DEV Zoom wrote:* Syndicate robots don't necessarily have to have a common faction trait, like either shield or armor affinity (other than the machine gun bonus). Remember that they will be combined from various factions, and although we could simply take and combine those factions bonuses, that's not necessary. And the concept is that efficiency and usability is the Syndicate's main aim when doing these bots, not being tied to any one faction's technology.
* The only thing that's fixed is the number of chassis slots of the used chassis part. We can't add extra slots to it, but if necessary we can take away (but the 3d model will still have it). Head/leg slots can be anything since those are not visible.
* They are planned to be the same color as the Arkhe.
* You can think about industrial Syndicate bots too. (Tried a Lithus on Riveler tracks, doesn't look bad.)...
Come to think of it, we could even make a contest for this, and the winners would actually receive the robots they suggested.
I'll throw in a bid.
Notes-- My combat alt runs a Seth. I just went back to lasers on it from trying firearms for a bit; I've gone back and forth with them before. So I do have some firearms use. My extensions are not "vet" level but mid level.
MANTICORE
Class: Heavy mech specialized in firearms.
Faction: Syndicate
Legs- Symbiont Wheels- This account is my industrial alt & drives Riv/Symbiont. I like the Symbiont's wheels with the pointed fronts. The whole wheel base has a kind of tankish look to them. I'll start my build off with that.
Torso- Gropho Chassis - I'd like to pop a Gropho chassis on next; if 6 turrets can be placed into slots made with missiles in mind. If that isn't possible, unfortunately the 2nd best option is probably the Symbiont again.
Head- Gargoyle Head- Truthfully I'd prefer the Symbiont head, but I'm basing this build off the feet so don't want 2 or even all 3 from the same bot.
Reasonings, thoughts & bonuses: Firearms have already been shown to be effective in specific builds. When adding in a new combat heavy mech focused on firearms, I tried to think what would be useful without just adding damage or getting in the way of the roles the other faction heavies already fill.
I've based this combat heavy off the Symbiont wheels first off for the increased maneuverability. The Manticore would have the same speed and slope capacity as a Symbiont. This would tie it in speed with the Mesmer yet be the only combat heavy with this slope capacity. Firearms have the shortest default range, which is even worse if you try to use the -50% range chemo shells. Like EM guns, firearms needs to be quick/agile to get in range.
In addition to having the worst range, firearms have the worst hit dispersion. With a hit dispersion of 12, they only have a 83% chance of hitting another combat heavy mech like a Seth. I do have lvl 10 precision firing, which gives me the max possible dispersion reduction before modules are added, and that only drops it to 8.4. My short range med lasers have a dispersion of 5.6 before modules and even EM guns would be around 7 something. Neither of those would need to equip a weapon stab to reliably hit mechs, emechs & heavies. Firearms need weapon stabs, which means they get hit by the demob penalty for equipping them. Imo the wheel base seems like it would make for a more stable firing platform. This made me think of the Manticore's new robot bonus. The current heavies all have faction weapon bonuses & a pure damage bonuses. This bot has the faction bonus for Firearms but instead of the pure damage bonus it gets 1.5%-3% hit dispersion per level adv. robotics. That would give it a 15%-30% hit dispersion reduction at lvl 10 which is the same as 1-2 T4 stabs which are 15% each.
I like Ville's idea of ERP onboard as well and it could be turned into a robot bonus. You could make it 2-3% per level of adv. robotics to all damage types. A T4 ERP converts 70/30/15/15 for 130 across all 4. 30% ERP effect verse all damage types would be 120. The specific numbers could be debated. However the bot would not be allowed to equip an ERP module. It trades the always on ability for the better results the others get by equipping damage type specific ERPs.