I have had recent occasion to mentor a low level pilot and
get him ready for his very first clan war. It has given me a new appreciation
of some of the lower level equipment, and it’s always nice to see the reaction
to old faithful equipment when seen through fresh eyes.
Let me re-introduce you to the Nanobot Repair system. In my opinion,
this is the make or break system for so many players; it separates the haves
from the have nots when you first start off.
You either have auto-repair or you don’t. Without it, your
precious fragile little low level mechs take a hit, and you pray that they
either don’t get hit again, or its low enough powered that it won’t kill you.
Then the second hit comes in and you are still alive, and you pray that you don’t
get hit anymore, because your hit points are in the red and you are going to die.
And while you pray, you watch the enemy mechs take hits from
you and they stagger, but their hit points start climbing back up. And you can’t
beat them.
That’s the point where you either give up the game, or you
spend 27 Niodes, 250 Bioptics and 285 Ferrite and get in the game properly. 4
points of auto repair and a bonus bit of shield.
Oh yes, the old timers will say, but what about the
kickback? Kickback is bad, you don’t want kickback. Deal with it sweety, you
have a bigger chance of blowing up from getting hit with a Galaxy Eye than you
do from your own auto repair system! And without it, you certainly aren’t going
to survive the other hits that don’t crit you. This will at least give you the
fighting chance to just take one more hit than your enemy, fire off just one
more shot before you blow up.
My young ward complained that he couldn’t beat the enemy
that could repair themselves, couldn’t hit them hard enough or take them out
quickly enough. Oh how the youngsters just miss the blindingly obvious answer.
Just go out and buy some yourself, eh?
Submitted by David McCallum #701548