I've only had Mercs 2 for a few hours now, but I'm enjoying it so far. A few bugs are present here and there, but nothing too glaring. I'll be summing up my favourites of the vehicles as time goes on.
First up, the U.P. Mantis;
Where to start? The Mantis is, if you ask me, well worth the price tag. At a good rep with U.P. these babies only run you $50k a piece. Whilst it's not suited for heavy engagements, the Mantis is a very useful starter tank.
Pros:The Mantis is a high speed, high maneuverability tank. This is very handy - it can easily rotate to tackle threats from all angles. The cannon has a nice store of ammo, and a respectable rate of fire. It also claims to have a coaxial machinegun that I have yet to test. The gunner's machinegun is quite useful but the AI rarely makes full use of it and is rather bipolar with it's ammo use, sadly. Sometimes it won't fire a shot, other times it'll fire at nothing for several seconds. Best of all, the low pricetag makes them easy to replace.
- High Speed
- High Maneuverability
- Decent balance of damage/rate of fire on cannon
- Coaxial (7.62mm) and gunner (.50cal) machineguns
- Low cost per tank, usually
Cons:The Mantis is soft, even by tank standards. It can't take more than two RPGs to the front or side without going up, so keep moving when facing RPG troopers (the Mantis' speed helps here!) and use the main gun to take out RPG nests. It shouldn't be taken into a serious warzone. If you aren't too careful you'll probably be replacing your Mantises on a regular basis. My only other major complaint is the relatively slow rate of turret rotation, which can be problematic.
- Low armour
- Subpar turret rotation speed
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Update; I got a chance to check out the Mantis' coaxial. Very handy. In fact, that pretty much describes all the coaxial guns - a welcome new feature. No more worrying about wasting tank shells on infantry!