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View Review
Product Warlord
Reviewer Velox Vyper
Created 24-Aug-2011, 04:08:11
Overview IS this mech a true Warlord, or mearly a Peon?
Review
Rating System: 1-5
1= an absolute do not use
5= Is absolutely perfect
∗Disclaimer: This is my personal opinion as a veteran pilot and does not reflect everyones use of said items in actual combat∗

Mech For Review: Warlord

Health levels: 4.4 (1250 health)
Being in the line of mechs that have the second most overall health in the entire game, this mech will be able to take more than a beating, and still manage to walk away with a grin on its face. Your the tank of the team, take some blows for them, but don’t be stupid and get killed.

Speed: 1
Being an assault mech, this mech is very slow compared to all of it’s smaller cousins. I suggest getting speed perks and the Throg faction to speed this monster up to suprising paces.

Flight capability: 1
With a single jump producing up to thirty heat, and a full burn of a JJ’s fuel bringing you to the roof of low buildings, I suggest leaving the JJ home and bringing something more usefull on the spine unless you really want that extra mobility.

Hitbox Size:

Weapons that come with: Assault PPC, Bomblast Cannon, Earthlight Missle Launcher, Powerfist, Pulse lasers, SRM

Earthlight Missle Launcher:
Equip slot: Right arm
Damage level: 5 (fires two missles, 90 damage each)
ammo: 2 (60 ammo, 30 salvos)
range: 3 (75 meters)
Projectile type: Missle, Physical
Projectile speed: 4
fire rate: 3 (Two missles salvo, about a one second pause)
Heat generation: 4 (Generates roughly 14 heat, but fires so slowly it’s not noticable)
Ease of aim: 4 (Semi fast projectile, decently sized explosion radius)
Special:
Hardmounted: Yes
Splash Size: 3 (3-4 meter wide blast)
Personal notes:
This weapon is sort of unique. In purpose, it behaves like the AMM for firing hard hitting, high damage missles. In funtion, it behaves like an SRM that fires two missles at a time. With a decently long range (75 meters) they can be fired at further away targets for harrassment purposes. Though this isn’t suggested with it’s low ammo count. Instead, it is recomened these missles are fired at close range and force injected into your opponnents chest. Not only will this result in a lot of damage, but the missles travel quick enough they will be hard to dodge at close range. They could be used at longer range, but the prim for them is an old scripted prim, meaning that your foes, if they are quick, can simply walk out of your explosions. However, there are few weapons that can stack damage as quickly, so I would personally recomend leaving it on for close range support. Just watch your ammo.

Bombast Laser:
Equip slot: Right and left Arm
Damage level: 4 ( two close shots of 36 damage each)
ammo: 5 (Unlimited)
range: 2 (About a thirty meter range)
Projectile type: Phantom, Long projectile
Projectile speed: 2
fire rate: 2 (Two lasers fired, about a one and a half to two second pause between shots)
Heat generation: 3 (Fired alone, heat is of little issue, but when combined with other weapons it stacks very quickly)
Ease of aim: 2 (Slow moving, short range projectiles make effecient use very difficult)
Special: extremely long projectile.
Hardmounted: Yes
Splash Size: None
Personal notes:
This weapon, while great in theory, is less than admirable in actual usability. While firing a projectile about as long as the warlord is tall, and about as wide as a normal peregrine, this weapon seems like it would do wonderfull for being a heavy hitter. Unfortunately, a slow movement speed on the projectiles, and slow refire renders this weapon all but outclassed by other alternatives. If you can stand face to face and repeatedly hit with this weapon, it will quickly do damage and harm other mechs, but it is still out dps’d by it’s sniper rifle cousins and assault laser bretheren. On an interesting side note, this laser continues to move in the direction that you were moving while you were fireing it. I.E. If you were moving left and fire, this weapon fires fowards and to the left, if you were falling and fireing, this weapon fires fowards and downwards, etc. etc. In my opinion, replace this weapon with Heavy Snipers or Assault lasers.

Streak SRM Pec:
Equip slot: Left and right Pec
Damage level: 4 (Four missles, 20 damage each unperked)
ammo: 4 (100 ammo)
range: 2 (Roughly 50 meters)
Projectile type: Physical, missle
Projectile speed: 2 (Slow, Archs)
fire rate: 3 ( about a three quater second pause between fireing)
Heat generation: 2 (When fired alone, heat is managable, but when stacked with other weapons it quickly becomes an issue))
Ease of aim: 2 (Slow moving, arching)
Special:
Hardmounted: Yes
Splash Size: 2 (2-3 meter wide explosion)
Personal notes: All in all, these behave exactly like standard mounted Streak SRMS, and should be treated exactly like all others. Slow moving and arching, with a moderate range, these weapons should only be used against those that are ground bound or legged, as you will need to catch them in the splash to harm them unless you can successfully impact directly repeatedly. When mounted with other srms, damage can stack quickly, and can pose to be a dangerous weapon. Use these missles to punish ground bound targets, or to guide them where you want them with the explosions.

Clan Pulse Laser Shoulder:
Equip slot: Left and Right shoulder
Damage level: 1 (4 with perks, three round salvo)
ammo: 5 (Unlimited)
range: 4 (100 meters)
Projectile type: Projectile, Physical
Projectile speed: 4
fire rate: 5 (Three round burst, about a quarter second pause between salvos)
Heat generation: 5 (Heat is next to un-noticable)
Ease of aim: 4 (Rapid traveling and with a small spread, at least one will impact your enemy)
Special: None
Hardmounted:
Splash Size: 0, None
Personal notes: These behave exactly like arm mounted clan pulse lasers, and in fact are actually out classed by them in nearly every aspect. Only usefull for damaging light mechs or breaking things from severly wounded mechs, these weapons serve next to no purpose. I suggest replacing them for heatsinks or a far more viable weapon.

Assault PPC:
Equip slot: Left and Right arm
Damage level: 5 (80)
ammo: 5 (Unlimited)
range: 3.5 (About a 75 meter range depending on lag)
Projectile type: Physical, Projectile)
Projectile speed: 4
fire rate: 2 (One projectile, about a one second pause between shots)
Heat generation: 2 (When
Ease of aim: 3 (Fast travel time, tiny projectile, big explosion)
Special: none
Hardmounted: No
Splash Size: 4 (Appears to be about 7 meters across)
Personal notes:
This ppc behaves exactly like every other older ppc in existance. it fires a relatively small red ball that travels rapidly through the air out to it’s maximum distance. If it impacts anything before then, it will explode into a seven meter wide ball of hurt at 80 points of damage. Like many older weapons, the projectile IS physical, so it can shoot down or be interupted by other older weapons. All in all, by far from my favorite weapon to put on this mech.

Power Fist:
Equip slot: Left arm
Damage level: 3 (40)
ammo: 5 (Unlimited)
range: 1 (6 meters)
Projectile type: Melee
Projectile speed: 5 (Instant detect)
fire rate: 4 (one second refire)
Heat generation: 5 (Generates one heat upon fire, will never be an issue.)
Ease of aim: 5 (It has a 180 degree hit field in front of the mech, so hit detection will likely never be an issue)
Special: Causes knock back and has potential for knock down.
Hardmounted: Yes
Splash Size: No
Personal notes:
Functionally, it behaves exactly like a melee shield, only with more damage and with a quicker re-swing time. At it’s base, it’s used to keep melee assault mechs off of you for slightly longer than they normally would, but competent melee pilots have no problem getting in and swiping at your face a few times while your on cooldown. However, that said, it does have it’s uses, such as knocking player back into splash damage. One effective method I’ve found is to fire your missles at and slightly behind a played, so if they miss they explode behind them, and then you can punch your foe through the explosions with your fist, or force them to walk through them themselves. Granted, this only works with older prim explosions.

Overall review:
Overall, the Warlord seems to be a decent package. with a slew of unique weapons, one would think it would sparkle on the field of battle. However, this is far from the case. While it has a dabling of weapons into nearly every category for short to medium range combat, it doesn’t excell at any one particular area. This problem is also excerbated by that nearly all of it’s high damage weapons are arm mounted, meaning you can only have a mixture of two of your choice of hard hitting tools, your srm’s on your pecs running a close second. However, even if it is armed with it’s stock weapons, it seems to be outgunned by modern era mechs even a few weight classes lighter than itself.

That being said, it makes for an awesome platform upon which to build to suprise people with. for an in close slugger platform, I mount it’s pec SRMs and it’s earthlight missle, and fit Rask missles onto it’s shoulders and other arm. While this loadout is incredibly hot, at any close range, it will tear opposing mechs appart with splash and missles. Coolant allievates the problem slightly, but not much. Other than that, I have yet to find a combination using mostly it’s default weapons that I like yet.

As a novelty mech, this mech is awesome, commign with all kinds of bells and whistles to strap to it. As an actual combat mech, it has one or two usefull weapons, and the rest will get scrapped, making it into a mediocre mounting platform at best.

I will have to give this mech two out of five stars.

This is Velox Vyper, your local Troller, bidding you farewell.
Rating 2 Stars