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Member Review - Rudel Gurken : 11-Nov-2007 15:12 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
2.50 |
| Comment: |
Though the HGR of this Caesar has a good range its tremendous firepower will not only be reduced but also will have to mother its shots. The rest of its weaponry is for short-range combat. In a city the lack of jump-jets hampers it and in the open it will be either weaponless at longer ranges or will waste the huge firepower of the HGR for some long-range plinking! (OK: 10 points of damage aren't that small but i won't use the (quite scarce) ammo of my 18 ton monster-weapon to only do that kind of damage!) At least the horrible armor-placement was dealt with and it got a less dangerous engine! |
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Member Review - bladewind : 09-Jun-2005 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
3.00 |
| Comment: |
I really really miss the ERPPC on the previous design. Maybe drop large pulse for the ERPPC ? It will give the mech a nice long range boost.
The HGR is a very nice in a city fight though and you will probably scare off some lights and mediums too and the close range laser battery can help compensate once the ammo bin is empty. |
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Member Review - DarkAdder : 25-Feb-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: |
Very well built for close up attacks, though Im not going to be using it in any ranged duels any time soon. I suppose that the Hgauss could convince a few mechs to keep their heads down, but its more of a deterrant. It works best at close range, so the logical choice for your opponent is to stay at long range, where this mech is sorely lacking. If youre in a close environ, like a city or forest or such, then this mech might get better results. |
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