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PostPosted: Thu Aug 28, 2008 10:53 am 
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A recent crack at a specifically anti-infantry / anti-light armour 'Mech design, as this is somewhat overlooked in the bulk of the canon.
Code:
               BattleMech Technical Readout

Type/Model:    Suppressor SPR-1
Tech:          Inner Sphere / 3062
Config:        Biped BattleMech
Rules:         Level 3, Custom design

Mass:          35 tons
Chassis:       Standard
Power Plant:   140 Hermes XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     2 Standard Jump Jets
Jump Capacity: 60 meters
Armor Type:    Standard
Armament:      
  10 Small Lasers
  2 SRM 4s
  2 Machine Guns
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Suppressor SPR-1
Mass:          35 tons

Equipment:                                 Crits    Mass
Int. Struct.:  58 pts Standard               0      3.50
Engine:        140 XL Fusion                12      2.50
   Walking MP:   4
   Running MP:   6
   Jumping MP:   2
Heat Sinks:     10 Double [20]              15       .00
 (Heat Sink Loc: 1 LA, 1 RA, 1 LT, 2 RT)
Compact Gyro:                                2      3.00
Torso-Mounted Cockpit, Life Supt., Sensors:  6      4.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H 12       .00
Armor Factor:  104 pts Standard              0      6.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          8      
   Center Torso:             11         11      
   Center Torso (Rear):                 11      
   L/R Side Torso:            8        8/8      
   L/R Side Torso (Rear):              8/8      
   L/R Arm:                   6      11/11      
   L/R Leg:                   8      10/10      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
5 Small Lasers           RA      5           5      2.50
5 Small Lasers           LA      5           5      2.50
1 SRM 4                  RT      3   50      3      4.00
  (Ammo Locations: 1 LT, 1 RT)
1 SRM 4                  LT      3           1      2.00
2 Machine Guns           HD(T)   0  400      4      3.00
  (Ammo Locations: 2 LT)
2 Standard Jump Jets:                        2      1.00
 (Jump Jet Loc: 1 LL, 1 RL)
Turret Equipment:        Head Turret         1       .50
--------------------------------------------------------
TOTALS:                         16          68     35.00
Crits & Tons Left:                          10       .00

Calculated Factors:
Total Cost:        5,327,325 C-Bills
Battle Value 2:    607 (old BV = 533)
Cost per BV2:      8,776.48
Weapon Value:      388 / 388 (Ratio = .64 / .64)
Damage Factors:    SRDmg = 18;  MRDmg = 1;  LRDmg = 0
BattleForce2:      MP: 4,  Armor/Structure: 3/1
                   Damage PB/M/L: 5/1/-,  Overheat: 0
                   Class: ML;  Point Value: 6
Thoughts?

_________________
[i]"There [b]is[/b] no overkill; there is only [b]Open Fire![/b] and [b]Reload![/b]"[/i]

[i]"Steiner ueber alles!"[/i]

[i]"Saor Sgìth!"[/i]


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 Post subject:
PostPosted: Thu Aug 28, 2008 10:58 am 
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General
General

Joined: Tue Aug 05, 2008 12:20 pm
Posts: 1201
Location: Hattiesburg, MS
CAL,

I like the idea behind the design, don't get me wrong. However, with 10 small lasers, I don't see it as an Anti-Personnel 'Mech. AP units should have flamers, machine-guns, and SRM's--lasers are notoriously ineffective against infantry after all.

Arminas tar Valantil
Grand Master of the Ebon Rose


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 Post subject:
PostPosted: Thu Aug 28, 2008 12:22 pm 
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Gauss Rifle Pimp
Gauss Rifle Pimp

Joined: Thu May 16, 2002 8:00 pm
Posts: 936
Location: Sioux Falls
Also you can use the code tags for easier formatting of your mech. :)

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 Post subject:
PostPosted: Thu Aug 28, 2008 12:36 pm 
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Warrant Officer
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Joined: Wed Aug 27, 2008 7:48 am
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Location: New Kyoto
Aye, was glancing again just now and decided I went too far with the "avoid ammo and build anti-vehicle ability" side of things.

As for the posting of the stats, I'll trim it to just the necessary from now on, I reckon, rather than just pasting the entire text from HMP.

I originally put flamers on it but later removed them, will play with some more over the next few hours and post a revision.

_________________
[i]"There [b]is[/b] no overkill; there is only [b]Open Fire![/b] and [b]Reload![/b]"[/i]

[i]"Steiner ueber alles!"[/i]

[i]"Saor Sgìth!"[/i]


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 Post subject: Revised spec:-
PostPosted: Thu Aug 28, 2008 12:53 pm 
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Code:
--------------------------------------------------------
Type/Model:    Suppressor SPR-1
Mass:          35 tons

Equipment:                                 Crits    Mass
Int. Struct.:  58 pts Standard               0      3.50
Engine:        140 XL Fusion                12      2.50
   Walking MP:   4
   Running MP:   6
   Jumping MP:   2
Heat Sinks:     10 Double [20]              15       .00
 (Heat Sink Loc: 1 LA, 1 RA, 1 LT, 2 RT)
Compact Gyro:                                2      3.00
Torso-Mounted Cockpit, Life Supt., Sensors:  6      4.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  104 pts Standard              0      6.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          8      
   Center Torso:             11         11      
   Center Torso (Rear):                 11      
   L/R Side Torso:            8        8/8      
   L/R Side Torso (Rear):              8/8      
   L/R Arm:                   6      11/11      
   L/R Leg:                   8      10/10      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
2 Small Lasers           RA      2           2      1.00
1 Flamer                 RA      3           1      1.00
1 Machine Gun            RA      0  500      4      3.00
  (Ammo Locations: 1 LT, 1 RT, 1 CT)
2 Small Lasers           LA      2           2      1.00
1 SRM 2                  LA      2  100      3      3.00
  (Ammo Locations: 2 LT)
1 Machine Gun            LA      0           1       .50
1 SRM 2                  RT      2           1      1.00
1 SRM 2                  LT      2           1      1.00
2 Machine Guns           HD(T)   0           2      1.00
1 Flamer                 HD(T)   3           1      1.00
1 Small Laser            HD(T)   1           1       .50
2 Standard Jump Jets:                        2      1.00
 (Jump Jet Loc: 1 LL, 1 RL)
Turret Equipment:        Head Turret         1       .50
--------------------------------------------------------
TOTALS:                         17          73     35.00
Crits & Tons Left:                           5       .00
That seems a little better to me, now I've played around some more. :¬) What do you think?

_________________
[i]"There [b]is[/b] no overkill; there is only [b]Open Fire![/b] and [b]Reload![/b]"[/i]

[i]"Steiner ueber alles!"[/i]

[i]"Saor Sgìth!"[/i]


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 Post subject:
PostPosted: Thu Aug 28, 2008 1:27 pm 
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Commanding General
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Joined: Sat Nov 24, 2007 5:28 pm
Posts: 1828
I see what you are trying to build, but I would have a hard time picking a mech like this for my forces. First off, it is just too slow for a light mech, especially one using an expensive XL engine. The weapons work well against standard infantry, and vehicles armed with MGs, but any enemy unit with any kind of ranged weapon, or decent mobility can be a problem. I see you added a turret in the head, but for the weight you could have added MGs all around. A unit designed to hunt enemy infantry, and skimmers should really have a Beagle if you can manage it. I just don't see why I, as a military commander would buy this as a new mech instead of taking something like a Vulcan 5T off the secondary market, or from a milita.

The only advantage you have over the Vulcan 5T is crit seeking at point blank range. Even the SRM 4 pack isn't an advantage against vehicles unless you are using infernos. Even if you are 4 MLs will kills most vehicles that the SRM 4 Infernos will. In exchange for point blank firepower/crit seeking you give up durability (both armor and the XL), speed and mobility, and the ability to do it's role when you are out of ammo. The 5T can also work as a scout, or pursuit mech in a pinch, where yours can really only do an anti infantry role.

This was meant as constructive criticism. What can you do to give your mech a better spin? Take a look at the Sentry as a more modern mech that is cheap, but very effective against infantry.


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 Post subject:
PostPosted: Thu Aug 28, 2008 2:14 pm 
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Location: New Kyoto
Aye, fair enough, it's very much a rough concept at this point, and I feel I have ended up with more weapons than is actually required for the role, in any case. I think I'll keep the turret and torso mounted cockpit though; my thinking is that rather than have weapons mounted in multiple facings, having a turret with a decent weapons mix, alongside arm-mounted weapons is a good option. I thought that moving the cockpit to the centre torso, in addition to being required for the 'head' turret, eliminates the "shoot the head to kill the 'Mechwarrior rather than defeating the 'Mech" tactic, which ought to be very attractive to infantry facing one (although, in fairness, I have not actually experimented with them before).

I'm aware of the drawbacks of an XL engine but I consciously went for the low end of the speed range, since even running down a vehicle ought not to be too much of a challenge and certainly can't see how infantry are going to outrun a 'Mech striding along at 40 to 70 kph.

So, all said, if I've missed something with the above, let me know. In the meantime I shall flog the designers and send them back to the CAD terminals. ;¬)

_________________
[i]"There [b]is[/b] no overkill; there is only [b]Open Fire![/b] and [b]Reload![/b]"[/i]

[i]"Steiner ueber alles!"[/i]

[i]"Saor Sgìth!"[/i]


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 Post subject: Revision numéro deux:
PostPosted: Thu Aug 28, 2008 2:46 pm 
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Warrant Officer
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Location: New Kyoto
This is what I have now, having read the criticisms so far:
Code:
--------------------------------------------------------
Type/Model:    Suppressor SPR-1
Mass:          35 tons

Equipment:                                 Crits    Mass
Int. Struct.:  58 pts Standard               0      3.50
Engine:        175 XL Fusion                12      3.50
   Walking MP:   5
   Running MP:   8
   Jumping MP:   3
Heat Sinks:     10 Double [20]               9       .00
 (Heat Sink Loc: 1 LA, 1 RA, 1 LT)
Compact Gyro:                                2      3.00
Torso-Mounted Cockpit, Life Supt.:           6      4.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  119 pts Ferro-Fibrous        14      7.00
 (Armor Crit Loc: 4 LA, 1 RA, 2 LT, 5 RT, 1 LL, 1 RL)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             11         11      
   Center Torso (Rear):                 11      
   L/R Side Torso:            8        8/8      
   L/R Side Torso (Rear):              8/8      
   L/R Arm:                   6      12/12      
   L/R Leg:                   8      16/16      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
4 Small Lasers           RA      4           4      2.00
1 ER Medium Laser        LA      5           1      1.00
1 Beagle Active Probe    LT      0           2      1.50
2 Machine Guns           HD(T)   0  400      4      3.00
  (Ammo Locations: 2 RT)
1 Flamer                 HD(T)   3           1      1.00
1 SRM 2                  HD(T)   2   50      2      2.00
  (Ammo Locations: 1 RT)
1 Targeting Computer     LT                  1      1.00
3 Standard Jump Jets:                        3      1.50
 (Jump Jet Loc: 1 CT, 1 LL, 1 RL)
Turret Equipment:        Head Turret         1       .50
--------------------------------------------------------
TOTALS:                         14          78     34.50
Crits & Tons Left:                           0       .50
This actually looks quite good to me, at this point. What think ye all?

_________________
[i]"There [b]is[/b] no overkill; there is only [b]Open Fire![/b] and [b]Reload![/b]"[/i]

[i]"Steiner ueber alles!"[/i]

[i]"Saor Sgìth!"[/i]


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 Post subject:
PostPosted: Thu Aug 28, 2008 6:44 pm 
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Commanding General
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Joined: Sat Nov 24, 2007 5:28 pm
Posts: 1828
I see this as a much improved version. My issue with the original speed is that many "light" vehicles are fast hovertanks, or wheeled vehicles. Light and even some medium battle armor designs routinely jump 4 hexes, and designs with Magshots, Recoilless Rifles, RLs, Streaks, MLs, and even LRMs are becoming more common. Even something like the new Gauss Rifle infantry in the form of Jump or Motorized Infantry would give the original fits due to having weapons that out range the MG and SL, and enough mobility to make you chase them down.

While still on the slow side for a light the newer version should have no trouble out maneuvering infantry. Would you consider using SPLs instead of the standard Smalls? With the newer rule set they work as a spray weapon similar to MGs. I would also consider dropping some of the MG ammo, and adding an extra ton of SRM ammo in the form of Infernos if you want an ammo weapon that will last forever, plus you can switch back and forth.

I still don't love the turret. While a lucky hit may not take out the whole mech it will take out a lot of the firepower, so it is a trade off that you either like or you don't. If you like it keep it.

The durability factor is still an issue, but that is the nature of the beast with a light mech. Even with the torso cockpit any heavy weapon is going to cause trouble. The CT, RT, LT, or head shot that breaches will be serious trouble. Again, it is one of those situations where it is worth it to you, or not. To me it isn't, but that is me. If a Gauss catches a light mech that section is going to buckle. If it is an old Wolfhound with no ammo, and spread out equipment you are still fighting unless you take it in the head or CT. With an XL, and ammo that becomes pretty much everywhere.

Another suggestion if you free the tons is an AMS. It takes away most infantries best anti-armor weapon, or at least minimizes it.

Durability is something I tend to rate highly in designs, so I'm biased against XLs in lighter mechs who can't use speed as armor.


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 Post subject:
PostPosted: Fri Aug 29, 2008 7:07 am 
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Warrant Officer
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Joined: Wed Aug 27, 2008 7:48 am
Posts: 100
Location: New Kyoto
Quote:
I see this as a much improved version. My issue with the original speed is that many "light" vehicles are fast hovertanks, or wheeled vehicles. Light and even some medium battle armor designs routinely jump 4 hexes, and designs with Magshots, Recoilless Rifles, RLs, Streaks, MLs, and even LRMs are becoming more common. Even something like the new Gauss Rifle infantry in the form of Jump or Motorized Infantry would give the original fits due to having weapons that out range the MG and SL, and enough mobility to make you chase them down.
Point taken. On balance, I agree, so I have rethought it and adjusted the engine.
Quote:
While still on the slow side for a light the newer version should have no trouble out maneuvering infantry. Would you consider using SPLs instead of the standard Smalls? With the newer rule set they work as a spray weapon similar to MGs. I would also consider dropping some of the MG ammo, and adding an extra ton of SRM ammo in the form of Infernos if you want an ammo weapon that will last forever, plus you can switch back and forth.
Nice catch, I'd forgotten about the way Pulse Lasers work now and I agree about the MG ammo, it's only the way it is because I used it as filler (no point leaving weight unaccounted for) while I am still refining the design. I agree that the speed is adequate for role and I made a conscious choice to design this 'Mech specifically with just enough speed for the task, as it's meant to represent a very specialist design.
Quote:
I still don't love the turret. While a lucky hit may not take out the whole mech it will take out a lot of the firepower, so it is a trade off that you either like or you don't. If you like it keep it.
Turret stays. :¬)
Quote:
The durability factor is still an issue, but that is the nature of the beast with a light mech. Even with the torso cockpit any heavy weapon is going to cause trouble. The CT, RT, LT, or head shot that breaches will be serious trouble. Again, it is one of those situations where it is worth it to you, or not. To me it isn't, but that is me. If a Gauss catches a light mech that section is going to buckle. If it is an old Wolfhound with no ammo, and spread out equipment you are still fighting unless you take it in the head or CT. With an XL, and ammo that becomes pretty much everywhere.
Agreed, but that's the point of Gauss weapons, really; they are devastating. Attempting to avoid that would compromise too many other design ideals, for me.
Quote:
Another suggestion if you free the tons is an AMS. It takes away most infantries best anti-armor weapon, or at least minimizes it.
Hmm, good point. I ought to have thought of that, really. I definitely think an AMS is going in.
Quote:
Durability is something I tend to rate highly in designs, so I'm biased against XLs in lighter mechs who can't use speed as armor.
Aye, I understand that one but I think, given the role, this one will 'get away with it' in a way that it wouldn't, were it facing down other 'Mechs. Unless you think I am badly underestimating the abilities of Infantry and Light Vehicles?

In summary, I shall now aim to add an AMS and adjust the ammo distribution but otherwise I think I have the essence of the final design.

_________________
[i]"There [b]is[/b] no overkill; there is only [b]Open Fire![/b] and [b]Reload![/b]"[/i]

[i]"Steiner ueber alles!"[/i]

[i]"Saor Sgìth!"[/i]


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 Post subject:
PostPosted: Fri Aug 29, 2008 7:35 am 
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Loki
Loki

Joined: Sun Sep 16, 2001 8:00 pm
Posts: 11444
Location: Minnesnowta
I don't think you underestimate infantry, but light vehicles are another matter. Many of them can be VERY dangerous.

Now for me, I would suggest going SFE. An anti-infantry anti-tank 'Mech with an XL is just too expensive for the mission. Even though it makes the design less powerful and good, I'd strongly suggest an SFE just because of the cost issue.

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 Post subject:
PostPosted: Fri Aug 29, 2008 9:46 am 
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Warrant Officer
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Joined: Wed Aug 27, 2008 7:48 am
Posts: 100
Location: New Kyoto
And so we now have:
Code:
--------------------------------------------------------
Type/Model:    Suppressor SPR-1
Mass:          35 tons

Equipment:                                 Crits    Mass
Int. Struct.:  58 pts Standard               0      3.50
Engine:        175 Light Fusion             10      5.50
   Walking MP:   5
   Running MP:   8
   Jumping MP:   3
Heat Sinks:     10 Double [20]               9       .00
 (Heat Sink Loc: 1 LA, 1 RA, 1 RT)
Compact Gyro:                                2      3.00
Torso-Mounted Cockpit, Life Supt., Sensors:  6      4.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  115 pts Ferro-Fibrous        14      6.50
 (Armor Crit Loc: 3 LA, 3 RA, 3 LT, 3 RT, 1 LL, 1 RL)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             11         11      
   Center Torso (Rear):                 11      
   L/R Side Torso:            8        8/8      
   L/R Side Torso (Rear):              8/8      
   L/R Arm:                   6      12/12      
   L/R Leg:                   8      14/14      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
2 Small Pulse Lasers     RA      4           2      2.00
1 ER Medium Laser        LA      5           1      1.00
1 Beagle Active Probe    LT      0           2      1.50
1 Laser AMS              LT      7           2      1.50
2 Machine Guns           HD(T)   0  100      3      1.50
  (Ammo Locations: 1 RT)
1 Flamer                 HD(T)   3           1      1.00
1 SRM 2                  HD(T)   2   50      2      2.00
  (Ammo Locations: 1 RT)
3 Standard Jump Jets:                        3      1.50
 (Jump Jet Loc: 1 CT, 1 LL, 1 RL)
Turret Equipment:        Head Turret         1       .50
--------------------------------------------------------
TOTALS:                         21          74     35.00
Crits & Tons Left:                           4       .00
Which I think will be the final design and shortly put into production. ;¬)

Comment away, I'm still interested but I doubt I'll change anything further, though who knows what variants unscrupulous competitors might come up with? :¬)

_________________
[i]"There [b]is[/b] no overkill; there is only [b]Open Fire![/b] and [b]Reload![/b]"[/i]

[i]"Steiner ueber alles!"[/i]

[i]"Saor Sgìth!"[/i]


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 Post subject:
PostPosted: Fri Aug 29, 2008 11:54 am 
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Commanding General
Commanding General

Joined: Sat Nov 24, 2007 5:28 pm
Posts: 1828
What is the price on the new version? Without HMP in front of me, my guess is you save at least a million from the original design, but that is just a guess. I really do think this version is at least as good, if not better as an anti-conventional force mech then the originall It should also be cheaper, plus can do as a battlion or regimental asset as a Beagle scout in a pinch (like the 3050 Firestarter was originally used).

I am curious about one thing. What do you consider light vehicles? Are we talking a skimmer with a small laser, or something like a Plainsmen, or Galleon?

My point about the Gauss Infantry is in 3060 plus you aren't talking Rifle, Laser, SRM anymore, but lots and lots of variety. I tend to used LRM infantry (and now the new Gauss) to back up my SRM teams. This is more of a counter to enemy BA, but it carriers over to anything.

Play it in some games and see how it fairs. I still think that the Flamer will get way more use then you expect. The smoke alone is worth it, but they are just devastating to infantry formations (plus vehicles still don't love them).

All in all, I probably wouldn't use something like this unless I knew I was facing an uprising or something, but the new config would find it a place in the battlion or regimental level as a specialty mech.


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 Post subject:
PostPosted: Fri Aug 29, 2008 2:09 pm 
Offline
Warrant Officer
Warrant Officer

Joined: Wed Aug 27, 2008 7:48 am
Posts: 100
Location: New Kyoto
Quote:
What is the price on the new version?
<snip>
I am curious about one thing. What do you consider light vehicles? Are we talking a skimmer with a small laser, or something like a Plainsmen, or Galleon?
<snip>
All in all, I probably wouldn't use something like this unless I knew I was facing an uprising or something, but the new config would find it a place in the battlion or regimental level as a specialty mech.
5.76 M C-Bills is the current price, so a slight increase but I think you get a lot more 'Mech for the money now it's been refined (and this is a nice illustration of why prototyping is so very expensive in real life!).

I was thinking IFVs, APCs and infantry support vehicles rather than light unit killers.

Exactly the market segment I had in mind; I see it being something marketted to the 'Private Security' concerns and well-heeled paramilitary / garrison / militia types as well as to mainstream militaries as a specialist to be attached at company or battalion level.

_________________
[i]"There [b]is[/b] no overkill; there is only [b]Open Fire![/b] and [b]Reload![/b]"[/i]

[i]"Steiner ueber alles!"[/i]

[i]"Saor Sgìth!"[/i]


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 Post subject:
PostPosted: Fri Aug 29, 2008 3:13 pm 
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Commanding General
Commanding General

Joined: Sat Nov 24, 2007 5:28 pm
Posts: 1828
I am surprised that the price didn't drop somewhat , but I guess the increase of speed offsets the change in engine type.

Watch out for those APCs and IFV. You have the standby MG armed APCs, but also things like the Maxim, Blizzard, Badger, Bandit, Goblin, and so on. Don't underestimate Infantry support vehicles:)

We just play our games differently. I would have a militia, or guard force armed with cheap mechs with the rest of the money going to infantry in various forms. Mechs, even with Flamers and MGs is a baaaaad unit to start doing crowd control with.

I do see the point of the latest version, and it seems to work well it it's narrow role. In my TOE I would just rather use something else for the C-Bill cost. Run maybe a Dart and old model Commando as a pair backed by infantry for the cost of your single mech. Nothing wrong with the more expensive design, just not how I would do it:)


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 Post subject:
PostPosted: Fri Aug 29, 2008 4:07 pm 
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Warrant Officer
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Joined: Wed Aug 27, 2008 7:48 am
Posts: 100
Location: New Kyoto
I'll just have to rely on good old Lyran government corruption then, better start entertaining some of those 'Social Generals' ;¬)

_________________
[i]"There [b]is[/b] no overkill; there is only [b]Open Fire![/b] and [b]Reload![/b]"[/i]

[i]"Steiner ueber alles!"[/i]

[i]"Saor Sgìth!"[/i]


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 Post subject:
PostPosted: Fri Aug 29, 2008 4:37 pm 
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Commanding General
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Joined: Sat Aug 09, 2003 10:05 pm
Posts: 1471
Location: Kingdom of Hawaii
Brava on your design! Please include a CBill price for the campaign-players among us because many mercs judge a quality design in relation to the cash expense.

When I think of anti-infantry energy weapons, I think of pulse lasers -perhaps you might explore a variant bristling with small or medium pulses.
I'm getting ready to leave for work so I'll save additional, detailed comments for later.

I am very glad to see another designer in our midst!

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 Post subject:
PostPosted: Fri Aug 29, 2008 6:13 pm 
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Joined: Sat Nov 24, 2007 5:28 pm
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I agree with Mohammed As `Zaman Bey's sentiments about new designers:) Before you go sticking MPLs everywhere, I "think" the spray damage to infantry is only from SPLs, but I can't swear to it.

It isn't a bad design, just expensive for it's role, but I'm use to playing campaigns with C-Bills as a factor.

I am really impresses by how the design has improved through various stages. Good job!


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PostPosted: Mon Sep 01, 2008 12:06 am 
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Lieutenant, JG
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Joined: Fri Dec 12, 2003 3:59 pm
Posts: 174
I believe Rockjock01 is correct about the small pulse lasers and it is a very nice design

_________________
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PostPosted: Mon Sep 01, 2008 3:44 am 
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Commanding General
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Joined: Sat Aug 09, 2003 10:05 pm
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Location: Kingdom of Hawaii
Quote:
I believe Rockjock01 is correct about the small pulse lasers and it is a very nice design
Ah, the new burst fire rules in TW: SPLs, MicroPLs in addition to AP Gauss, LMG, MG, HMG and Flamer.

When the rules are complete, I might retire my MaxTech...but not entirely.

_________________
[i]And Allah turned back the unbelievers in their rage; they did not obtain any advantage, and Allah sufficed the believers in fighting; and Allah is Strong, Mighty.[/i] from The Koran, 33rd Sura- The Clans


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PostPosted: Mon Sep 01, 2008 11:01 am 
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Location: New Kyoto
Thanks guys! I like it too, I'll definitely have to gen up a scenario to put it to the test, after all, they'll need some footage of action to scare up customers, aye? :¬)

For me it was an interesting exercize as compared to making a super-'Mech by turning on all the advanced options and tricking out a given weight category to the max whilst ignoring cost, availability and period. I do like to take older stock designs and give them the 'Phoenix treatment' by swapping out older weapon systems, upgrading to newer chassis materials and armours, etc, though. I came up with an updated Shadow Hawk that I quite liked as a somewhat quirky unique.

_________________
[i]"There [b]is[/b] no overkill; there is only [b]Open Fire![/b] and [b]Reload![/b]"[/i]

[i]"Steiner ueber alles!"[/i]

[i]"Saor Sgìth!"[/i]


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PostPosted: Mon Sep 01, 2008 12:26 pm 
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I've been enjoying doing that with old classic designs refitted as a new version of the (C) mechs (not IIC) as el cheapo refits for the Nova Cats, WiE, and such to field designs that can hold their own, but provide a minimum drain on constrained resources. Try to build a Clan mech using only lasers (preferably ERs ,or SPL), LRMs, SRMS, FF, and single heat sinks:). It can really be fun to build toward constraints.


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PostPosted: Mon Sep 01, 2008 2:08 pm 
Offline
Gauss Rifle Pimp
Gauss Rifle Pimp

Joined: Thu May 16, 2002 8:00 pm
Posts: 936
Location: Sioux Falls
Quote:
Quote:
I believe Rockjock01 is correct about the small pulse lasers and it is a very nice design
Ah, the new burst fire rules in TW: SPLs, MicroPLs in addition to AP Gauss, LMG, MG, HMG and Flamer.

When the rules are complete, I might retire my MaxTech...but not entirely.
Well, pretty much everything from MaxTech is in TacOps... :D
Quote:
I've been enjoying doing that with old classic designs refitted as a new version of the (C) mechs (not IIC) as el cheapo refits for the Nova Cats, WiE, and such to field designs that can hold their own, but provide a minimum drain on constrained resources. Try to build a Clan mech using only lasers (preferably ERs ,or SPL), LRMs, SRMS, FF, and single heat sinks:). It can really be fun to build toward constraints.
I like the IIC approach. Especially lightening mechs to give Lyrans fits (nothing like chasing them around with a 75-ton Atlas and a 65-ton Zeus to freak them out). :lol:

_________________
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Last edited by Malakim on Mon Sep 01, 2008 2:36 pm, edited 1 time in total.

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PostPosted: Mon Sep 01, 2008 2:30 pm 
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I was going for something like this built by the Nova Cats out of spare 3020 era Panther chassis. It is no great mech, but it is dirt cheap, easy to repair, and more then useful against IS mechs.

Code:
               BattleMech Technical Readout

Type/Model:    Panther NC-Refit
Tech:          Clan / 3025
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          35 tons
Chassis:       Alshain 56-Carrier Standard
Power Plant:   140 Hermes Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     4 Lexington Lifters Standard Jump Jets
Jump Capacity: 120 meters
Armor Type:    Maximillian 42 Standard
Armament:     
  1 ER Large Laser
  2 Micro Pulse Lasers
  1 SRM 4
Manufacturer:  Alshain Weapons
  Location:    Alshain
Communications System:  Sipher CommCon CSU-4
Targeting & Tracking System:  Cat's Eyes 5

------------------------------------------------------------------------------

--------------------------------------------------------
Type/Model:    Panther NC-Refit
Mass:          35 tons

Equipment:                                 Crits    Mass
Int. Struct.:  58 pts Standard               0      3.50
Engine:        140 Fusion                    6      5.00
   Walking MP:   4
   Running MP:   6
   Jumping MP:   4
Heat Sinks:     15 Single                   10      5.00
 (Heat Sink Loc: 1 HD, 2 LA, 2 RA, 2 LT, 2 RT, 1 CT)
Gyro:                                        4      2.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  119 pts Standard              0      7.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             11         16     
   Center Torso (Rear):                  6     
   L/R Side Torso:            8      12/12     
   L/R Side Torso (Rear):              4/4     
   L/R Arm:                   6      12/12     
   L/R Leg:                   8      16/16     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 ER Large Laser         RA     12           1      4.00
2 Micro Pulse Lasers     LA      2           2      1.00
1 SRM 4                  CT      3   25      2      2.00
  (Ammo Locations: 1 LT)
4 Standard Jump Jets:                        4      2.00
 (Jump Jet Loc: 2 LL, 2 RL)
--------------------------------------------------------
TOTALS:                         17          50     35.00
Crits & Tons Left:                          28       .00

Calculated Factors:
Total Cost:        2,605,860 C-Bills
Battle Value 2:    963 (old BV = 837)
Cost per BV2:      2,705.98
Weapon Value:      566 / 566 (Ratio = .59 / .59)
Damage Factors:    SRDmg = 15;  MRDmg = 8;  LRDmg = 5
BattleForce2:      MP: 4J,  Armor/Structure: 3/3
                   Damage PB/M/L: 3/1/1,  Overheat: 0
                   Class: ML;  Point Value: 10


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PostPosted: Mon Sep 01, 2008 2:41 pm 
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Posts: 936
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You know... I just realized, my Zeus must have been eaten by the forum glitch of 2003. :)
Code:
               BattleMech Technical Readout

Type/Model:    Zeus IIC
Tech:          Clan / 3067
Config:        Biped BattleMech
Rules:         Level 2, Custom design

Mass:          65 tons
Chassis:       Chariot Type III-E Endo Steel
Power Plant:   260 Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Ferro-Fibrous 
Armament:      
  1 Clan Mk. XVII ER PPC
  1 Series 7Ja ER Large Laser
  1 Type XV LRM 15 w/ Artemis IV
  2 Lamda Medium Pulse Lasers
  1 Series 2FM ER Medium Laser
Manufacturer:  (Unknown)
  Location:    Sudeten
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

------------------------------------------------------------------------------
==Overview:==
With the forces lost in both front and second line units with the various wars
and conflicts, Jade Falcon Khan Marthe Pryde decided that a new second-line
mech was needed, swiftly.  Looking at the various plants in the Inner Sphere,
she elected to not only produce something efficient, but also to produce
something that would be an insult to the dezgra forces of the Lyran Alliance,
as well as Victor Steiner-Davion.  Thus, the Zeus IIC was created.

==Capabilities:==
The Zeus IIC is almost identical to the original in its weapon outlay.  Of
course, the weapons have all been upgraded to Clan versions, so the overall
weight is reduced.  Indeed, the weight reduction was so dramatic that the Zeus
IIC is a full fifteen tons lighter than the mech it was based on.  Khan Marthe
Pryde not only liked the efficiency of that, but also the fact that turning
the Lyran pride and joy into a mere heavy mech would definitely be an insult. 
It uses a standard 260 engine for speed, and its chassis has been replaced by
endosteel, with additional heat sinks added in to help dissipate heat better
than the original Inner Sphere version.

==Deployment==
The Zeus IIC has currently been deployed among the second-line and provisional
garrison clusters bordering the Lyran Alliance.  The design has also been sold
to the Diamond Sharks, and they are also tooling up to produce this heavy mech
for sale and export to other clans, thus increasing the blow to the psyche of
the LAAF.

--------------------------------------------------------
Type/Model:    Zeus IIC
Mass:          65 tons

Equipment:                                 Crits    Mass
Int. Struct.:  104 pts Endo Steel            7      3.50
 (Endo Steel Loc: 1 LA, 3 LT, 3 RT)
Engine:        260 Fusion                    6     13.50
   Walking MP:   4
   Running MP:   6
   Jumping MP:   0
Heat Sinks:     20 Double [40]              20     10.00
 (Heat Sink Loc: 2 LA, 3 RA, 2 LT, 1 RT, 1 LL, 1 RL)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA    R: Sh+UA+LA       14       .00
Armor Factor:  202 pts Ferro-Fibrous         7     10.50
 (Armor Crit Loc: 1 HD, 2 LA, 2 LT, 1 RT, 1 CT)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             21         29      
   Center Torso (Rear):                 10      
   L/R Side Torso:           15      22/22      
   L/R Side Torso (Rear):              7/7      
   L/R Arm:                  10      19/19      
   L/R Leg:                  15      29/29      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 ER PPC                 LA     15           2      6.00
1 ER Large Laser         LT     12           1      4.00
1 LRM 15 w/ Artemis IV   RA      5   16      5      6.50
  (Ammo Locations: 2 RT)
1 Medium Pulse Laser     CT      4           1      2.00
1 Medium Pulse Laser     LT      4           1      2.00
1 ER Medium Laser        RT      5           1      1.00
--------------------------------------------------------
TOTALS:                         45          74     65.00
Crits & Tons Left:                           4       .00

Calculated Factors:
Total Cost:        6,898,101 C-Bills
Battle Value 2:    2,281 (old BV = 1,982)
Cost per BV2:      3,024.16
Weapon Value:      3,872 / 3,760 (Ratio = 1.70 / 1.65)
Damage Factors:    SRDmg = 48;  MRDmg = 35;  LRDmg = 16
BattleForce2:      MP: 4,  Armor/Structure: 5/5
                   Damage PB/M/L: 7/6/3,  Overheat: 0
                   Class: MH;  Point Value: 23

_________________
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PostPosted: Mon Sep 01, 2008 2:56 pm 
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Commanding General
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C-A-L, sorry for the thread hijack. I just wanted to show that there are many designs out there that are not the end all, and many wouldn't want to use, but do have their spot in B-Tech.


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PostPosted: Mon Sep 01, 2008 2:59 pm 
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Location: New Kyoto
Treacherous scum who modify our designs and then use them against us need the tender ministrations of the LIC... ;¬)

_________________
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[i]"Steiner ueber alles!"[/i]

[i]"Saor Sgìth!"[/i]


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PostPosted: Mon Sep 01, 2008 3:04 pm 
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Commanding General
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Watch out or I will design some WiE mechs taken from the LAAF trash piles.


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PostPosted: Mon Sep 01, 2008 3:10 pm 
Offline
Gauss Rifle Pimp
Gauss Rifle Pimp

Joined: Thu May 16, 2002 8:00 pm
Posts: 936
Location: Sioux Falls
Quote:
Treacherous scum who modify our designs and then use them against us need the tender ministrations of the LIC... ;¬)
Not our fault your mechs couldn't outrun a snail, quiaff?

:lol:

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PostPosted: Mon Sep 01, 2008 9:28 pm 
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Warrant Officer
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Joined: Wed Aug 27, 2008 7:48 am
Posts: 100
Location: New Kyoto
Heh, my character's loyal response is "How dare you insult our 'Mechs, you Clan scum!" but what she really wants to say is "Aff." ;¬)

_________________
[i]"There [b]is[/b] no overkill; there is only [b]Open Fire![/b] and [b]Reload![/b]"[/i]

[i]"Steiner ueber alles!"[/i]

[i]"Saor Sgìth!"[/i]


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PostPosted: Tue Sep 02, 2008 8:47 am 
Offline
Gauss Rifle Pimp
Gauss Rifle Pimp

Joined: Thu May 16, 2002 8:00 pm
Posts: 936
Location: Sioux Falls
Quote:
Heh, my character's loyal response is "How dare you insult our 'Mechs, you Clan scum!" but what she really wants to say is "Aff." ;¬)
Well, if it makes you feel better, I have a fairly mobile HGR mech for the Lyrans around here somewhere... :roll:

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PostPosted: Sun Sep 07, 2008 2:02 am 
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Lieutenant General
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Joined: Fri Jun 23, 2006 1:41 pm
Posts: 548
Location: PHOENIX, AZ
Getting this thread back on topic.

When I think dedicated AI mech, I think cheap, light, & level 1.

I would probably skip the XL, and small lasers, use a couple mediums for range targets, perhaps SRMs but probably not.

I would use 1/2 tons of MG ammo and then load up on MGs allowing you to spray things down.



Pulled this out of my Odds&Ends file because I knew I had one in there that was similar in purpose.
Code:
                BattleMech Technical Readout

Type/Model:    Security Mech   SEC-101
Tech:          Inner Sphere / 3025
Config:        Biped BattleMech
Rules:         Level 1, Custom design

Mass:          20 tons
Chassis:       Standard
Power Plant:   100 Hermes Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     5 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type:    Standard
Armament:      
  2 Medium Lasers
  2 Machine Guns
  1 Flamer
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Security Mech   SEC-101
Mass:          20 tons

Equipment:                                 Crits    Mass
Int. Struct.:  33 pts Standard               0      2.00
Engine:        100 Fusion                    6      3.00
   Walking MP:   5
   Running MP:   8
   Jumping MP:   5
Heat Sinks:     10 Single                    6       .00
 (Heat Sink Loc: 1 LT, 1 RT, 2 LL, 2 RL)
Gyro:                                        4      1.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:   64 pts Standard              0      4.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          8      
   Center Torso:              6         10      
   Center Torso (Rear):                  2      
   L/R Side Torso:            5        8/8      
   L/R Side Torso (Rear):              2/2      
   L/R Arm:                   3        5/5      
   L/R Leg:                   4        7/7      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Medium Laser           RA      3           1      1.00
2 Machine Guns           LA      0  100      3      1.50
  (Ammo Locations: 1 LA)
1 Medium Laser           CT      3           1      1.00
1 Flamer                 HD      3           1      1.00
5 Standard Jump Jets:                        5      2.50
 (Jump Jet Loc: 2 LT, 2 RT, 1 CT)
--------------------------------------------------------
TOTALS:                          9          48     20.00
Crits & Tons Left:                          30       .00

Calculated Factors:
Total Cost:        1,239,040 C-Bills
Battle Value 2:    492 (old BV = 406)
Cost per BV2:      2,518.37
Weapon Value:      145 / 145 (Ratio = .29 / .29)
Damage Factors:    SRDmg = 9;  MRDmg = 1;  LRDmg = 0
BattleForce2:      MP: 5J,  Armor/Structure: 2/2
                   Damage PB/M/L: 2/1/-,  Overheat: 0
                   Class: ML;  Point Value: 5 

Now if your wanting something a bit bigger like your 35 tonner above, maybe with a small amount of new tech.......
(crunch, crunch, crunch........presto)
Code:
               BattleMech Technical Readout

Type/Model:    Security Mech - V  SEC-350
Tech:          Inner Sphere / 3050
Config:        Biped BattleMech
Rules:         Level 2, Custom design

Mass:          35 tons
Chassis:       Standard
Power Plant:   175 Omni Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     5 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type:    Ferro-Fibrous 
Armament:      
  2 Medium Lasers
  4 Machine Guns
  4 SRM 2s
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Security Mech - V  SEC-350
Mass:          35 tons

Equipment:                                 Crits    Mass
Int. Struct.:  58 pts Standard               0      3.50
Engine:        175 Fusion                    6      7.00
   Walking MP:   5
   Running MP:   8
   Jumping MP:   5
Heat Sinks:     10 Single                    3       .00
 (Heat Sink Loc: 1 HD, 1 LL, 1 RL)
Gyro:                                        4      2.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  108 pts Ferro-Fibrous        14      6.00
 (Armor Crit Loc: 7 RA, 7 RT)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             11         16      
   Center Torso (Rear):                  5      
   L/R Side Torso:            8      10/10      
   L/R Side Torso (Rear):              5/5      
   L/R Arm:                   6      10/10      
   L/R Leg:                   8      14/14      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Medium Laser           RA      3           1      1.00
2 Machine Guns           LA      0  100      3      1.50
  (Ammo Locations: 1 LT)
1 Machine Gun            RT      0           1       .50
2 SRM 2s                 RT      4  100      4      4.00
  (Ammo Locations: 2 LT)
1 Machine Gun            LT      0           1       .50
2 SRM 2s                 LT      4           2      2.00
1 Medium Laser           CT      3           1      1.00
CASE Equipment:          LT                  1       .50
5 Standard Jump Jets:                        5      2.50
 (Jump Jet Loc: 2 LT, 2 RT, 1 CT)
--------------------------------------------------------
TOTALS:                         14          67     35.00
Crits & Tons Left:                          11       .00

Calculated Factors:
Total Cost:        2,689,785 C-Bills
Battle Value 2:    886 (old BV = 693)
Cost per BV2:      3,035.87
Weapon Value:      289 / 289 (Ratio = .33 / .33)
Damage Factors:    SRDmg = 14;  MRDmg = 2;  LRDmg = 0
BattleForce2:      MP: 5J,  Armor/Structure: 3/3
                   Damage PB/M/L: 2/1/-,  Overheat: 1
                   Class: ML;  Point Value: 9


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PostPosted: Sun Sep 07, 2008 5:21 pm 
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Loki
Loki

Joined: Sun Sep 16, 2001 8:00 pm
Posts: 11444
Location: Minnesnowta
Very cool. This is an anti-infantry 'Mech I would be willing to buy. Can you hear the birds saying "cheap, cheap, cheap"?

:)

I do think that SPLs would work on something like this but the designs here definitely do work very nice. And they are something that I cash-deprived city or planet could afford. Sorta like the UrbanMech. :)

_________________
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PostPosted: Sun Sep 07, 2008 7:35 pm 
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Commanding General
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Joined: Sat Nov 24, 2007 5:28 pm
Posts: 1828
SPLs are a great replacement for MGs, especially when the dropping of the MGs gets rid of any ammo explosion danger in the design. Take a design like the Stinger 3R, level 1, 2 MG, a ton of ammo, and a ML. Dropping the ammo and MGs for a pair of SPL (or Flamers), keeps your damage against both infantry and hard targets while getting rid of the explosion risk. The negative is that you run hotter, especially if you don't upgrade the heatsinks. Even with 10 standard sinks you have a mech that needs to alpha, and either run or jump to build any heat. Seems like it needs TSM muhaha!


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PostPosted: Mon Sep 08, 2008 12:08 pm 
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Joined: Tue Oct 02, 2001 8:00 pm
Posts: 5936
Location: Austin, TX
It does seem an odd place to spend money...anti infantry mechs are kinda overkill....I mean, the Pirahna will obliterate anything...but still....

Considering the ranges that infantry can fight at now, isn't it better to kill them before they can shoot you? LRM-5 or -10 with Shrapnel rounds. Especially on a slow-mover (5/8/3 is low for a light). Heck...take a Valkyrie, drop the MPL for twin SPLs, and you've got an effective unit with armor...


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PostPosted: Mon Sep 08, 2008 12:32 pm 
Offline
Gauss Rifle Pimp
Gauss Rifle Pimp

Joined: Thu May 16, 2002 8:00 pm
Posts: 936
Location: Sioux Falls
Quote:
It does seem an odd place to spend money...anti infantry mechs are kinda overkill....I mean, the Pirahna will obliterate anything...but still....

Considering the ranges that infantry can fight at now, isn't it better to kill them before they can shoot you? LRM-5 or -10 with Shrapnel rounds. Especially on a slow-mover (5/8/3 is low for a light). Heck...take a Valkyrie, drop the MPL for twin SPLs, and you've got an effective unit with armor...
But then you'd have a dead-zone in ranges where the infantry can plink you. Particularly if you're fighting in a city.

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PostPosted: Mon Sep 08, 2008 5:48 pm 
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Commanding General
Commanding General

Joined: Sat Nov 24, 2007 5:28 pm
Posts: 1828
That is why you just burn the city down around them. You can always go with something like the 4/6 Centurion using Shrapnel LRMs, and a Cluster AC backed by a SPL. Most of the time a MG/FLamer/SPL/SRM armed mech can whip up on infantry, but if you are going up against a well equipped, well informed, or just sneaky enemy you could run into range issues. Look at the anti-BA designs like the Komodo and Snake. Both have usable speed, and can slaughter infantry at a decent range, but sacrifice some of their punch against bigger targets, plus they use XLs. They just aren't worth the price with some other dedicated role.

Anti-Infantry/BA units either need to be super cheap to fit in a TO&E I would use, or are refits of mechs sent to militias and reserve piles retasked. In almost any situation I would rather have a scout that can hurt infantry, or a line mech that can hurt infantry or something like that. There is nothing wrong with the idea, or the versions everyone has come up with in the above post, it just isn't for me.


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PostPosted: Mon Sep 08, 2008 10:06 pm 
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Lieutenant, JG
Lieutenant, JG

Joined: Tue May 20, 2003 1:30 am
Posts: 174
Location: Auckland, New Zealand
LB-10X is one of the better weapons for anti-infantry work at range even with L3 rules.

I would see a 50 Tonner with LB-10X and 2 x SRM-4 and 2 SPL would be a good plinker and still retain some real combat capability.

Might have to run one up when I get home.

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PostPosted: Tue Sep 09, 2008 12:06 am 
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Commanding General
Commanding General

Joined: Sat Nov 24, 2007 5:28 pm
Posts: 1828
Take a Snake, change the Streaks for standard SRMs and there you go.


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 Post subject:
PostPosted: Tue Sep 09, 2008 4:19 am 
Offline
Commanding General
Commanding General

Joined: Sat Aug 09, 2003 10:05 pm
Posts: 1471
Location: Kingdom of Hawaii
Code:
               BattleMech Technical Readout

Type/Model:    Orphée A1
Tech:          Inner Sphere / 3050
Config:        Quad BattleMech
Rules:         Level 2, Standard design

Mass:          35 tons
Chassis:       Standard
Power Plant:   140 Hermes Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     4 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type:    Standard
Armament:      
  5 Small Pulse Lasers
  3 Flamers
  1 Beagle Active Probe
  2 Anti-Missile Systems
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Orphée A1
Mass:          35 tons

Equipment:                                 Crits    Mass
Int. Struct.:  62 pts Standard               0      3.50
Engine:        140 Fusion                    6      5.00
   Walking MP:   4
   Running MP:   6
   Jumping MP:   4
Heat Sinks:     10 Double [20]              15       .00
 (Heat Sink Loc: 3 LT, 2 RT)
Gyro:                                        4      2.00
Cockpit, Life Supt., Sensors:                5      3.00
Leg Act: Hip + UpLeg + LowLeg + Foot        16       .00
Armor Factor:  104 pts Standard              0      6.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          8      
   Center Torso:             11         12      
   Center Torso (Rear):                 10      
   L/R Side Torso:            8        8/8      
   L/R Side Torso (Rear):              8/8      
   L/R Front Leg:             8      11/11      
   L/R Rear Leg:              8      10/10      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Small Pulse Laser      RFL     2           1      1.00
1 Small Pulse Laser      LFL     2           1      1.00
1 Flamer                 RT(R)   3           1      1.00
1 Flamer                 RT      3           1      1.00
1 Beagle Active Probe    LT      0           2      1.50
1 Flamer                 LT      3           1      1.00
1 Small Pulse Laser      CT      2           1      1.00
1 Anti-Missile System    CT(R)   1   24      3      2.50
  (Ammo Locations: 2 RT)
1 Anti-Missile System    HD      1           1       .50
1 Small Pulse Laser      LRL(R)  2           1      1.00
1 Small Pulse Laser      RRL(R)  2           1      1.00
CASE Equipment:          RT                  1       .50
4 Standard Jump Jets:                        4      2.00
 (Jump Jet Loc: 1 LFL, 1 RFL, 1 LRL, 1 RRL)
--------------------------------------------------------
TOTALS:                         21          65     35.00
Crits & Tons Left:                           1       .00

Calculated Factors:
Total Cost:        2,933,775 C-Bills
Battle Value:      625
Cost per BV:       4,694.04
Weapon Value:      154 / 154 (Ratio = .25 / .25)
Damage Factors:    SRDmg = 7;  MRDmg = 0;  LRDmg = 0
BattleForce2:      MP: 4J,  Armor/Structure: 3/3
                   Damage PB/M/L: 2/-/-,  Overheat: 0
                   Class: ML;  Point Value: 6
                   Specials: prb
In the Greek legend, Orpheus, a poet and musician, travels into Hades to retrieve his dead wife. This mech has nothing to do with the Greek legend but I'm listening to my Edith Piaf collection and I really enjoy the surreal cinematic works of Jean Cocteau.

Cocteau, as you all know, filmed Orphée in 1950.
Set in contemporary Paris, the movie is a variation of the classic Greek myth of Orpheus. Orpheus is a poet who becomes obsessed with Death (the Princess).

Orpheus's wife, Eurydice, is killed by the Princess' henchmen and Orpheus goes after her into the Underworld. Although they have become dangerously entangled, the Princess sends Orpheus back out of the Underworld, to carry on his life with Eurydice.

This diverges from the common classical account found in the Roman versions of the myth by Ovid and Virgil, where Eurydice is lost forever, but hearkens back to the earliest extant versions of the myth by the Greek poets Simonides and Ibycus in which Orpheus is successful in his quest.

Throughout Orpheus , Cocteau uses very simple special effects and trick shots to show his characters passing into the world of death and back to life: They do so by stepping through mirrors, or else Cocteau simply runs the film backward.

Anyway, I decided on a quad design because of the stability, especially when running on pavement.

Note that the design has weapons in front and back as well as almost evenly distributed armor protection.

Adding to its protection, the Orphée has front and rear AMS defenses.

_________________
[i]And Allah turned back the unbelievers in their rage; they did not obtain any advantage, and Allah sufficed the believers in fighting; and Allah is Strong, Mighty.[/i] from The Koran, 33rd Sura- The Clans


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 Post subject:
PostPosted: Tue Sep 09, 2008 1:19 pm 
Offline
Commanding General
Commanding General

Joined: Sat Nov 24, 2007 5:28 pm
Posts: 1828
It would be great against standard infantry, so long as the AMS holds out, but if you find yourself up against BA, or any of the specialty infantry, watch out. The good thing is it is cheap, and has a standard engine. The quad gives stability, but also takes away hands used to brush infantry off. You also need to remember that quads get in trouble when any leg is hurt, not good for a slow light mech. The slow speed, lack of range, and hands put this design into the dubious category for me.

Here is something cheap. It is still too slow for my liking, and lacks the Beagle, but is ammo-less.
Code:
               BattleMech Technical Readout

Type/Model:    Shredder 
Tech:          Inner Sphere / 3025
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          25 tons
Chassis:       Standard
Power Plant:   100 Hermes Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 [86.4] km/h
Jump Jets:     4 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type:    Standard
Armament:      
  2 Flamers
  2 ER Small Lasers
  2 Small Pulse Lasers
  3 ER Medium Lasers
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Shredder 
Mass:          25 tons

Equipment:                                 Crits    Mass
Int. Struct.:  43 pts Standard               0      2.50
Engine:        100 Fusion                    6      3.00
   Walking MP:   4 [5]
   Running MP:   6 [8]
   Jumping MP:   4
Heat Sinks:     10 Double [20]              18       .00
 (Heat Sink Loc: 1 LA, 1 RA, 2 LT, 2 RT)
Gyro:                                        4      1.00
Cockpit, Life Supt., Sensors:                5      3.00
Triple Strength Myomer:                      6       .00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:   88 pts Standard              0      5.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:              8         11      
   Center Torso (Rear):                  4      
   L/R Side Torso:            6        9/9      
   L/R Side Torso (Rear):              3/3      
   L/R Arm:                   4        8/8      
   L/R Leg:                   6      12/12      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Flamer                 RA      3           1      1.00
1 ER Small Laser         RA      2           1       .50
1 Flamer                 LA      3           1      1.00
1 ER Small Laser         LA      2           1       .50
1 Small Pulse Laser      RT      2           1      1.00
1 Small Pulse Laser      LT      2           1      1.00
2 ER Medium Lasers       CT     10           2      2.00
1 ER Medium Laser        HD      5           1      1.00
4 Standard Jump Jets:                        4      2.00
 (Jump Jet Loc: 2 LL, 2 RL)
--------------------------------------------------------
TOTALS:                         29          68     25.00
Crits & Tons Left:                          10       .00

Calculated Factors:
Total Cost:        2,137,709 C-Bills
Battle Value:      622
Cost per BV:       3,436.83
Weapon Value:      424 / 424 (Ratio = .68 / .68)
Damage Factors:    SRDmg = 17;  MRDmg = 5;  LRDmg = 0
BattleForce2:      MP: 4J,  Armor/Structure: 2/2
                   Damage PB/M/L: 3/1/-,  Overheat: 1
                   Class: ML;  Point Value: 6

Here is a Beagle version
Code:
               BattleMech Technical Readout

Type/Model:    Shredder2 
Tech:          Inner Sphere / 3025
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          25 tons
Chassis:       Standard
Power Plant:   100 Hermes Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 [86.4] km/h
Jump Jets:     4 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type:    Standard
Armament:      
  2 Flamers
  3 ER Medium Lasers
  1 Beagle Active Probe
  1 ER Small Laser
  1 Small Pulse Laser
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Shredder2 
Mass:          25 tons

Equipment:                                 Crits    Mass
Int. Struct.:  43 pts Standard               0      2.50
Engine:        100 Fusion                    6      3.00
   Walking MP:   4 [5]
   Running MP:   6 [8]
   Jumping MP:   4
Heat Sinks:     10 Double [20]              18       .00
 (Heat Sink Loc: 1 LA, 1 RA, 2 LT, 2 RT)
Gyro:                                        4      1.00
Cockpit, Life Supt., Sensors:                5      3.00
Triple Strength Myomer:                      6       .00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:   88 pts Standard              0      5.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:              8         11      
   Center Torso (Rear):                  4      
   L/R Side Torso:            6        9/9      
   L/R Side Torso (Rear):              3/3      
   L/R Arm:                   4        8/8      
   L/R Leg:                   6      12/12      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Flamer                 RA      3           1      1.00
1 ER Medium Laser        RA      5           1      1.00
1 Flamer                 LA      3           1      1.00
1 ER Medium Laser        LA      5           1      1.00
1 Beagle Active Probe    LT      0           2      1.50
1 ER Small Laser         CT      2           1       .50
1 Small Pulse Laser      CT      2           1      1.00
1 ER Medium Laser        HD      5           1      1.00
4 Standard Jump Jets:                        4      2.00
 (Jump Jet Loc: 2 LL, 2 RL)
--------------------------------------------------------
TOTALS:                         25          68     25.00
Crits & Tons Left:                          10       .00

Calculated Factors:
Total Cost:        2,353,646 C-Bills
Battle Value:      639
Cost per BV:       3,683.33
Weapon Value:      434 / 434 (Ratio = .68 / .68)
Damage Factors:    SRDmg = 15;  MRDmg = 5;  LRDmg = 0
BattleForce2:      MP: 4J,  Armor/Structure: 2/2
                   Damage PB/M/L: 2/1/-,  Overheat: 1
                   Class: ML;  Point Value: 6
                   Specials: prb



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 Post subject:
PostPosted: Tue Sep 09, 2008 7:08 pm 
Offline
Lieutenant General
Lieutenant General

Joined: Fri Jun 23, 2006 1:41 pm
Posts: 548
Location: PHOENIX, AZ
Quote:
Very cool. This is an anti-infantry 'Mech I would be willing to buy. Can you hear the birds saying "cheap, cheap, cheap"?

:)

I do think that SPLs would work on something like this but the designs here definitely do work very nice. And they are something that I cash-deprived city or planet could afford. Sorta like the UrbanMech. :)
The Original SEC-101 was designed as a Succession Wars design, basically a slower Stinger with better weapons.
As such, SPLs were out.

I did create an SEC-102 Refit, & 103 Upgrade series and one of them used SPLs.

I could have used them on the 35 Ton variant I did above but I figured if I was having to use SRM ammo and CASE it, then the MG ammo wouldn't be any worse off really. And you can fit more in there.

I like Single (or even Double) SPLs, or a Single Flamer, but if I'm sticking 3+ AI weapons, I figure the CASE'd 100 MG rounds is a better option.
Quote:
SPLs are a great replacement for MGs, especially when the dropping of the MGs gets rid of any ammo explosion danger in the design. Take a design like the Stinger 3R, level 1, 2 MG, a ton of ammo, and a ML. Dropping the ammo and MGs for a pair of SPL (or Flamers), keeps your damage against both infantry and hard targets while getting rid of the explosion risk. The negative is that you run hotter, especially if you don't upgrade the heatsinks. Even with 10 standard sinks you have a mech that needs to alpha, and either run or jump to build any heat. Seems like it needs TSM muhaha!
See above, it started as a L1 design, but if doing 2750 or 3050+ I would agree and go SPLs


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 Post subject:
PostPosted: Tue Sep 09, 2008 7:27 pm 
Offline
Commanding General
Commanding General

Joined: Sat Nov 24, 2007 5:28 pm
Posts: 1828
Your explanation makes perfect sense, and I would stick with MGs if you are already using SRM ammo and CASE.


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