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Member Review - Rudel Gurken : 04-Dec-2018 15:09 |
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1 out of 1 users (100.00%) have found this review useful
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| Rating: |
4.00 |
| Comment: |
Fast and furios! Very good jumpcapable in-fighter with the potential to do two head-ripping punches or a leg-ripping kick. The weapon-loadout is somewhat weak but on this Mech the Lasers are secondary weaponry anyway. The AMS is a bit risky on such a hot-running Mech: using the lasers and the Stealth-armor (worse if you jump too) can bring this one to ammo-cooking heatlevels very fast. And without a CASE this explosion can blow this very expensive thing to scrap (Ok, even with CASE it´s out of action due to the XL but not a total loss). |
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Member Review - Knightrunner : 09-Sep-2005 00:00 |
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1 out of 1 users (100.00%) have found this review useful
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| Rating: |
4.00 |
| Comment: |
I like the instant kill capability on this one. Two 1-in-6 chances to kill _any_ mech is pretty nice. And it moves as fast as possible and should live long enough to get some kills thanks to the heavy stealth armor and AMS. The lack of long-range firepower isn't too big a deal; obviously this is designed to take on the big (and invariably slow) monster assaults and heavies. Sure it has to close to be effective, but it moves fast and jumps- and it isn't meant to be used in Kansas.
The only problem I see is that heat management may be difficult. There are only 3 weapons, and the heat of the AMS and jump jets can combine to make staying at the magical 9 overheat difficult.
This mech has at least a 50-50 shot at taking down a Kodiak or King Crab at point-blank range- not many mechs can say that. It's just as likely to lose a fight aganist a medium fast enough to stay out of punch range. It needs to be teamed up with someone with more 'conventional' firepower. |
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