Problem is, How else do you use a castle mk II for combat?
If the devs overnerf the shield-tanking, it becomes a pricey toy.
Active Armour = dead in 30s< ( but boasting will be a laugh pvm )
Not enough highs for ew to be effective.
No Slots for neuts? ( but that role is "taken" )
No way to use your capacitor bonuses to inflict something?!?
( Plated - better off in a wasp or castel mk 1)
Just ends up being a super support bot for fast moving gangs, Nexus.. masking... detection
Castel Mk I seems to have a very very very narrow theme.
I'd like to see alot of the robots given more fitting options Missiles/Neuts/Guns.
Yagel & Prometheus mk1's are hell on earth to fit & use with some tactic. Would one extra module slot on the mk1 lights hurt?!? .. minimal fit OPTIONS then?
The mark two version require masses of ep to try make the fit & use. A Yagel mk II doing it's Armour boosted repair will quickly end up splatted.. if you can get the fit on the bloody thing! ( pointless in group warfare )
The Prometheus mk II is very enjoyable for some reason, But I've never found it very practical?
Castel MK II is a low ep shield-tanking-monster or a delightfully easy to fit pvm toy?
While unlike the other factions, it can hide behind hill and dps if needed!
It can threaten anything daft enough to play hill-Games alone.... a personal fav of mine :s
It's going to get nerf'd ( rightly so ) But until they figure out a new green robot theme.. it will remain unchanged?Unless they added modular robot design and focused on module balance instead?