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Member Review - Sleeping Dragon : 13-Sep-2005 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
1.50 |
| Comment: |
Changing armor and moving crits on omni is forbidden. It may make use of two ER meds instead of two tons of armor, or jump jets instead of some ammo and armor, if it's meant for urban warfare (and something to deal with infantry, BA or not) |
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Member Review - Blackhand : 26-Apr-2005 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
1.00 |
| Comment: |
A lot of fluff errors. More armour than the base Mad Dog allows. Placement of stuff in areas that are claimed by base chassis stuff.
I'm not liking it. For a clan mech its really short ranged. You expect a Clan Guass, LRM 20 or ER PPC on a heavy mech. Not a pair of Large Lasers.
Too much ammo for a short ranged weapon setup, makes me scratch my head. Also this mech has no real way of dealing with heat. Either its way over what it wants to be, or sinks a bunch. Its like it wasn't thought through for vanilla combat. |
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Member Review - bladewind : 16-Apr-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 |
| Comment: |
A fairly good city defender but i would seriously doubt Clan Wolf in Exile would actually use an Omnimech to defend its holdings since that is far too expensive. Also if i remember clearly, an Omni-mech cannot mount additional armor. Its armor is fixed.
The design is good but several errors in the fluff leave me scratching my head. |
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