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Member Review - bladewind : 01-Jun-2008 15:53 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
2.50 |
| Comment: |
Good thing that missile heavy loadouts don't generate much heat. But pity that you can't alpha strike with this thing due to medpulse and the LRMs min range issue.
Stationary only generates 24 heat even if you fire everything so don't be too worried. Personally I would drop 1 ton of SRM ammo for another ton of LRM ammo. 12 reloads isn't exactly alot for a missile barrage mech. |
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Member Review - Rudel Gurken : 07-Sep-2007 14:59 |
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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 missile boat config with some short range firepower. The TAG can be useful if you choose to carry semi-guided LRM's but its place in a leg restricts its fire-arc. I would also try to get more LRM ammo to make better use of different ammo types and to make it last longer in its role.
Not that good but not that bad either! |
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Member Review - mud : 02-Nov-2004 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
2.00 |
| Comment: |
Comparing this too the original Archer, it's capabilities are only slightly upgraded for the price of an XL engine. |
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Member Review - DarkAdder : 19-Jan-2004 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
3.50 |
| Comment: |
This variant reminds me alot of the original, and to an extent the upgraded, Archer. The twin LRM 20s will hassle heavy and assault mechs, and be the death of more than one light and medium mech. The SRMs and pulse lasers will let this mech defend itself at close range, but arent the best thing to continue an assault with. Once the LRMs are empty, you have to evaluate the battlefield and decide whether or not to continue the attack, or head back for refit. |
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