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Member Review - jymset : 04-Oct-2006 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
2.00 |
| Comment: |
from a message board thread:
TBT-5J - The Marik variant. The J is for jump jets. By halfing the no of LRMs, the Trebuchet becomes slightly more resilient, jumps 5 hexes and loses the need to bracket-fire (it gains 5 HS).
This means that it now is a true SKIRMISHER - a jack of all, master of none. Annoying at all ranges, but no real threat.
The problem I see here is that there are already a *lot* of designs that fulfill that role, anyways. It is no better than a lot of them.
I've never used it (BV is way too high, thanks to the good heat dissipation and JJ). |
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Member Review - Sleeping Dragon : 25-Sep-2006 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
2.50 |
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I don't know who made this modification, but it seems pretty stupid. Putting away a half of long range firepower, the only thing that made the mech interesting IMO, for jump jets just produced something that may be replaced by a Valkyrie (unfortunately the mech is a creation of FWL, so this may be the only mech they have). I think that the main problem lies in the number of heat sinks carried. It's nice when you can fire the lasers and run, but I would rather drop at least one HS for ammo (some armor would be handy, but 8 tons are sufficient), so that the mech can stand away and fire, instead of just softening up the enemy and than trying to kill it with laser fire. If I'll ever need a fast, jumping, long range firepower, than I'll take a Griffin, or 5N TBT if the JJs aren't necessary. Not bad, but not too outstanding either. |
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Member Review - Rudel Gurken : 20-Oct-2005 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
2.50 |
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The JJ´s give it a very good mobility and the added heatsinks allow it to use them.
But on the other side there is only half the longrange firepower with the same poor endurance!
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Member Review - Blackhand : 18-Sep-2004 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
3.00 |
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This mech gives up a lot to get jump jets. Yet at the same time it makes it stay above average because 5/8/5 is a respectable medium mech speed.
So it can run and gun with the line mechs fairly well. Just remember that all you've got is 8 reloads so make those shots count. Because after those are fired off you better be at a point blank range and trying the physicals. |
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Member Review - -Mud : 07-Mar-2004 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
2.50 |
| Comment: |
Loosing half of this 'mech's long range firepower for jump jets was not a particularly good trade. It's also a bit heavy on the heat sinks; only rarely are you going to fire all of those lasers and fire the LRMs on the same round. The Jump Jets let it bounce around a bit, but the weapons are not a major threat. |
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