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StarRaven Federated Suns Leftenant General
Joined: 01-Jun-2004 00:00 Posts: 1138 Location: United States
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Posted: 22-Mar-2005 16:35 Post subject: User Review: Fireball ALM-10D |
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On 2005-03-06, Blackhand wrote:
I've found just through trial and error that giving a light mech scout pilot more than 2 medium lasers or a single SRM rack is asking for trouble. Too often you get in over your head thinking it can fight with all that speed, then getting shot out of your ride without getting the intel out.
An expensive toy that still doesn't quite work well but its still a nice one to play with. On paper its better than in use. Which happens, so take care with it and remember that your 4 tons of armour isn't ever enough.
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I don't understand. The primary reason you don't like it is because of the possibility that someone might misunderstand its role? It seems abundantly obvious that this thing is not meant for a straight-up fight. It's meant to run up, TAG, and run away. Preferably doing this from behind the enemy, so as to keep it from eating gauss slugs. The lasers are secondary; to give it a little bite, just in case.
Do you want me to hang a sign on it or something?
_________________ "Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close semblance to the first."
- Attributed to General Aleksandr Kerensky
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Blackhand Draconis Combine Chu-i
Joined: 05-Jul-2002 00:00 Posts: 334 Location: Canada
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Posted: 23-Mar-2005 01:49 Post subject: RE: User Review: Fireball ALM-10D |
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The only use I have for such a mech is target practice. The Spider tag variant is much cheaper and accomplishes the same thing but only costs pilots.
You don't gussy up sucide machines you expect to skip through opposing formations.
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Oafman Draconis Combine Tai-sho
Joined: 18-Nov-2003 00:00 Posts: 1657 Location: United States
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Posted: 23-Mar-2005 09:07 Post subject: RE: User Review: Fireball ALM-10D |
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Personally I see no problem with letting these scout mechs actually defend themselves. Why not let that speedy mech do some serious damage into the back of the mech that it just tagged? Since when is more damage potential a bad thing?
_________________ Festina Lente!
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Motown Scrapper Clan Ice Hellions Galaxy Commander
Joined: 24-Jul-2003 00:00 Posts: 2074 Location: United States
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Posted: 23-Mar-2005 10:56 Post subject: RE: User Review: Fireball ALM-10D |
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Chances are he gotvhid butt handed to him by some nut in a supperfast light and he does not like the idea of his potent heavy getting trshed by some annoying bug.
_________________ Having more fun than a human being should be allowed to have-Rush Limbaugh www.rushlimbaugh.com
Force of nature
Still crazy after all these years
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Blackhand Draconis Combine Chu-i
Joined: 05-Jul-2002 00:00 Posts: 334 Location: Canada
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Posted: 23-Mar-2005 11:52 Post subject: RE: User Review: Fireball ALM-10D |
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Umm, try I lose scout mechs in most campaigns I play. I play DCMS side during such important wars as 4th. I'm always outnumbered. You can't afford to "waste" cash on Xl engined scouts.
For that matter ask Dark Adder, Silver Ghost, or the other dude who have played me in campaigns. Hussars die to me, I have very good skills at making the box so you can't dodge my entire sides fire.
As a player who is very C-bill concious due to the fact that 3 of the last 5 battlse I have played are REGIMENT on REGIMENT battles utilizing a world map. Scouts with XL and heavy guns just get whacked too easy.
My Cicada mod with the ER PPC eats them for breakfast. Sure I'm only 7/11 but its unlikely you can escape my range that quickly. If I felt a needed a fast XL engined scout mech. I'd make sure it jumped 10 so I'd pretty much guarenty it got away and screw the need for adding heavy guns.
Also this scout mech like any other suffers against thunder rounds that frequently see use when I'm playing. I personally belive if it isn't mined to a depth of 10 hexes deep along that whole border then I'm not doing something right.
And yes I realise just how much that costs, but its worth it;). I realise I'm rambling, but meh. Thats life.
Editted Section : TAG IS the ONLY weapon you MAY fire if you WISH to FIRE your TAG.
[ This Message was edited by: Blackhand on 2005-03-23 11:53 ]
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ralgith Blighted Sun Battalion 1st Company "Ralgith's Renegades" Colonel
Joined: 18-Aug-2003 00:00 Posts: 2021 Location: United States
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Posted: 23-Mar-2005 15:09 Post subject: RE: User Review: Fireball ALM-10D |
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I hate that rule, its so bogus and un-realistic.
_________________ Colonel Ralgith t'Mayasara Blighted Sun Battalion 1st Company 'Ralgith's Renegades'
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Blackhand Draconis Combine Chu-i
Joined: 05-Jul-2002 00:00 Posts: 334 Location: Canada
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Posted: 23-Mar-2005 15:37 Post subject: RE: User Review: Fireball ALM-10D |
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Your telling me focusing your targeting beam preciously on the enemy while both of you are moving and then sending this beam to an allied mech with no packet loss would be easy?
I'm a technition just bouncing a beam off something and back to you, then sending it somewhere is hard enough without packet loss. Now add in the added complexity of keeping it on target while you bounce around at say 100 KPH and your opponent is trying to dodge it.
I'd say you'd be lucky to ever get the tag down. WIth just being not be able to fire your weapons at the enemy in addition.
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