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Member Review - DarkAdder : 19-Mar-2005 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
3.50 |
| Comment: |
Good GAWD!! For when you cant haul around Arrow IV artillery, grab one of these beasts.
80 LRMs will scare the coolant out of just about any mech in existance, even assault models. Even if you average only half of your missiles hitting, thats still 40 points of damage to cope with. Granted, that 40 points is going to be spread around in 5-point clusters, but chances are pretty good that youre going to find at least ONE critical by accident before the ammo is gone.
About the only weakness that this mech has is the relatively small ammount of ammo it carries. As stated before, if your target isnt dead by the time your ammo is gone, I doubt those pulse lasers will make much of a difference.
If you can keep some ammo trucks handy, this thing is going to be absolutely devastating. Cut off from resupply, this thing is going to be very dead, very fast. |
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Member Review - -Mud : 23-Dec-2003 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
5.00 |
| Comment: |
I just love this. It has limited endurance, but fielding one of these is like having two Archers. The Artemis FCS helps too, although if it was working with some light, fast designs, I'd try to ping a few Narc beacons on the enemy and carry more ammo. Then you could carry some Thunder rounds or some Swarm Ammo. This would work well with semi-guided LRMs too. Once you are out of ammo though, hope you are finishing your opponent off, as the LPL and MPL leave you with the firepower of a light 'mech. |
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