Still not believing that people can come up with so many MOBA-inspired games and manage to do different things.
AirMech is a game that puts you in the role of a pilot controlling one of the most powerful war machines ever created - AirMechs, combat robots capable of transforming into fighter jets. Sounds familiar? Not surprised. But this time around, there is only very little of these, so you are instead of fighting the enemy head-on ordered to lead a sizable army in such a way you'll manage to destroy the enemy fortress while keeping the one you own alive, capturing outposts along the way to get more and more advantages.
Nothing too original there, as you may see. What truly matters is the combat system and equipment system - because that's the REAL fun here.
The combat system seems basic at first, but gets more complex later. Your AirMech is the equivalent of a typical MOBA hero - Has a main attack, runs around, gets XP and upgrades to get abilities. However, it's not only that, but also a RTS general unit and a fighter jet. Pressing space at any time will, if you have enough energy, jump you into fighter mode. That way you can't attack ground units (exception to the Warthog's praised ability) and can't be attacked by them if AA isn't their base ability, but can attack AirMechs in their jet mode. And vice versa, of course. The air mode also allows you to pick up friendly units, either from the ground or from any of your outposts if you build them yourselves, and drop them elsewhere. You can even give orders to them that way - except for most infantry units. These guys are just too dumb.
But that isn't all. In your typical MOBA, you also have creeps, right? Well no worries, these guys are here as well. The thing is: They aren't the main non-player combat force; Your own troops are.
Each player has eight slots for units he/she uses on the battlefield. There's quite a range of them, from infantry and tanks to APC's, AA tanks and Buildings. Each unit is highly different from others, which changes its role on the field, be it the capability to direct other troops, drop infantry on death, repair or even suicide in order to explode. I highly recommend taking a look at that store - a proper unit setup can do quite a lot. Alongside with that, there are buildings to be used as well - usually increasing either your unit capacity or giving you money to buy these units with over time. And turrets, don't forget about turrets.
Every building can then be placed on a socket, which is exactly what it sounds like - a socket. In some cases, it only provides bonuses to have your building on a socket, in other cases it's a requirement to place them there. Units, on the other side, have the ability to interact with outpost, where infantry can get up on them and capture them while machinery can be placed on doorsteps in order to block off entrances. You can also pick things up and repair and rearm them above outposts as well as you can repair and rearm your own AirMech there. Last but not least, outposts provide another exit point for your production queue.
Now, maps in this game are very little of, but their quality is undoubtable. They provide both linear advances and chokepoints and flanking possibilities, coupled with the placement of neutral units all over the place. I still managed to find a couple faults in the designation of spawn areas, though, but these are small things.
There are several gamemodes right now - 2v2, 3v3, Coop 2v2/3v3, CTF-style gamemode and Survival. But the devs are not done yet - planned SP campaign is not a bad idea. However, there are some server problems here and there - the 2v2 and 3v3 multiplayers have a lack of servers. Devs solved the problem by enabling only one at a time, which might come as bit unconvenient, but I guess it's okay as the game is still technically in Early acces.
But more amazing features are waiting for you outside of battling - the game has a decent community system with rankings, levels, clans, chat badges and even in-game player market much similar to the one Steam has, except you pay only in Diamonds - a premium currency. As well as that there are drops you can find after matches - special versions of units with some basic changes - some sacrifice armor to get speed, others get more health but lower speed etc. All this can be sold on the market so you can get more diamonds yourslef - which you can then use to buy something else even outside the market, regardless of whether you ever bought anything for the game. Also, there are private trades available - so you can always give something you don't need or use to friends. Found that feature very convenient.
The other currency is Kudos - all the important stuff can be bought for that. However, you will not be able to buy cosmetics or ultimate units - a version of certain 'meta' units and buildings with very little downsides and extreme upsides. Or ultimate pilots - same deal there.
Another thing is the equipment system. Players can have several loadouts, each with a different AirMech class, unit composition, pilot, special parts and improvements and cosmetics, upon which you can count stuff like team color, pets, flails and even AirMech skins. There are only few of the AirMech types, but each is very unique and features a different set of abilties as well as a different set of available equipment parts. The parts use a level system - you have a certain part capacity you can use to give your AirMech more specializated capabilities, which increases as you level up. Of course, the more drastic the effect of the part is, the more drastic is the part capacity and price going to be. Pilots are then another way to specialize your AirMech - they, however, affect more than just your AirMech.
In conclusion, here's another F2P game worth giving a shot. It's not going to be any kind of revolutionary craziness, but it's rock solid and won't let you down on what it promises to bring.