Frankly speaking wanting to see the Quadvees was the main reason I picked up TRO Clans at all. I don´t have the rules preview, but from what I know there are some questions regarding the idea behind building them at all:
1.) Motive hits?
Do we know if they can receive motive hits in Vee mode? If yes, do they somehow carry over to the Mech mode? If not, that would be a fairly big advantage.
2.) Gyro Hits?
As far as I know gyro hits wouldn´t affect the Quadvees when in Vee mode. In theory you would have a fall back option in case of massive or total gyro damage.
3.) Two Cockpits?
Do I understand this correctly? If one cockpit location would get critted, let´s say the gunner, would the Mech pilot (I assume pilot means MechWarrior) be able to carry on in Mech mode without any limitations and vice versa?
4.) Turret notes!
Let´s compare a QuadVee with a QuadMech with a turret. I cannot look it up right now, but as far as I know a QuadMech turrets weigh 10% of its weapons and is restricted to one torso location (left or right) The QuadVee on the other hand seems not to pay (in terms of tons and critical slots) at all for his turret, as all of his three torso locations ARE the turret. Of course the conversion gear/track arrangement eats up the weigh/crit advantage here, but the advantage seems to be that you can pack all 26 free torso locations full with weapons that all have a 360 degree field of fire and no upper limit in weight.
If this is really the "big thing" about Quadvees, then only the
Harpagos makes full use of it. The two lighter QuadVees would have fared better as a QuadMech with a turret.
5.) Hit locations?
I am at a loss here.
6.) Tactics!
Personally I am a huge fan of having the option to let a unit stand one or two levels high. While many might roll eyes (and not a few of my fellow players did) I used to sometimes throw my Mechs on their bellies when wanting to break LOS with the enemy. Now QuadVees might have a lot of surprising axes of advance, where they remain hidden behind level 1 ridges or buildings only to pop up and pepper the enemy from an unexpected angle and from partial cover. And (if my presuppositions are right) should you loose the driver cockpit and/or take a gyro hit, you could still drop back on your tracks and fight with no loss of effectivity.
In terms of actual mobility (i.e. MPs) I don´t see that much advantages you get for a Mech. The other way round if you look at the unit as a vehicle, rough terrain mobility increases, of course. But the road bonus is kind of "meh" as you cannot rely on your battlefield to always provide you with the roads to the hexes you want to reach this turn. If it were only about the additional MP you would be better off with a supercharger.
All in all these tactical peculiarities strike me as rather situational. But it certainly provides lots of flavour.
Aesthetically I kinda like their tractor look. Way more utilitarian than your typical clan plastic toy style. (Let´s not talk about the emo ProtoMechs...)
My summary: Weird, but cool, in a very special, quirky way. Even in its hideousness. O0
----------------------
EDIT:
I think a point (5) of quad protomechs transforming into a (relatively) giant battlemech is more likely.
Prerequisite: Temporal suspension of gravity, 80ies-style synthesizer cookie cutter jingle, invariable one-liners exclaimed at the top of the lungs by all Protos involved.