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Member Review - CO_17thRecon : 07-May-2007 21:27 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
4.00 |
| Comment: |
Ayiiiiieeee! I need my sunglasses! Yeah, the Black Knight is kinda like that. Gotta hand it to the Star League, between this and the Flashman, they know how to do a laserboat right. (Ed. Note: Yes, I know this is not the Star League version, but I meant in general.) I still prefer ballistics, but I can't argue when people have done something right, you know?
The Knight is lightly armored, comparatively, and can suffer enormous heat problems in the hands of an unskilled or impatient 'Mechwarrior. In the hands of a competent, patient commander, who knows how and when to ride the redline, the Black Knight is a dangerous and wily foe. And that means knowing how to use one. The PPC is for long range and closing, do not attempt to use it up close, get in there and mix it up instead! The Knight becomes more and more powerful as it closes, as well as more and more efficient in terms of heat to damage ratios. Ideally, the Knight should fire as it closes, and enter close combat, using both it's physical mass as well as its bevy of close range lasers to put the hurt on the enemy.
Of course, this is not always possible, so be prepared to patiently snipe, running hot on turns when you can get a good shot. |
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Member Review - Sleeping Dragon : 04-Feb-2007 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: |
The 'Mech doesn't have the means to handle it's heat if the pilot uses everything at his disposal. The amount of energy weapons speaks for itself. Lasers can melt anything below 50 tons and seriously hurt most other 'Mechs. Nothing was lost in this area. The downgrade is mostly felt on armor, because the loss of two tons of plating brought the Black Knight somewhere to "Warhammer / Marauder area". This 'Mech doesn't belong there.
The 3.5 rating is mostly because I must compare it to the original, which I admire. Otherwise it would deserve 4, maybe 4.5.
It's still dangerous, so try to cut it down as soon as you can, because the Black Knight is likely to serve as an edge of enemy assault. |
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Member Review - Rudel Gurken : 11-Nov-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: |
Lots of firepower and no ammo to worry about. The 20 heatsinks can be easily overtaxed without proper weapon management and the armor is relativly weak.
A mech to learn heat management in! |
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Member Review - bladewind : 18-Apr-2005 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
4.50 |
| Comment: |
Another classy Starleague era energy boat. This mech is badass. Plenty of energy weapons and without too much heat worries, he can really bring the pain.
Armor is abit too light for its class and i would really drop the small laser and perhaps 2 heatsinks for more armor protection. If the weapons are bracketed properly, 18 heatsinks are efficient enough. |
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Member Review - mud : 10-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: |
2.50 |
| Comment: |
Inferior to the Black Knight I know and love. Loosing the Beagle Probe and half a ton of armor...for two heat sinks this 'mech doesn't even really need???
Don't like it very much. |
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