rating for warrmachine::overall: 9.5/10
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concept: 9.5
fusion:9.5
originality: 9.5
+High HP: can survive for very long periods which is suited to oits purpose as a tanker and as a drainer
+resistance drain unparraleled: unlinke the common heat tanker it has significantly higher resistance drain capabilities allowing it to cope easily in battle situations against other tankers or against opponents with an explosive resistance kit
+design is original and is a promising concept for top level play
+torso, firewall and drone are all fully fused
- the rear hit heat is under-fused so will bring the mech down
- does not have flame boots as compared to other heat tanks so may come into some issues regarding energy mechs and the legs do not benefit from the resistance drain of your mech
- does not have the heat dissolver as compared to other heat tanks so loses the opportunity for both static hits (no knockback) and the max heat drain
for bluz:mech 1:
overall rating: 8.8
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concept: 9.5
fusion: 7.5
originality: 9.5
+ the mech has a reasonably well fused meteor sword which deals large amount of damage and the use of an energy drone, hook and teleport allows it to break most energy shields.
+ the mech has a back-up of the saurus and yellow beam for use against energy mechs and has the regen stats to ensure minimal, if any, energy carryover damage.
+ the use of a heat shield was a good choice and allows the mech to cope against energies and other physicals
+ the extra +8 phys resistance and the meteor allows the mech to competantly handle double needle builds
- the torso's fusion is below +50HP mark which is not ideal
- the mech lacks the mythical grapple which allows for a second pull so the mech may find itself unable to use its meteor towards the end of the battle
Mech 2:
overall rating: 8.3
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concept: 9
fusion: 6
originality: 10
+ well rounded physical mech which includes the bullet shark
+ has weapons available once it runs out of bullets
+ includes high damage dealers such as the rhino boots and a demolisher
+ regen and cool stats are very good for a physical mech, it should be able to avoid both double overheat and energy carryover damage
- heat capacity is relatively low so will have to spend 1 turn cooling quite frequently
- since it has only one bullet module, a close eye will need to be kept on your amo throughout the battle
- HP relatively low for a physical mech
as a 2v2 combination:
overall: Good Pair
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blindspot covering: EXCELLENT/No Apparent Blindspots
specialisation: Both mechs are multipurpose
item overstretching: MINIMAL
fusion Overstretching: High (second mech's fusion has suffered)
here's my latest mech: