|
Member Review - Rudel Gurken : 10-Mar-2006 00:00 |
|
|
1 out of 1 users (100.00%) have found this review useful
|
|
|
| Rating: |
4.00 |
| Comment: |
A good and powerful brawler!
In 3068 almost all technology is free for any House (except some rare gimmicks like stealth armor!), so don´t worry: your mech isn´t unrealistic! |
| No topic has been started for this review [Start Topic] |
|
|
|
|
|
Member Review - McBride : 27-Jun-2005 00:00 |
|
|
1 out of 1 users (100.00%) have found this review useful
|
|
|
| Rating: |
3.50 |
| Comment: |
The mech is an interesting design, although it lacks the explanation for how the TComp got there. The TSM is especially nice when combined with the sword, and once it's activated, one only needs to fire the lasers and walk or run to keep it active.
That all said, the XL engine is somewhat of a drawback, limiting the 'mech's ability to take damage. A second drawback is the use of the MRMs. A SRM-6 system would be more effective (and accurate) for close range firepower, although has less ammo per ton.
As a city-fighter, this mech does well, but in more open terrain I don't see it performing terribly well as it seems based around the sword/TSM combo for close in power. |
| No topic has been started for this review [Start Topic] |
|
|
|
|
|
Member Review - Stinger : 27-Jun-2005 00:00 |
|
|
0 out of 1 users (0.00%) have found this review useful
|
|
|
| Rating: |
1.50 |
| Comment: |
I have to agree with Blackhand on this one. The TSM is rarely going to be active (and last I checked its Davion only) which makes it a waste. The Targeting comp is nice but as stated by others not a DCMS item. (a little fluff can change and or explain that though). other wise tis a design with some potential. |
| No topic has been started for this review [Start Topic] |
|
|
|
|
|
Member Review - bladewind : 06-May-2005 00:00 |
|
|
1 out of 1 users (100.00%) have found this review useful
|
|
|
| Rating: |
2.00 |
| Comment: |
Hmm some issues with this one. With your current setup, u require a full alpha + jump to attain the 9 heat mark just to kick TSM active, that is bad because once u are out of ammo, you are basically cant use the TSM.
A simple solution can be otained like this. Change 2 regular medium lasers for ER and the whole setup looks alot more viable.
12 (ERL) + 2 (running) + 10 (ERmed) + 4 (MRM10) + (3) med = 31 heat
31 heat - 22 heat = 9 heat which is enough to trigger TSM.
This does not even factor the heat generated by the jjs. Also jumping around very often really affects accuracy. The TC seems to rectify this though, but im not sure whether the Dracs can produce it.
The idea is neat though; cleaving the arm off a light mech in a city is surely a sight pleaser. :)
|
| No topic has been started for this review [Start Topic] |
|
|
|
|
|
Member Review - Blackhand : 23-Apr-2005 00:00 |
|
|
1 out of 1 users (100.00%) have found this review useful
|
|
|
| Rating: |
1.50 |
| Comment: |
Okay, let me explain before I get mobbed by unhappy mech warriors. It needs to alpha strike and max jump to turn on the TSM. My question is what happens when your out of ammo. Sure its 24 rounds but sooner or later you'll have an issue keeping the heat at producing 0.
You need to keep jumping to keep your heat at 9 which means your to hit rolls will suck. It needs a way to balance on 22. Closest it can get is 14 (ER Large and run) + 9 for 23, or +7 for 21, or +10 for 24. None of which are the right number. Now if you believe you can always walk to stay in melee range you either crazy or lucky. (well it can hit 22, full jump with ER Large and MRM 10)
Which means it has no secondary method to stay at 9 and its only got a 24 round endurance. Knowing this I'd play ranged weapon tag and avoid you until you were running low on chances to hit me with the weapon.
|
| No topic has been started for this review [Start Topic] |
|
|
|
|
|