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User Review: Foxhound PRIME
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Knightrunner
Clan Snow Raven
Star Commander
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Joined: 20-Jul-2005 00:00
Posts: 123

PostPosted: 05-Sep-2005 12:21    Post subject: User Review: Foxhound PRIME Reply to topic Reply with quote

Quote:

On 2005-08-11, Sleeping Dragon wrote:
Well, the armor is over-maxed, but otherwise there aren't many negatives. Long range armament is sufficient and the mobility is good too. Short range backup is quite deadly if combined with the holes making PPC.

(With some equipment moving and ECM instead of ER small it would sit well as another Shadowdancer config )) )



Actually- you pointed out a mistake that I hadn't been able to find. The original (paper) version only carried 134 pts of armor and had a medium pulse instead of the ER medium and small. I was wondering where the extra .5 ton had gone off to. I never double-checked the armor to make sure it matched . . .

I also hadn't seen your Shadowdancer designs until after you posted your review. Very similar in chassis, but extremely different in load out. All of them could easily be converted to Foxhounds- thanks for the 4 new pod configurations!

I'm not sure about the C variant though; I just can't stomach the partial jump and light TAG.
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Sleeping Dragon
Draconis Combine
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Joined: 06-Apr-2005 00:00
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Location: Czech Republic
PostPosted: 05-Sep-2005 15:56    Post subject: RE: User Review: Foxhound PRIME Reply to topic Reply with quote

Actually there are few differences between Foxhound and Shadowdancer, if you adhere to omnimech rules.

Shadowdancer has fixed ECM, bigger arm pods, partially filled legs that prevent it from having DHSs there and filled central torso. Because I always mount JJs symmetrically this prevents me from having odd number of JJs (rules don't say anything to this, so it's allowed to mount any number of JJs in torsos and legs). Oh, it always has TC, like Warhawk and only 10 fixed DHSs.

Try to be original, I know my mechs and I don't like copies with other name

C configuration has just some additional handling quirks. It was designed for close quarters, but JJs were added later. The JJs are just an emergency escape system that allow it to fade to cover from opponents that don't have them. Light TAG is sufficient for this environment (I'm making some new configs, one of them will be spotter (TAG, AMS, AP, ...) and one city fighter (AP, MGs, JJs, maybe AMS, standard SRMs with infernos))

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Knightrunner
Clan Snow Raven
Star Commander
Star Commander


Joined: 20-Jul-2005 00:00
Posts: 123

PostPosted: 07-Sep-2005 17:34    Post subject: RE: User Review: Foxhound PRIME Reply to topic Reply with quote

I see why you put in partial jump, but it always bugs me on a fast design. I\'m a big believer in flying as far as you can- you never know when that building you want to take cover behind will be just one hex too far.

Why do you always use symmetrical jump jets? I know that you can\'t fit them in the CT, but why not leave an open slot in the CT to begin with? As you pointed out, the Foxhound has quite a different internal layout; I made a point of having seven different pod locations. It probably drives the maintenance techs batty, but the flexibility is nice.

I\'m probably biased because my first mech was an Ostscout and maximum jump has saved me a couple of times.
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Sleeping Dragon
Draconis Combine
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Joined: 06-Apr-2005 00:00
Posts: 4820
Location: Czech Republic
PostPosted: 08-Sep-2005 04:11    Post subject: RE: User Review: Foxhound PRIME Reply to topic Reply with quote

Symmetrical jump jets are for keeping balance (rules allow using them asymmetrically, but I wouldn't use them so unless I'll have something like Hollander (but than they would be installed under the gauss, not on the opposite side from center))

The mech doesn't have free crit in CT, because I wanted to keep pods symmetrical too and head is filled with fixed ECM. Sometimes I build mechs symmetrical (at least the same number of crits filled on each side) without apparent reason, just because I want. and sometimes I send symmetry to hell

C really has jump jets as an after thought, I made the Shadowdancer (the fixed ECM gave it this name) as replacement / JF (one of the clans I like) variation of Fenris and this role it does nicely, despite the fact of being a little slower.

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