves them ineffective. Obviously, energy does this pretty well. Some people also forget to equip a range one knockback option, which face huggers with swords can exploit. Claw users are also easier to scope.
Edit: My previous post forgot to mention the 2-knockback legs. Those can help too.