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Vagabond Mercenary Mr. Referee
![Mr. Referee Mr. Referee](/images/ranks/ref.gif)
Joined: 04-Feb-2002 00:00 Posts: 5852 Location: United States
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Posted: 30-Nov-2024 23:52 Post subject: Quad Mechs |
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It is my thought that when quad Mechs were 1st officiated as units with custom record sheets, that they should have added 6 additional crits to each side torsos for a total of 18. _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Captain_Frosty ComStar Private, First Class
![Private, First Class Private, First Class](/images/ranks/cs_private.jpg)
Joined: 22-Nov-2024 02:18 Posts: 30 Location: Greece
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Posted: 02-Dec-2024 04:10 Post subject: Quad Mechs |
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As someone who loves quad mechs, I both want to agree and am hesitant to.
Sure, the extra crit points would be absolutely wonderful to have but I feel like 6 more on each Torso might have been too much.
Unless I am completely misremembering my rules here (don't have access to my rulebooks right now), quadmechs can already strafe, crouch, effectively ignore falling down rules and can use all of their legs and their ample free space for Endo-steel and ferro fibrous crits while loading up the torsos with the cool stuff. They are already quite viable and effective.
If you add on to that the quad turret option, they are basically the perfect balance between a Combat vehicle and a 'mech, allowing for the best of both worlds.
That said, my opinion may be skewed from the fact that I generally avoid making a 'mech heavier than 60 tons and tend to rely on ECM, targeting computers, command consoles, etc. more so than just "more gun!".
EDIT: Upon re-inspection, I have confirmed that I was incorrect about the leg space which more or less defeats the majority of my point XD.
Serves me right for speaking without checking. I'd still say Quad 'mechs are still very much worth it, tho.
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