Tdk Worth It?
#1
Posted 21 October 2013 - 03:10 PM
#2
Posted 21 October 2013 - 03:16 PM
#3
Posted 21 October 2013 - 03:19 PM
#4
Posted 21 October 2013 - 03:36 PM
#5
Posted 21 October 2013 - 03:42 PM
UPnADAM, on 21 October 2013 - 03:36 PM, said:
It's a 25 tonner with 4 medium lasers, no jets, no ECM, and no nothing. How do you think it fares against a jenner?
#6
Posted 21 October 2013 - 03:50 PM
It's a fun mech and if you learn how to play it, it's worth it for the meager 8 bucks (when buying the 15 package)
Still want my hero Raven though.
#7
Posted 21 October 2013 - 03:59 PM
Quote
No too darn bad actually... it's a fun little mech
#9
Posted 21 October 2013 - 04:09 PM
If you want to be the only light hero mech for a while, I guess it would be fine.
The Commando-2D is still better, despite the lack of any buffs.
#10
Posted 21 October 2013 - 04:13 PM
Vassago Rain, on 21 October 2013 - 04:08 PM, said:
Yes, it's fun. No, it's not a good mech. Buy it if you want to, but don't say you weren't warned.
It's all in how you play/pilot it... and being able to tell someone they just got stomped by the 2nd smallest mech in the game.
2 kills, 7 assists last match.
Now if you want to annoy people and watch em rant and complain...a spider :-)
Edited by Mehlan, 21 October 2013 - 04:14 PM.
#11
Posted 21 October 2013 - 04:29 PM
UPnADAM, on 21 October 2013 - 03:36 PM, said:
It has a max speed of 170kph, jenners only go 150kph
The arm movement which is where the 4 hardpoints are located is great at doing fast drivebys and with the new speed boost it works even better.
Stick a cap module and the target accelerator module on it and some combination of sl, spl, ml, mpl or even a LL/erLL and go run around like a madman. Also as usual standing still or overheating means arms go pop or death.
#12
Posted 21 October 2013 - 11:20 PM
#13
Posted 21 October 2013 - 11:23 PM
A sample of a few matches I did a couple of weeks back (before the engine buff) when someone said they hadn't seen a TDK in ages, so I dropped a few matches in one to represent
Haven't run it since the engine buff, too many Phoenix 'mechs to master right now...
#14
Posted 21 October 2013 - 11:47 PM
It's singular unique point is that it can mount 4 med lasers on arms with actuators, thus making it easier to bring them to bear on a precise part of the enemy mech very quickly. I get many "kill steals" by flicking through the enemy contacts, finding the one in the worst shape and then darting in and firing those meds on it's weakest body part.
It's great for the old "let's see if that Stalker is running an XL" *Blast* "Waddaya know! It was!" game.
#15
Posted 22 October 2013 - 07:24 AM
#16
Posted 22 October 2013 - 07:51 AM
You also have four medium lasers in fully articulated arms. Against other lights it can tear them apart if you avoid rushing in headfirst. Jenners and Ravens only have vertical arm movement so if you're not directly in front of them you have a decent chance of dodging them, except SSRM's if they carry any, while being able to return fire. Also, this helps for surgical strikes on mechs. I cycle through targets often to find critical components. I don't use it as a mech to get kills I use it as a mech to cause crippling damage. Take out the critical component, find new target, engage new target.
So in short I feel the TDK is great for quick, tactical strikes to weaken the enemy position. Much like a commando.
#17
Posted 22 October 2013 - 07:53 AM
#18
Posted 22 October 2013 - 07:56 AM
And remember Serpentine!
#20
Posted 22 October 2013 - 02:21 PM
Grinding starts out slow but once your build is set out and you have it elited/mastered it can be one hell of a ride.
For such a fragile mech I am happy mine is all in the positive especially when bodyparts can get one shot off.
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