Speaking for myself, I always paid close attention to how much damage the mech could do without Heat Bleed (the point at which your heat-per-round equals the amount of heat your heat sinks can eliminate).
One good trick if you can arrange it is to put an ammunition weapon and the ammunition in the same arm with CASE (I seem to recall even Inner Sphere mechs can do this under Maximum Tech, been a while since I did this). This way an ammunition explosion just costs you the arm...
Jump Jets are a mixed bag. When you need them they come in *awfully* handy; the rest of the time they're wasted weight/critical slots. I've always argued the ability to remove Jump Jets was one of the main advantages of the OmniMech.
Personally, I never played "straight" battletech again after the Solaris module came out.
>Sometimes, the knights are the monsters
>Life would be a lot less confusing, if only we had smarter intellectuals
>"Never offend someone with style when you can offend them with substance." Sam Brown, Washington Post
>theemerged.blogspot.com -- proof I have too much free time on my hands
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