Solaris Arena
Solaris Arena | ||
---|---|---|
Team Based: | No | |
CBills: | Rank | |
Winning Condition: | Score | |
Recommended Players: | 2 - 16 | |
Uses Maps: | SA |
"It is Solaris time" |
— Duncan Fisher |
In this game mode players earn score to increase their rank, which in turn gives them more money at each respawn.
Score is awarded mostly for damage dealt.
Gameplay and Strategies
Because there are no formal teams and the engagement range is typically much closer than in objective or team based modes there are unique mechs that become prevalent in Solaris Arena. Perhaps the most popular is the Vulture B. With its huge array of SSRMs, the screen shake and raw damage per second can be difficult for many to escape once the Vulture has its lock. The strength of mechs like this can lead to informal alliances that must ultimately be broken.
There are also several mechs that find themselves essentially useless in the arena. Namely any mech that fields an array of LRMs will find themselves with weapons that do virtually no damage inside of the arena due to their minimum arm range and flight arc. NARC beacons however should not be written off entirely as anyone's missiles can follow the NARC beacon. NARCing a large foe can be a temptation that many simply cannot resist.
Generally speaking, any asset that is most effective at 0-300m shines in this game mode, while medium range assets can be effective if used by experienced players. Long range assets like fragile snipers and artillery find themselves mostly useless and at the mercy of their enemies.