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As it would figure, there actually are two things I really want to talk about.

The first is an issue that has always existed in MWO, and has always really bothered me. There is no real distinction between the classes of mechs. The big, solid differences that tend to crop up are firepower and speed - as you go up in class, the mechs get slower and they do more damage. Except, there's no big jump from 35 to 40, or 55 to 60, and definitely not from 75 to 80. Everything scales linearly, except for the weight of engines themselves (which, when combined with the engine caps, is the only reason bigger mechs don't go as fast as smaller ones). Classes become simple categories, rather than distinct types of mech.

I have decent familiarity with the lore but almost no familiarity with tabletop, so I'm not sure whether there are actual differences between the classes, or if it's all just an easy way to label mechs. That being said, I know I'm not the only one that doesn't like how few differences there actually are between the classes themselves. I'm pretty sure even the devs don't like it, due to their attempts to make infowars a thing and give light mechs more of a role.

I can get why you would want to rescale mechs so that their size is completely in-line with their tonnage; there is sort of a mathematical order behind that which really appeals to me, it feels nice and neat and good. But I think that sticking to this formula misses an opportunity to add something to make it obvious that the Cicada is a medium, or that the Quickdraw is a heavy.

I would still want mechs to get larger as they get heavier of course, but the scale difference between the lightest mech in a class and heaviest should be about the same as the difference between the heaviest mech in a class and the lightest mech of the next class.

This proposal is, of course, not without flaws. It further reduces the incentive to take a mech on the light side of its class (why take a Quickdraw over a Grasshopper, or Locust over a Jenner?) And it's pointless if you don't agree with me that differentiating classes is a good thing. But if you don't want classes to be distinct - both in terms of gameplay and visuals - why bother having them?

My second issue I have with the re-scale is the formulaic approach, and the formula itself. These are more commonly-discussed issues, but I hope to give you my perspective on the subject.

Let's start off by talking about the formula: I'm sure there is a reason why it's based on volume (if I had to guess, cubic meters are relatively easy to calculate and understand), but that reason has little relevance to gameplay. When you shoot a mech, you're not aiming at its water displacement, you're aiming the 2D profile that is currently visible on your screen. Obviously, any algorithm for mech scale should be based on the size of the target that you actually see. Focusing on volume will tend to improve the situation, but it doesn't target the right issue, and you end up with serious problems.

/u/arcangleous made some charts to demonstrate something similar to this. But I don't believe that they quite grasp the heart of the matter.

It is a good stepping-off point, but...there are mechs like the Centurion, whose left arm is a literal shield which is supposed to be particularly large in order to protect the body. There's the Atlas, which is meant to look down on other mechs; intimidating enemies with its appearance and its weapons. And there are other mechs with unique reasons to be larger or smaller, and other factors that must be considered - like the relative importance of a hitboxes width and height, and the hitboxes themselves, and more that I just haven't thought of.

Basically, I'm saying that each mech would need some TLC; you can't just stop tweaking the size when the algorithm says it's right.

I just hope it's not too late. I mainly write these articles to get my thoughts down on "paper", but I always want them to be purposeful, even if that purpose is just to spur conversation or give people ideas. In this case, my goal is more ambitious, and I'm afraid that adjusting the re-scale is too big a thing, that it just won't happen because it would be too large a time investment. And I'm regretting not writing all this stuff out months ago, when I first heard that it would be a linear volumetric approach applied to all mechs.

What does give me hope, though, is that originally they said rescaling all mechs was simply not an option. And somebody figured out a way to do it, which means that maybe, just maybe, adjusting it in a future patch isn't completely out of the question. And all of this stuff is certainly part of the MWO conversation, so there is hope. It's hard to describe this hope as more than a flicker, but it's there.

GMan129 is an officer of the Steel Jaguar competitive team, he is the owner of and writer for MetaMechs, and he does some writing for NGNG as well. He has been playing MechWarrior Online since the early days of closed beta, and has spent far too much time and money on this crap. If you're interested in supporting his self-destruction, consider checking out his Patreon!

Nobody had high expectations for this mech, but...I was really hopeful. I figured that it would get good quirks! I was expecting at least 50% extra structure with better offensive quirks than the Blackjack. But in terms of straight-up combat effectiveness, the barely-quirked Phoenix Hawk is a let-down.

That being said, this mech is not without its points. It's not a good mech, but it does have...

  • Two ECM variants
  • Two or three variants with good hardpoint layouts
  • Huge engine cap
  • Lots of agility quirks
  • Jumpjets on most variants
  • MASC on one variant, making it the fastest mech in the game
  • Not-bad weapon locations
  • It's pretty. And actually, its aesthetic kinda goes well with the mech's focus on agility
It ends up being a mech that feels kinda good without being terribly impressive in an actual fight. I find it more than likely that the Phoenix Hawk will get buffed with some extra arm armor (maybe like, 14 points?) since those fall off incredibly easily, and perhaps some heat gen and ballistic quirks to boot.

Anyways, time to talk about the variants!


This is one of my least favorite variants, with incredibly unspecial hardpoints and overly-specific quirks. But it's not exactly worse than half of the other variants!

It's a pretty lame build, but I've gotten more enjoyment out of its (relatively) high DPS than the range on the Large Laser build or even the triple Large Pulse option.


And this is my favorite variant! Even though it has relatively few weapon hardpoints, it's one of the few with torso mounts, and it has ECM and extra structure on top of all that.

I'm opting for this build because most of the others need you to get too close for comfort, and it has more DPS than the poptart. That being said, it is kinda wimpy...regardless, it remains one of the best variants.


This variant doesn't get the equipment advantages of the others (no jumpjets, ECM, or MASC), but it does have a whopping 8 energy hardpoints.

This is a pretty sweet build as far as offense goes, but you generally will want to stagger fire to avoid ghost heat. This does end up compromising the build a bit, but I still found it to be more useful than any of the versions of Laser Vomit. This is also one of the best variants.


This gets ECM, jumpjets, and 6 energy hardpoints! It even has (relatively) a useful weapon quirk.

Easily my favorite build for the variant, though it can run many other options without a problem. I'm not huge on the range for such a squishy mech, but I do think that the MPLs are worth it for their extra damage and low duration.


This mech is pretty unremarkable in almost every way. But when you activate MASC, it becomes the fastest mech in the game...so I guess it's got that going for it, which is nice.

It's a terrible build. Absolutely horrid. But all the "good" builds are just clones of builds that go better on other variants, so I wanted to highlight something unique.

Kuroi Kiri

I get that this is based on a lore mech, but honestly, its existence kind of offends me. It offers pretty much nothing unique, and I just don't understand why it has to even exist. Super-similar variants really bother me, but usually it's excusable just to achieve the 3 needed to be able to elite a mech (another thing that drives me crazy), and this isn't even the only hero mech, and brings the total variant count up to 7. Oof.

It's got heat gen, so it's the best variant for 4 larges, sort of. There's a bunch of other builds you can do too, but...nothing exciting.


Also known as "St. Ives' Blues". The high engine cap is legit, and honestly it does have relatively good quirks. Better than friggin 5% duration on just regular lasers...

It's pretty fast and the DPS isn't horrible, but it's squishy and it's really weak for a brawler. I suppose there are worse mechs, though. Just, not many. I do at least appreciate that it's different from the other variants.


The Phoenix Hawk is a very weak mech, and it makes me sad. It's not the worst mech in the game in my opinion, but most of the variants are certainly down there.

It's gotta be said, it feels pretty good. It's super agile, there aren't any big quality-of-life issues (just damage and durability issues), and the high engine cap gives you a fair bit of build flexibility.

The main thing I keep coming back to is how the mech is just a straight-up worse Blackjack! It has lower mounts, worse defensive quirks, worse offensive quirks, and way way worse hitboxes. ECM, MASC, and agility quirks absolutely don't bridge that gap.

If you're interested in more builds, search for the Phoenix Hawk in the Build Database


Off: 4/10
Def: 3/10
Mob: 9/10
Fun: 6/10
OVR: 5.5

For what it's worth, I know these scores are silly, subjective, and just about irrelevant. Just kinda feels good to put abstract concepts into numerical form. Tickles part of my brain.

GMan129 is an officer of the Steel Jaguar competitive team, he is the owner of and writer for MetaMechs, and he does some writing for NGNG as well. He has been playing MechWarrior Online since the early days of closed beta, and has spent far too much time and money on this crap. If you're interested in supporting his self-destruction, consider checking out his Patreon!

<a href="http://youtu.be/Xe-GL_SPt90" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/Xe-GL_SPt90</a>

Daeron "Bombadil" and Phil "Sean Lang" chat about MWO, and upcoming patches and updates to the game.

<a href="http://youtu.be/mNs-8tnWZ30" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/mNs-8tnWZ30</a>

First things first, I am hardcore digging the aesthetic. I'm having a tough time describing the mech's looks and relating it to other things (maybe a bit of Tau? Probably just wishful thinking), which means it's wonderfully unique. And in this game, same-y mechs are the absolute worst (lookin' at you, Battlemaster).

It seems like that uniqueness may carry over into the way the mech plays. I've been seeing a lot of comments on how it's just a Nova dupe, but endo, ferro, and 8 missile hardpoints really crush all that (as many have thankfully been pointing out). Unfortunately, you can only get 8 missile hardpoints if you pre-order both the reinforcement pack and the hero.

In fact, even the missile builds which don't use all 8 missile hardpoints still require both of these add-ons to be run optimally, and almost all of them require one or the other for it to be run at all.

This does not make me a happy camper.

But ranting and raving about PGI monetization has never accomplished anything in the past, so let's talk about the actual mech, shall we?

As I said earlier, it has some unique options available to it, and it reminds me more of the Archer than of any of the other mechs it is commonly compared to. This sounds really bad at first, since the Archer is the worst chassis to be introduced since...gee, I don't know when. But there are a few very particular missile builds that the Archer runs really well, and it seems like those are the sorts of things we'll get out of the Huntsman...with jump jets.

Those are certainly not your only options, though, as you have plenty of energy and ballistic hardpoints too. But those builds seem to be almost universally better suited for mechs like the Hunchback IIC, so they seem more like backup builds in case the more niche ones fall flat.

But enough chit chat, nitty gritty time.

Build 1: SRM Boat

  • 20 armor on dead arm, max elsewhere
  • 6x SRM6 w/ Artemis, spread over each side torso and one arm, 6 tons ammo
  • 13 DHS

I'm looking forward to trying this out. It has the high-ish torso-mounted group of four, and then another group of four for corner-peeking, and you get to use all of it in a brawl for ridiculous DPS. Sure, you could do 8 SRM4s w/ Artemis and 12 DHS, or 8 SRM6s with no Artemis and 16 DHS, or 4 SRM6s w/ Artemis and 3 small pulse (the list goes on), but I think this build is a really healthy balance between brutality and heat management.

Oh yeah, and all those super exciting builds? You gotta get at least one of the add-ons for most of them, but some need both and all of them need both to be run optimally.

Build 2: Dakka

  • 46 armor on each leg, 16 on head, max elsewhere
  • 2x UAC/10, 5.5 tons ammo
  • 10 DHS
It's just purely worse than the Hunchback IIC. Well, maybe we'll see something interesting from quirks or hitboxes...but I doubt it.

Even this build requires the reinforcement pack, since there aren't enough slots in the RT for both UAC/10s. You can do it with 5s and a couple of meds with just the base pack, I suppose.

Build 3: Laser Vomit

  • 20 armor on dead arm, max elsewhere
  • 2x cLPL
  • 3x cERML
  • 18 DHS, TC1
Super original, I know. Also, worse than the HBK-IIC-A in every way (barring unannounced/undiscovered stuff like quirks and hitboxes).

But at least it doesn't require more than just the base pack - it fits better with the reinforcements add-on, but not by much.

Build 4: Poptart

  • 14 armor on LA, 0 on RA, max elsewhere
  • Gauss Rifle w/ 3 tons ammo
  • ER PPC
  • 12 DHS, TC2
This build actually does kind of tickle me. It has an extra jumpjet over the Hunchadoozie (helpful for a poptart, though 5 is kind of unnecessary), and it doesn't really sacrifice anything.

Perhaps best of all, it runs great on the base variant, and doesn't get any better with the add-on packs.

Build 5: Streaks

  • 1 armor on dead arm, max elsewhere
  • 6x SSRM6, 5.5 tons of ammo
  • 10 DHS, BAP
Hahaha. It's like a super-hot Mad Dog with jumpjets. So dumb. You can also do it with streak 4s or 2s or some mix of the two for more DPS, but I'm really not feeling it.

Build 6: Gauss Vomit

  • 20 armor on LA, max elsewhere
  • Gauss Rifle w/ 3 tons of ammo
  • 4x cERML
  • 14 DHS, TC1
Here's another thing it can do semi-uniquely. It's the same build as the classic Gauss Vomit Stormcrow (more or less), but it gets a lot of jumpjets. There are plenty of variations on the theme with different lasers and stuff, but this is a pretty generic example.

It does need the reinforcement pack, though...

Value Assessment

The most badass missile builds will require the Hero and the HMN-P from the reinforcement pack, and those missile builds seem to be the only super-special thing about the chassis.

It makes sense to get only the base pack if you really like the way the mech looks, or love the Huntsman outside of MWO. But the poptart, laser vomit, and UAC/5 builds are the only ones that really seem to be big options with just that pack, and as it stands now, those things are all done better on the Hunchback IIC.

So if you are going to get the Huntsman (and I make a point to not say whether you should or shouldn't buy a pack), I think the best value will be the base $20 pack, with the reinforcements and hero added on. I don't see the need for the "special" version of the Prime variant if you're already getting the Hero. But man, I really don't like the way the variants are distributed, with the P and Hero being so clearly vital. Really wish PGI would at least let you choose the two non-prime variants in the base $20 pack.

I guess it is worth noting that, in terms of $$/C-Bill conversion, it's not great, but that should be obvious since it's a 50-tonner. You're paying to fund development, and for early access.


I'm gonna start doing little predictions for where mechs will end up in the meta. Obviously, this is without knowledge of quirks, hitboxes, and actual experience playing the mech (and I have a feeling the ghost heat replacement will be implemented before this thing is released), but I figure it could be a fun little thing to do...

After its initial burst of popularity on release, the Huntsman will be seen little more than the Nova, due to it being just a bit worse than mechs like the Hunchback IIC. However, some players will cling to its absurd brawling builds, which will even be found in competitive play. These brawling Huntsmen will only fit into very specialized drop decks, but will absolutely have their place alongside the Griffin, and will replace the Griffin in heavier drops. But it's not going to be a particularly good mech in the public queue.

Also, that jump sniper is going to be referred to as a "HuniePop".

GMan129 is an officer of the Steel Jaguar competitive team, he is the owner of and writer for MetaMechs, and he does some writing for NGNG as well. He has been playing MechWarrior Online since the early days of closed beta, and has spent far too much time and money on this crap. If you're interested in supporting his self-destruction, consider checking out his Patreon!

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