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Knightrunner's User Review: Shaolin SHO-1L
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Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


Joined: 06-Apr-2005 00:00
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Location: Czech Republic
PostPosted: 12-Sep-2005 11:49    Post subject: Knightrunner's User Review: Shaolin SHO-1L Reply to topic Reply with quote

Quote:

On 2005-09-09, Knightrunner wrote:
I like the instant kill capability on this one. Two 1-in-6 chances to kill _any_ mech is pretty nice. And it moves as fast as possible and should live long enough to get some kills thanks to the heavy stealth armor and AMS. The lack of long-range firepower isn't too big a deal; obviously this is designed to take on the big (and invariably slow) monster assaults and heavies. Sure it has to close to be effective, but it moves fast and jumps- and it isn't meant to be used in Kansas.
The only problem I see is that heat management may be difficult. There are only 3 weapons, and the heat of the AMS and jump jets can combine to make staying at the magical 9 overheat difficult.
This mech has at least a 50-50 shot at taking down a Kodiak or King Crab at point-blank range- not many mechs can say that. It's just as likely to lose a fight aganist a medium fast enough to stay out of punch range. It needs to be teamed up with someone with more 'conventional' firepower.



Staying overheated?
12 (ER large) + 10 (stealth) + 2 run
10 (ER meds) + 10 (stealth) + 4 jump

And I use the rule for shutting off heat sinks.

Overheating may be problem, but once you are close, you don't need speed to do anything else than getting behind chosen enemy or avoiding having your back exposed. There isn't much internal space to mount more. Only choice left is removing some armor (ES is too bulky).

It can usually fire the large laser but otherwise there are only few choices. Either staying somewhere out of range and annoying the enemy with laser (thanks to stealth and speed the Shaolin isn't easy target and armor + AMS allow it to withstand some hits) or rapidly closing and trying to behead the most dangerous enemy. With some luck it may at least take some enemies down with it, and with only 12 AMS shots the ammo isn't so big problem (it's there more for fluff, over sized kung-fu fighter snatching down missiles from the air )

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Knightrunner
Clan Snow Raven
Star Commander
Star Commander


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

PostPosted: 12-Sep-2005 15:45    Post subject: RE: Knightrunner's User Review: Shaolin SHO-1L Reply to topic Reply with quote

Actually, I was thinking of the 1 point of heat coming out of the AMS at irregular intervals. It's enough to slow you down if you're hovering at 9 overheat. I see how maintain heat, but it's a little worrisome to tailor your movement to the heat scale, rather than tactical maneuvering, in a physical combat mech. That being said, the AMS makes sense- you may need it to close (and it does add to the Shaolin image).

Not much that can be done; the internal space is pretty tight, and I wouldn't want to drop any of the equipment it has. Every design has at least one potential problem that a pilot has to take into account- here it's the heat balance and range.
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Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


Joined: 06-Apr-2005 00:00
Posts: 4820
Location: Czech Republic
PostPosted: 13-Sep-2005 03:42    Post subject: RE: Knightrunner's User Review: Shaolin SHO-1L Reply to topic Reply with quote

This range problem isn't too big, with ER large you can dance at their long range (running 11, with stealth engaged means at least +8 if you make some turns, even clan munchkins with pulses and TC will have some problems (these problems drop rapidly as you close, but it gives you chance to deal with nasty close range fighters like Hunchback)) and sometimes hit when they are trying to do the same to you. They have more attempts, you have better chance to hit(usually). Infantry may cause problems in terrain where you cannot avoid them.

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