MechWarrior Online - Fafnir 5; 2xHGR, 3xMPL, ECM

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Duration: 6:46
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I have been seeing alot of conversation about how the Fafnir is worse off now due to hitbox changes, and to that I say no, I disagree. Not being a CT magnet anymore is a super plus to the mech.

So in lieu of this, I have decided to play a few Fafnirs to showcase over the next few days. The only Fafnirs I will not play are currently the Fafnir 5B, and 5E, and the Juggernaut, mainly because the 5B is just the 5 with more energy, the 5E is just a LRM boat, and the Juggernaut is not available to the population for free. All games were recorded one after the other, there was no break or pause aside from making sure I had warhorns equipped, and the skill trees were proper.

Now, onto the mech, the 5 I'd say is in a weird spot; It's a HGR mech, but that's about it. You can put UACs onto it, but then you're just forfeiting the quirks on the mech and generally speaking, not alot of people are going to do that. So, here we are. Take note of how I'm able to fight longer due to not getting CT cored immediately. I didn't play this mech particularly well either, giving my back out once, and missing a gauss charge a few times.

Mech Build: https://mwo.nav-alpha.com/mechlab?b=29a9bb51_FNR-5S (Special Variant)

https://mwo.nav-alpha.com/mechlab?b=29a9bb51_FNR-5 (Regular Variant)

Skill Tree: a5fdf9fcf76fe5c570b49cd750404801e8c050000000000400661808f0703







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