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Member Review : 03-Apr-2004 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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BattleMech: |
Stalker STK-7D |
Rating: |
3.00 |
Comment: |
A pulse/tc Stalker? Well, more or less...
The good:
Accuracy: with 4 medium pulse lasers backed by a targeting computer this is accurate as short range. The twin ER PPC's naturally also benefit from the targeting computer at long range.
Heat control: You can fire the ER PPC's and runn all day without breaking a sweat. If things get close, take out an ER PPC and fire everything else. Assuming both your streaks don't fire every turn, you'll keep your heat under control well.
The bad:
Armor: with only 13.5 tons of standard armor (the same as for the 3025 Stalker) this is decidedly under-armored by modern standards.
Mobility: at 3/5 it's has average mobility for an assault 'Mech - and that means lousy.
The average:
Survivability: the armor is low, but only 1 ton of ammo and a standard engine make survivability acceptable.
Firepower: At long range it can only hit for 20 points - not much for a modern assault 'Mech. In fact, that 20 points is all this Stalker has got until the streak 4's come into range at 9 hexes. In other words, hope your opponent wants to close range on you ('cause with your speed, you'll need plenty of help). Up close - 6 hexes or less - things start to much better. Total firepower factoring in heat is 55 points of damage - that's not outstanding for an assault, but far from shabby either. But since a lot of that is pulse and most of it is suported by the targeting computer, you'll be getting a lot of it on target - which is what counts. |
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Member Review : 31-Mar-2004 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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BattleMech: |
O-Bakemono OBK-M10 |
Rating: |
3.50 |
Comment: |
Need a dedcated Arrow IV arty 'Mech?
The good:
Arrow IV firepower: this features twin Arrow IV systems with enough ammo for an average engagement (15 rounds/launcher) even using some of the specialty ammo. If you fire homing missiles on a single TAGged target - look out that's 40 points of damage.
The bad:
Backup firepower: a couple of medium lasers and a small laser won't frighten off anything over 20 tons - if that. Even upgrading to ER lasers wouldn't help much.
The average:
Survivability: decent armor at 14 tons, but a vulnerable XL engine.
Mobility: average for an 80 tonner at 4/6 (and less than its Clan counterpart the Naga).
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Member Review : 25-Mar-2004 00:00 |
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1 out of 1 users (100.00%) have found this review useful
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BattleMech: |
Rifleman RFL-6X |
Rating: |
4.00 |
Comment: |
The Rifleman that does the job the best IMHO.
The good:
Heat control: you can fire everything, run and not overheat - always nice.
Crit seeking: with 2 LBX10's you can seek crits all day. Since it carries 2 tons of ammo for each gun, you can go for raw firepower if that's what's needed instead.
Mobility: at 5/8 you've got good, but not outstanding mobilty for a heavy
The bad:
Not much, really.
The average:
Survivability: armor is only average at 184 points. Another ton wouldn't hurt, but taking it from somewhere else would reduce something else that's necesasry. The XL doesn't help much here either.
Firepower: total possible firepower is only 36 - and 6 of that is only available within 5 hexes. Hardly outstanding, but not bad.
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Member Review : 18-Feb-2004 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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BattleMech: |
Ostsol OTL-6D |
Rating: |
4.50 |
Comment: |
I didn't pay much attention to this when I first saw it. Big mistake. It's the one of the best TSM units I've seen.
The good:
Heat management - this is always a problem for a TSM 'Mech - getting to and staying at the 9 heat sweet spot. The 6D does it better than most. In fact, if your're willing to get less than optimum to-hit numbers on your weapons (i.e. firing an ERML when you could fire an MPL) you can always come in right at 9 (which gives you nice 12 point punches or 24 point kicks).
Damage potential up close - when you add up the damage total from physical attacks and weapons attacks things start to look really nice. 50+ points is doable and if you punch you have 2 chances at 12 points of damage to the head of your opponent - nice odds for a quick KO.
The bad:
Nothing really.
The average:
Firepower at range - total firepower at range is only mediocre once you take heat considerations into account. (If you don't, there's plenty of firepower.) Firepower only becomes excellent once you get up close and start kicking and punching. (Which also means initiative is important so that you can get up close more easily.)
Survivabillity - the 6D is well armored for a 60 tonner, but that's still not that much in today's more lethal environment. That XL does not help much.
Mobility - strangely enough. 60 tonners typically are expected to move like mediums. This has good mobility when the TSM is active (6/9), but otherwise only average.
Weapons placement - not a major issue on most 'Mechs, it's important here. All the weapons are in the torso. This is good because you can then do two 12 point punches, but has the drawback that it is relatively easy to outflank the 6D. |
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Member Review : 10-Feb-2004 00:00 |
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1 out of 1 users (100.00%) have found this review useful
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BattleMech: |
Centurion CN10-B |
Rating: |
2.00 |
Comment: |
A cross between the old 3025 Centurion and the 3050 one. The increase in tonange was apparently due to some technical reason with one of the computer games - I've forgotten which one.
The good:
Protection - this Centurion finally has the armor that it needs to be able to survive. To make survivability even better, it has a standard engine and CASE. Of course, with 4 tons of ammo (this is still a medium 'Mech!), you need all the protection you can get.
The bad:
Speed - this has all the speed of the original 3025 Centurion - it's made for the slow steady advance. Just hope there aren't any heavily armed heavy or assault 'Mechs around since you'll never get there if they are.
Weapons - pretty much standard for a late-model Centurion. The LB-10X and LRM10 + Artemis give it a decent punch at long range. The medium laser adds a bit if things get closer. All in all, not much. The rear firing medium laser is upgraded to a pulse - not bad, but still not a big deal.
The average:
Heat - with 10 single heat sinks and forward firing weapons generating 9 heat it works out about right. Just hope you don't get any engine hits or have to fire that rear facing weapon too often. Double heat sinks would have been an improvement (then the rear firing laser could have been turned around, too.) |
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Member Review : 10-Feb-2004 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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BattleMech: |
Thunder THR-1L |
Rating: |
3.50 |
Comment: |
Getting up close and personal
The good:
The Thunder is all about getting in close and dishing out damage. Almost everything about this 'Mech is designed with that in mind.
Speed - at 5/8, this has the speed to close the distance.
Armor - at 216 points, it's fully armored (it needs it since the speed comes at the price of an XL engine).
Close-in firepower - an AC20 backed by 3 medium pulse lasers? Sounds good to me. (Note: this was designed before LB-20X and Ultra AC20's became available. The LBX could easily be swapped in.)
The bad:
Long range firepower - an LRM5 is an annoyance. It isn't really dangerous to anything over 20 tons. But, of course, this 'Mech is not designed to stay at range.
The average:
Survivability - when you get in close it's nice to be able to walk away again - which is not a sure thing if you're riding in a Thunder. The XL engine and 4 tons of ammo are not reassuring. At least it has CASE.
Firepower - total firepower in close is only 38 points of damage - which is not bad, but also not as good as it could be. If you fire at a 2nd target at long range with the LRM5 you can do a bit more damage bringing the total up to a nice level. Still an AC20 makes big holes, so that tends to make up for the lack. |
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Member Review : 20-Jan-2004 00:00 |
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1 out of 1 users (100.00%) have found this review useful
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BattleMech: |
UrbanMech UM-R70 |
Rating: |
2.00 |
Comment: |
The deadliest of the Urbies. That doesn't make it too deadly, but a RAC5 can dish it out.
The good:
Firepower. The RAC5 is probably the best autocannon around (which hs not to say it doesn't have drawbacks). Only 2 tons of ammo, but Urbies generally don't survive all that long anyway. However, it is enough firepower to shred the typical light 'Mech (or even a medium) in a couple of turns (unless your opponent gets initiative, moves behind you and kills you - but hey, Urbies are not "do it all" 'Mechs).
The backup weapons are also pretty decent. A good choice.
Armor - it's fully armored for a 30 tonner and even boasts a standard engine. It needs it since even 105 points of armor doesn't last long.
The bad:
Mobility? Where? Not on this 'Mech. This is not the 'Mech you are looking for. Not even the jump jets help much.
The average:
Nothing. This Urbie, like all the others, is either good or bad and is never just "average". |
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Member Review : 20-Jan-2004 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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BattleMech: |
Gallowglas GAL-2GLS |
Rating: |
3.50 |
Comment: |
One of my all-time favorites.
The Good:
Survivability - Decent armor at 12 tons combined with a standard engine make it hard to kill. Unfortunately, while it carries no ammo, that ever-so-useful gauss rifle can explode.
Firepower - featuring the above-mentioned gauss rifle. It's always nive to be able to do 15 points of damage at long range. The twin large lasers aren't too shabby either. Unfortunately, the only other backup weapon is the medium pulse laser on the left arm.
The Bad:
Strangely enough, firepower - the total available firepower is only a mximum of 37 points. Most of it can be done at medium to long range, which is good. Basically, if you're close enough to be able to use the medium pulse laser, you might be too close for maximum effectiveness.
BV - the gauss rifle and jump capability make this one expensive. (for that matter, the BV of gauss rifles is always too high. There was a typo in the old IS table which later became the standard BV value.) The GAL-1GLS may be the better bet in terms of BV although this one is usually better in terms of combat capability.
The Average:
Heat management - fire everything and overheat by 1. Not bad, not great. If you jump the maximum distance of 3 while doing so you overheat by 4. That is acceptable for a turn. But it means dropping out a weapon, not moving, or taking heat side effects the following turn.
Mobility - average for a heavy with limited jump.
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Member Review : 20-Jan-2004 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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BattleMech: |
Dragon Fire DGR-3F |
Rating: |
4.00 |
Comment: |
Firepower galore.
The good:
as mentioned above: firepower. This 'Mech has plenty with a gauss rifle, LB-10X, large laser, and 2 medium pulse lasers for anything that manages to get close. What's more, it can walk, fire everything every turn and not overheat at all. The gauss and large laser can make holes and the LBX can find the crits. The medium pulsers can also take out any fast 'Mechs that want to come in and fight from up close.
Armor - yes, Virginia, this one is well armored, too. Max armor on a 75 tonner is a mighty fine thing indeed.
The bad:
BV - you get what you pay for. Plenty of firepower and no overheat costs in terms of BV. This beast is expensive so think about it carefully before fielding one.
The average:
Survivability - in spite of the heavy armor, survivability is only average because of the XL engine. Better hope no one shoots you from the back (of course, you can flip arms in this 'Mech, so that might be a dangerous proposition to try).
Mobility - all the weight went into weapons and armor. Mobility is average for a heavy. Jump jets would send the BV through the roof, so it's just as well there aren't any. |
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Member Review : 17-Jan-2004 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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BattleMech: |
Warhammer WHM-8D |
Rating: |
3.50 |
Comment: |
I wasn't too impressed when I first looked at this one. Then I looked
more closely.
The good:
At range it has the usual twin ERPPC's to hit for 20 damage. Nothing special or exciting about that. The armament up close is also nothing new or exciting. Where this 'Mech excells is heat management. At range you can fire the ERPPC's all day. When it gets close you can drop one out and fire everything else - and stay cool! It is also possible to fire the twin ERPPC's and the streak 6 even if it's on a 12 to hit. Because it's a streak launcher, I figure the extra 4 heat (overheat of only 2 even if you run) is easily worth the 12 points of damage in the unlikely event that it hits.
This 'Mech also features a C3 slave. Personally, I'm not much of a C3 fan myself, but lots of other people are.
Armor: plenty! It's one point off max. What more can you say?
The bad:
Traditional Warhammer mobility - average for a heavy 'Mech. This is not exactly a huge drawback, but this 'Hammer is not the 'Mech to take to a battlefield where plenty of manuvering is the key to winning.
Firepower also comes up a bit short for a heavy at ranges where the ER smalls can't hit. Even when they are in range, total firepower without cooking yourself to death is only 38 points of damage. Not bad, but not outstanding either.
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