![]() ![]() The old rules it was more of a "Add 6 heat for the rest of the game", which meant that SHS mechs were gimped but not killed and DHS basically ignored you. Old rules you shot a guy once and he burned all day. I'm not sure its overpowered, but it certainly is different.įor one thing the new rules means you will actually USE a ton of ammo if you devote it to Infernos. Not to mention using TSM is out of the question now!įrom now on I will always be packing infernos. Also, having a big support mech sit in the back and use LRMs just became a lot riskier. Although any SRM 6 mech will definitely go up in importance. And Wolverines, already a very powerful mech, just got better as flankers because they can take the incoming shots and still deliver their payloads. A defending mech won't have any decent shots at them with LRM's, so LRMs become less valuable. ![]() ![]() You can just bounce your flankers up to close range and hit your target with 15 heat, then bounce behind him and target aimed shots at his center torso rear if he shut down. Now flanking is even more deadly than before. Inferno rounds change the game dynamic for me. Maybe if they were limited to SRM 2's it would be more of a challenge for someone to light up a mech with 15 added heat. So even in a double heat sink environment infernos are overly powerful imo. And a lot of the 3025 designs only carry 10 heat sinks! Not that the enemy needs more than one round of shutdown to do you in. It is too easy to add 15 heat to a mech with inferno rounds, and throw single heat sinks in on top of that and you have little chance of recovering. The following round they targeted his center torso rear and almost cored it. I played a game recently and had my Archer shut down from two SRM 6 inferno hits delivered by a pair of Wolverines. ![]()
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