I wanted data on the map and the encounter, so I decided to run through it, with the decision to run it at LL6 to see more combos with some of the playtest frames.
So the main thing that's worth noting is, outside of adding optionals on npcs and making them tier 2, i didn't add templates or npcs to this encounter, I probably should have and that was def on me, as players ran through this pretty well, as a result it was a bit less challenging than it probably should have been, but I think it still yielded interesting data, I also asked players to play like they had other fights after this one.
Map wise, players mentioned it being alright, there was some talk about the cover being hard to use on the beach but I think that's probably a good way to make sure players have to move up and also avoid it, as it serves as a way to divide lanes on the map a bit more.
Frames is where as a GM, I have a fair bit more to say, this playtest featured only 2 frames in playtesting: Lycan and Gilgamesh
I wanna start with Lycan first
Lycan
So, in this encounter, the Lycan never got to use their integrated Sheavy and core power, nor a lot of its traits, this was mostly due to me controlling it with bombard shots and Seeder mines, this lead to them managing to kill a weakened goliath.
I think, while this wasn't necessarily a best showcase of the Lycan at its peak, this was a good way to see how it performs on maps and compositions that can somewhat control it, grand scheme of things I don't know if we saw anything downright problematic with it today as much as we witnessed a core weakness of the frame come into focus more, which isn't necessarily a bad thing, but it bears reiterating: the Lycan def struggles against control and when it lacks movement options.
Gilgamesh
So I think with this fight, we had the opposite of the Lycan, the Gilgamesh absolutely thrived at picking off foes, Ash and Gold decided to go for a crackshot build with the Legionnaire.
Something that came up was that Gilgamesh was maybe a bit too good at having redundancies to be reliable, namely it was the combination of having the core passive and the possibility to use the core active if that wasn't enough later in a fight, even if it comes at the cost of a core power, if I had to point to any specific one, I would say that funnily enough it would probably be the condition clear that's the most impactful rather than the health or the weapon/system destruction, as it allows the Gilgamesh to essentially no sell a condition meant to impair it and force to play slightly differently.
Here it was impaired, as I attempted to hinder its plans of crackshotting, but I think it could easily be too much with other conditions, as a lot of the nastier ones are often gated behind a save or some tough to land attack, I think at the very least having conditon clear on both the core power and the free action is what is proving to be too much.
Beyond this, the Legionnaire Battle Rifle came into focus, it was quite strong and I think what made it shine was it combined with the condition clear, meaning there was reasonably nothing that could be done against the Gilgamesh that decided to have a big turn deleting things, it was going to happen regardless.
I think the rifle is part of that equation, I don't know if it is the whole picture, I think my main feeling on it probably has more to do with its interaction with Crackshot, as it is a natural combo, I think every time i've seen it used in this playtest it was for accuracy and denying cover, which also worked well with the Loadout die.
I think broadly, that would probably be the main angle to look at it from, as especially on a gilgamesh, it had a few charges left even after a first fight where stuff was used relatively freely