Frame Discussion #23 - HORUS Minotaur
The HORUS Minotaur
Previously: HORUS Manticore
Next: HORUS Pegasus
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Oh boy, am I going to be mean to this mech. If you’re thinking about the Minotaur, grab a Calendula instead.
The Minotaur is conventionally understood as a hacking frame. It has a single main/aux mount, no damage trait, and a tech attack bonus. On the other hand, it also has 8 sensors, 12 HP, decent (5) heat cap, and passable (4) repair cap. This mech is not meant to be a nerdy keyboard jockey slinging scripts from across the map like the Goblin. It even has super-engagement as a frame trait to suggest you’re supposed to be in the scrum.
Unfortunately, I think this split stat layout just makes it mediocre at everything. It’s not incapable, but almost anything you want to do (including being a burly hacker) is done better with another frame. Despite the 12 HP, it doesn’t tank or spank hard enough to mix it up in a brawl, especially since you will need to be pumping both Hull and Systems (nor is it fast or evasive enough to mitigate damage that way). But 8 sens is not enough to stay safe and a single weapon mount is a critical lack of redundancy for a frame that expects to be in range to get shot a decent amount.
The main selling point of this frame is its Core Passive: Metafold Maze, and I’m not convinced. You could certainly do worse than a on-demand Immobilize + Impair (as we’ll see), and the ability to deliver a no-save Stun if you met the right conditions is theoretically powerful. Meeting those conditions is not trivial, however, and making using of this system is very hard on your action economy. It can be very powerful in specific team compositions where you have another frame to tee you up for the Stun, but that means you need a teammate running specific pieces of equipment (e.g. Pinning Spire or Impaler Nailgun) and circumstances where the Stun isn’t overkill. Hardly an impossible set of conditions to meet, but one you’re unlikely to stumble into.
The fact that its systems are pretty underwhelming as well puts the Minotaur in a very awkward spot, since you’re going to need to diversify into Goblin other licenses in order to do your job. That means you’re not coming online until LL3 (and arguably later – by far the most effective trick I’ve seen for a Minotaur requires Hor_OS I and the Impaler, meaning at least LL5). And even then, you’re just playing a fat, near-sighted goblin.
Regarding the Core Active: I think this is another frame that was hurt by pre-dating ‘Efficient’. The ability to point your finger and say ‘you’re Stunned now’ is pretty good. The potential for that to last multiple turns is likely overkill (and doesn’t work on the one enemy type you’ll care about it for, Ultras).
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Minotaur Systems: well, hey, the frame may be lackluster, but at least it has solid licenses, right?
Mesmer Charges: Another set of trick grenades. Hurray. (I’m pretty down on grenades, if you hadn’t noticed). Mesmer Mines being an AOE immobilize is decent, and I’m sure there’s some galaxy-brained shit you can do with the Mesmer Beacon, but it comes pre-nerfed with 2 charges and for the most part the grenade is inferior to more repeatable forced movement. It is a constraint on their movement if they move, but if that is disadvantageous they can just... not move (see my comments on VLS for the more general form of this problem).
Viral Logic Suite: Banish can, theoretically, inflict 8 heat in one turn, which is getting dangerously close to ‘viable’ as far as heat-gunning goes. Unfortunately, my experience is that (like a lot of Lancer's control options) it suffers from the Browbeat problem (for the MTG players among us): if you give your opponent a choice of negative consequences, you’ll never get the one you want. Logic Bomb is more straightforward, being an AOE slow. I don’t really have much to say about it other than it never turning out to be as impactful as I’d hope.
Aggressive System Sync: Full Techs have a problem in Lancer, and that problem is that they are bad. I don’t think this is something intrinsic to Full Techs so much as it is something that seems to have unintentionally resulted from patterns of design choices. PC actions are worth more than NPC actions (usually), so crowd control effects need to be trading at better than 1-1 to be worthwhile (usually). Neither ASS FT meets this criterion. Rather, both rely on conditional Heat threats that aren’t that scary to most NPCs on account of their massive heat caps. You’re effectively 2-0ing yourself, which is not what the Magic players among us would call ‘value’.
Metafold Carver: how good this is depends on how your GM lets you abuse readied actions. If they have an expansive definition of what qualifies as an acceptable trigger, you can effectively use Fold Space to nuke a hostile character’s turn. Otherwise, the applications are a lot more niche. Ophidian Trek is unreliable (though it does have Sunzi synergy on account of being a teleport) and mostly inferior to Puppet Systems from Hor_Os I. Fold Space has some defensive applications if your GM isn’t letting you use it as a stasis gun – you can banish an exposed (or Exposed) friendly to hammerspace until their turn rolls around, for example – but is generally kind of niche.
Interdiction Field:
brutally timemogged by Wandering NightmareBurst 3 is a fairly large area (especially on size 2/3 frames), and a lot of builds won’t care much about being slowed, so this has its uses. The teleport denial is a niche side-benefit, but the primary value is just turning yourself into a mobile tarpit. Like almost every 3 SP system, it feels overcosted, but what can you do?Law of Blades: unlike ASS, which I think is pretty unreservedly bad, the Law of Blades Full Techs are… situational. Still not amazing, in my opinion, but there are some contexts where you can get remarkable value out of them.