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User Review: Marauder V GK-95-3G
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Faolan
Clan Wolf
Point Commander
Point Commander


Joined: 06-Jul-2005 00:00
Posts: 12

PostPosted: 12-Aug-2005 17:53    Post subject: User Review: Marauder V GK-95-3G Reply to topic Reply with quote

Quote:

On 2005-08-12, Khayman wrote:
It's ok in a duel. Actually it is down right devastating. But in actual war time situations, I feel a little worried.

The low ammo count really hurts but at least those twin ER Larges help provide back up. The targeting computer also makes sure the shots aren't wasted. Only 2 ERs for a 95 tonner is kind of weak though.

I would hate to fight this guy alone but on the battlefield with other opponents, their is a little less pressure.

My last thought is a complaint on the lack of fluff. Just a minor quibble but it's still annoying to me.




Thank you for the constructive criticism, Lol. Other Critics here are not so mature. I see your limited ammo point, and I agree, I guess my throwing in only one more ton wasn’t enough. I’ll try and swap the torso Gauss out for a couple more large lasers.
But could you elaborate on why you wouldnt feel threatened in a battle?
Sorry about the Fluff. Or lack there of. I’ll try and come up with something, I’ll have to do some research to make sure the details are accurate. Perhaps a some suggestions could help. But yes, the Fluff does give it that hook.
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Erenon
Blighted Sun Battalion
2nd Company
"Seraph's Slaughter"
Sergeant
Sergeant


Joined: 04-Jun-2004 00:00
Posts: 976
Location: Singapore
PostPosted: 12-Aug-2005 23:35    Post subject: RE: User Review: Marauder V GK-95-3G Reply to topic Reply with quote

Think of the FLuff while designing. It helps. It also helps avoid munchy mechs.

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"My job is to keep the majority of people in this country alive. That's it. If fifty-one percent eat a meal tomorrow and forty-nine percent don't, I've done my job." - The Beast (AKA The President), Transmetropolitan
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bladewind
Free Rasalhague Republic
Major General
Major General


Joined: 02-Oct-2004 00:00
Posts: 1054
Location: Singapore
PostPosted: 12-Aug-2005 23:55    Post subject: RE: User Review: Marauder V GK-95-3G Reply to topic Reply with quote

Rightly so.

Fluff should come before the mech.
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Khayman
Blighted Sun Battalion
2nd Company
"Seraph's Slaughter"
Corporal
Corporal


Joined: 14-Nov-2004 00:00
Posts: 91

PostPosted: 17-Sep-2005 01:48    Post subject: RE: User Review: Marauder V GK-95-3G Reply to topic Reply with quote

it's not that I wouldn't feel threatened by this mech, I mean anyone should feel at least a twinge of fear when facing an assault mech. Sorry if I said it wrong but, what I meant was I felt less OVER ALL pressure from this bad boy in a wartime situation because of the ammo. Only 16 shots per Gauss is kind of a saving grace for me as those Gauss's are your primary weapons. While the ER Larges anr not something that I should ignore, your primary guns are limited in how often they can fire. Because of that, you will have to pick your shots carefully and if you ever play those campaign settings with multiple targets that can last long, then you are in trouble as 16 shots will unfortunately not last long. They will be devastating but only for as long as you have them.

Like I said, this mech is still scary NO MATTER the situation but I just feel a little less pressure from him in actual battlefield conditions. Hope this helped cleared things up and when/if you make variant of this mech, please PM me so I can take a look at it. I look forward to your future submissions.
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