Ashnod, on 30 November 2012 - 04:05 PM, said:
Why 2 jump jets when you only need 1 currently? granted that might change before the release of the spider, also why CASE when your putting your ammo in the arms? (case only protects from ammo explosions in the location it is placed in)
I do expect the Jump Jet issue to change eventually (sooner rather than later, I hope).
As for the CASE:
I was under the impression that damage transfer had been instituted, so that an ammo explosion in the arm could spread damage to the corresponding side-torso..
With an XL engine and relatively light armor (roughly 50% of its potential maximum), the DakkaSpider would be finished if either the side-torso were destroyed.
In theory, the CASE in either side-torso, while not preventing defeat if the side-torsos are breached, would keep the damage from spreading further; it is (in theory?) a method of mitigating the repair costs.
Lefty Lucy, on 01 December 2012 - 02:06 AM, said:
Terrible armor, needs DHS, very slow for its mass... it's a gimmick, and not a good one.
The DakkaSpider has one open critical left (none if dual lasers are available) and three HS outside of the Engine, so DHS is not an option.
At 97 kph (the same as an unmodified
Commando (five tons lighter) or
Raven (five tons heavier), and ~82% that of an unmodified
Jenner (five tons heavier)), the DakkaSpider is still respectably fast for a Light 'Mech - especially one that is
carrying 50% of its total tonnage in weaponry.
Granted, it
is light on armor... but concessions had to be made somewhere.
Though, the DakkaSpider does have a potential speed and/or range advantage against a fair number of other 'Mechs, and a potential 8 DPS from a range where few can effectively respond is naught to sneeze at... and if one is in the middle of a burly brawl with it, one is very clearly doing something wrong, yes?