Screenshots and details in the thread but not sure... the Panther is definitely workable looking at the hard points and quirks particularly with the movement quirks/JJ. The Enforcer.. well I wonder if we'll mainly be relying on the "ballistic" and Missile side of things as LB10X's aren't renowned for their brilliance unless quirked to max like on the Cent..... Enforcer ENF-5D(R) Tonnage: 50 Engine: 250 XL Top Speed: 81 kph Max Engine Rating: 325 Torso Movement: 125 degrees to each side. 20 degrees up and down. Arm Movement: 35 degrees to each side. 30 degrees up and down. Armor: 322 (Ferro-Fibrous) Internal Structure: Standard Weapons & Equipment: Left Arm: ER Large Laser Left Torso: Small Laser, Jump Jet x2 Center Torso: Jump Jet, Engine Right Torso: Jump Jet x2, LB 10-X AC Ammo, CASE Right Arm: LB 10-X AC Left Leg: Heat Sink Right Leg: Heat Sink Hardpoints: Left Arm: 1 Energy Left Torso: 2 Energy Right Torso: 1 AMS Right Arm: 2 Ballistic Heat Sinks: 12 Single Jump Jets: 5 (5 Max) ECM Capable?: No Module Slots: Mech: 1 Consumable: 2 Weapon: 2 Movement Archetype: Medium Quirks: Additional Structure (LA) +8 Additional Structure (RA) +8 Additional Structure (LL) +12 Additional Structure (RL) +12 Torso Turn Rate (Yaw) +25% Ballistic Range +10% Ballistic Velocity +10% Ballistic Cooldown +10% Laser Duration -12.5% LB 10-X Range +10% LB 10-X Velocity +10% LB 10-X Cooldown +10% 30% C-Bill bonus Panther PNT-10K(R) Tonnage: 35 Engine: 140 Standard Top Speed: 64.8 kph Max Engine Rating: 250 Torso Movement: 110 degrees to each side. 20 degrees up and down. Arm Movement: 40 degrees to each side. 30 degrees up and down. Armor: 208 (Standard) Internal Structure: Endo Steel Weapons & Equipment: Left Torso: Heat Sink x4, SRM Artemis Ammo, CASE Center Torso: SRM 4 w/ Artemis IV FCS, Engine Right Torso: Heat Sink x4 Right Arm: ER PPC Left Leg: Jump Jet x2 Right Leg: Jump Jet x2 Hardpoints: Left Torso: 1 AMS Center Torso: 2 Missile Right Torso: 1 AMS Right Arm: 2 Energy Heat Sinks: 13 Single Jump Jets: 4 (8 Max) ECM Capable?: No Module Slots: Mech: 1 Consumable: 2 Weapon: 2 Movement Archetype: Small Quirks: Acceleration Rate (Low, Med, High) +15% Deceleration Rate (Low, Med, High) +15% Turn Rate (Low, Med, High) +10% Additional Structure (RA) +12 Additional Structure (LL) +6 Additional Structure (RL) +6 Energy Cooldown +12.5% Energy Heat Generation -12.5% Missile Range +15% Missile Cooldown +15% ER PPC Velocity +40% ER PPC Cooldown +12.5% ER PPC Heat Generation -12.5% 30% C-Bill bonus http://mwomercs.com/news/2015/02/1085-panther-enforcer-screenshots-quirks
Interesting. Not sure I'm a big fan of the LBX-10 on the Enforcer but I'll reserve judgement until I actually get to play it in the universe and see how it performs. The generic ballistics are nice and the energy cooldown options are nice since ballistics and missiles seem to be having a hard time with hit registration on and off lately.
I'm liking the PPC quirks on the Panther, but it is going to really depend on how fast it can go with that max engine. Could be looking at a decent PPC poptarter with that setup, but that means loading everything into that right arm, which hasn't worked out so well for the Mist Lynx Enforcer quirks are interesting...I was hoping for some more energy-based quirks, but it might be doable to make a decent LBX10 build. Will have to wait until it's on smurphy to really theorycraft anything up.
Love the Paintjob. Panther PNT-10K Enforcer ENF-5D A bit annoying in that the quirk benefits LBX which means only 1 of the 2 ballistic slots. Then again we don't have any 50 ton mech with JJ and ballistics. XL300 + LBX + 3x MPL + JJ?? If not then it would be good old 2x AC5.
Well I instantly thought dual AC5 but tbh why would you use it in preference to a WVR-6R which is only 5 tons more? That said I'm also not a fan of the BJ version as ammo is so limited unless you sacrifice the best feature of a medium - speed and maneuverability.