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Member Review - DefensorFidei : 06-Jul-2006 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: |
Extreme firepower up close and decent long range capabilities, this 'mechs weakness comes in at midrange. Many more 'mech weapons come into range as they close while the Blood Asp is still stuck with only its two Gauss Rifles. I am a huge fan of the Blood Asp, but find that I have to stick with some modified designs as very few of them field all of the capabilities I am looking for. |
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Member Review - Knightrunner : 26-Aug-2005 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
2.50 |
| Comment: |
Not very good. The twin Gauss's provide the bare minimum long-range firepower you'd expect from a Clan assault. The pulses and Streaks are good backups, but the main firepower can only hit from 9 hexes away. With no targeting computer even that will be a trick.
The heavy lasers provide the same firepower as an Ultra-AC 20, but with lower range, less accuracy and much higher heat. The Gauss rifles are a poor choice for ranged weaponry- past 9 hexes the mech can't even begin to build up heat, so why not use ER PPC's or other energy weapons? It's not like the ammo is going to last long enough to use in conjunction with the heavies anyway. |
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Member Review - jymset : 21-Jan-2005 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
3.50 |
| Comment: |
If this 'mech shows up, the battle will turn into a slaughterfest. Honestly, with this and the Savage Coyotes, the Clans have received two relatively modern designs that seem locked in a contest of dealing most damage. Theoretical maximum damage for this one: 96 damage. That's 6 tons of armour.....
Granted, its ammo is low, but really, loosing those Gauss rifles won't impede too much on its damage abilities; much rather, it will force the Blood Asp to close in.
Its speed and its sub-maximum armour means that this design will have a very different, more agressive function than those other Clan assault-staples: the Daishi and Turkina. |
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Member Review - mud : 11-Oct-2004 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
3.00 |
| Comment: |
It's good, but not perfect. Those heavy lasers will overheat this 'mech pretty quickly if you're not careful. The Gauss bins will run dry pretty quickly as well, although you can do a lot of damage in eight rounds with a barrage of Gauss slugs. The Streak SRM system seems out of place here; this 'mech has enough offensive systems without it. Ditch it for some ammo for the gauss rifles and an extra heat sink or two. |
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Member Review - DarkAdder : 16-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: |
5.00 |
| Comment: |
Yeeeeaaahhhhh. The pride and joy if my faveorite Clan, the Star Adders. No screwing around with this mech. Go in, kill em all, and strut back out. Good gauss rifle support, and Hv medium lasers for the in close dirtyfighting. Piss this mech off at your own risk. Keep out of reach of children. |
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