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Member Review - Rudel Gurken : 16-Aug-2007 23:30 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
4.00 |
| Comment: |
A dedicated short range brawler that isn't helpless at longer ranges due to its large ER lasers. The XL hurts a bit but it is better armored that the other Ost-mechs.
The TC will make its shots accurate at all ranges and its multitude of lasers can kick in the TSM in no time.
Keeping it at 9 heat isn't much of a problem if carefully choosing your weapons and switching off two DHS's up close. |
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Member Review - bladewind : 08-Dec-2006 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
4.00 |
| Comment: |
Even without TSM, it still has a TC for those extra accurate shots ! The heat management is one of the best for a TSM mech since its quite easy to maintain it at the 9 heat sweetspot.
Once it hits that spot, get upclose and personal with the punches and even if you miss, don't worry the lasers with the TCs will do even better at such short ranges.
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Member Review - js : 18-Feb-2004 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
4.50 |
| Comment: |
I didn't pay much attention to this when I first saw it. Big mistake. It's the one of the best TSM units I've seen.
The good:
Heat management - this is always a problem for a TSM 'Mech - getting to and staying at the 9 heat sweet spot. The 6D does it better than most. In fact, if your're willing to get less than optimum to-hit numbers on your weapons (i.e. firing an ERML when you could fire an MPL) you can always come in right at 9 (which gives you nice 12 point punches or 24 point kicks).
Damage potential up close - when you add up the damage total from physical attacks and weapons attacks things start to look really nice. 50+ points is doable and if you punch you have 2 chances at 12 points of damage to the head of your opponent - nice odds for a quick KO.
The bad:
Nothing really.
The average:
Firepower at range - total firepower at range is only mediocre once you take heat considerations into account. (If you don't, there's plenty of firepower.) Firepower only becomes excellent once you get up close and start kicking and punching. (Which also means initiative is important so that you can get up close more easily.)
Survivabillity - the 6D is well armored for a 60 tonner, but that's still not that much in today's more lethal environment. That XL does not help much.
Mobility - strangely enough. 60 tonners typically are expected to move like mediums. This has good mobility when the TSM is active (6/9), but otherwise only average.
Weapons placement - not a major issue on most 'Mechs, it's important here. All the weapons are in the torso. This is good because you can then do two 12 point punches, but has the drawback that it is relatively easy to outflank the 6D. |
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Member Review - DarkAdder : 01-Feb-2004 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
4.00 |
| Comment: |
Whoa! This thing can bash your opponent around pretty hard, and when the TSM kicks in, it could literally rip the arm of a mech. The weapons are going to overheat the mech, but in this case, thats not a bad thing. The armor can take quite a beating, so dont worry about getting in close to kick and punch when the TSMs start working. |
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