Re: Ability discussion: Z-mech and abilities
The mech in BfN is such a buggy/unfinished mess. Its explosion animation is missing frames or something, the explosion radius and damage is too good, the Imp being able to escape isn't a favorite, but with how vulnerable it is in BfN, it may be required. You can shred the mechs in GW2 too, but it's easier in BfN by far. Giving it sprint, even with the amusing gorilla animation, didn't really solve anything. Add to that the fact that the mech has to compete with the space station and the Oak, and it just feels lacking in BfN. We've discussed this before, but I feel that the Acorn/Oak should be the plant's answer to the Imp/Mech, and the Space Cadet should lose the station to balance this out, removing the teamplay from the Oak as right now being a treetop acorn is a death sentence anyway once the armor was taken away.
It's so much better in GW2, especially with all the variants having at the least, different paint jobs (like the Party Mech), but msot are very different indeed, featuring even different ways for the Imp to get onboard his mech! I love too that all the mechs have different abilities and weapons. It's great how different some are like the SHR.I.M.P. and the Dragon Mech.
With the right build in BfN, you can stay in the mech for a very long time, especially in Ops, when you use energize. Even with that though, I find the GW2 versions are so much more interesting and I love how each mech has different weapons, looks, and abilities. Some of the customizations for your mech in BfN are pretty cool though.