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Member Review : 09-Dec-2009 08:30 |
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BattleMech: |
Panther PNT-12W |
Rating: |
3.50 |
Comment: |
The 3050 PNT-10K was a Panther intended to take advantage of the latest PPC technology, as well as Artemis Guidance systems. Unfortunately, they neglected to install double heat sinks and the result was a machine which went from a workable design - a pilot had to watch his heat, but it could be managed with care - into a heat beast with few equals. Simply firing the main gun put the PNT-10K into the red, and with jump jets, it was easy to see why this would not be popular.
This variant has no such issues - it breaks even on heat after firing both main guns and running. Using jump jets might prove to be an issue, but overall it is hard-hitting and for the most part, 'rookie-proof'. The price is right, the combination of nearly maximum armor and fusion engine make for a tough 'Mech, and it really does not involve any cutting edge technology even in 3050.
However... the mission profile for the original Panther was (and is) quite a bit more varied than the one I forsee for the PNT-12W. Those 'puny' SRMs were capable of using a fair selection of ammunition, even CS gas if the Panther was assigned to garrison duty or occupation security patrols - something quite likely, given this machine's tonnage. Furthermore, while it is good on the ground, jump jets add quite a bit of heat and given its warload, the PNT-12W is likely to be using them a lot. The weapons are strongly oriented towards combat with other 'Mechs, combining good range with equally good damage. This is NOT a good thing for a light 'Mech!
Why? Well, as with the Hitman, this machine is too heavily armed for its pilot's own good. These hard-hitting weapons require no reloads and little dependence on supply lines. Unfortunately, it is every green Kuritan 'Mechwarrior's dream, and also his downfall. Yes, he packs an enormous amount of firepower. It encourages many new pilots - and older ones who should know better - to go out on their own and get into more trouble than they can get out of. This is why the Hitman is manned exclusively by seasoned pilots who know their limit - and know when to run.
In combat, despite its armor, this machine will probably have heat issues as hits go internal - only seven of the ten double heat sinks are in the engine. The rest are in vulnerable three-crit slots, presumably in the torsos, which are well-protected but statistically the most likely places for a hit.
The result? If the Panther takes internal hits, there is a good chance the pilot will lose his heat sinks. When they go, the thermal signature of an all-energy big weapon suite will begin to take its toll. If the PNT-12W takes an engine hit, forced withdrawal is probably the wisest option.
Good idea, and a fairly decent writeup, but you need to read up on the deployment and mission profile of the original, and think twice about creating a machine with a fairly narrow application. Is this really what you want a Panther to do? I have no solid suggestions, but if you wanted to keep things neat, lose the jump jets and add MASC. It will give you the speed you need, while keeping the heat reasonable even after taking significant damage.
Steve Satak
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