![]() Warhammer is almost as good, assault level DPS, but only with custom variants. Mobility means the ability to define the terms of the fight, if you know how to use it. But you can still make the 6R or 6D run cool enough, depending on what guns you stick on it, and what Heat Exchangers & Double HS you own. And with the Warhammer, you can solve any heat problems by getting the SLDF version. ![]() I also don't remember having heat problems with my Archer. Unless you're talking about unmodified stock builds, but why would you ever run those? Same leg armor as every other 70t mech as well. The Warhammer and Archer have the exact same leg armor, since they're both 70 ton mechs. Part of why I wished they'd given quirks to all the mechs, even if that would have nuked all the old save games. ![]() My Archer and Marauder get used all the way into endgame, alongside my Assault mechs.Įdit: and yeah, since the Heavy Metal mechs came out, with their quirks, I've barely used any other Heavies. ![]() If you want to field LRMs, the Archer is invaluable. Rifleman and Archer fill two different roles, so it all depends on your playstyle - if you want to field (and have) lots of UAC2/LBX2/UAC5, then the Rifleman is good (if a bit more fragile, since it's only 60 tons). I don't think I've ever had a specific "Heavy Lance" - heavy mechs work their way into my lance as I get them, then work their way out again as I get assault mechs - but there have been times in my Heavy Metal career games where I was running Marauder, Warhammer, Archer, Rifleman. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |