Silenced_Sonix
12/30/04 04:31 PM
168.209.97.34
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A combination of boredom, MechCommander 2 and some research into the Liao invasion of the Republic in 3134 drove me to this, so consider yourselves warned.
That aside, any comments? The Urb III is meant to be the new, mass-produced light(ish) 'Mech for the Cappies in MWDA, and ended up as a cross between the original UrbanMech and the Pack Hunter.
UM2-S35 UrbanMech III
Chassis: Republic-R Power Plant: Leenex 90 XL Cruising Speed: 32.25 Maximum Speed: 53.75 Jump Jets: none Jump Capacity: none Armor: Hellespont Blazer II-B Armament: 1 ER PPC 2 Small Lasers Manufacturer: Capella BattleMechs Ltd Primary Factory: Capella Communications System: Dalban Interact Targeting and Tracking System: Dalban Urban II-B
Overview: Following House Liao's invasion of the Republic in 3134, Chancellor Daoshen Liao ordered the large stockpiles of mothballed BattleMechs in Liao territory to be reactivated an distributed to the various invading forces in Prefecture IV. However, even this large injection of military machines into the conflict proved insufficient for the needs of the Liao forces, and many of the decommissioned factories in Liao space were refurbished and re-equipped for BattleMech production. One of these was the old UrbanMech factory on Capella, which began production in the last week of the November of 3134. What came off the production line however, was not the standard UrbanMech of old, but the new UrbanMech III.
Capabilities: Designed as a rather extensive refit instead of a complete new design, the UrbanMech III utilizes the same basic chassis as the old UrbanMech, but with two important design changes - the original Leenex 60 engines were uprated to Leenex 90-XL specifications, pushing the UrbanMech III's maximum speed up to a little more than fifty kilometers per hour, and the original armor was replaced with sheets of reactive 'Blazer' armor. Given the high efficiency of the 'Blazer' armor against missile warheads, the UrbanMech III proves to be rather more resistant to the various missile-toting military designs that have proliferated in recent years, and is a favourite for taking out enemy SRM Carriers. Mindful of the fact that the campaign might bog down to a slugfest over territory, and that consumables like ammunition would always be in short supply, the designers took a leap away from the main autocannon armament and chose to install an extended-range particle cannon in the UrbanMech III's right arm. While critics balked at the higher cost of such a weapon, the designers were quick to point out the success of the Clan's Pack Hunter design, as well as the fact that the UrbanMech III would be providing fire-support most of the time, and not going toe-to-toe with other, heavier designs. Further armed with two small lasers - one backward-mounted in the head, and one in the left arm - the UrbanMech seems perfectly-suited for its intended role, and while initial reports from the few units that have recieved the design appear favourable, only time will tell if the design will be able to prove its worth.
Deployment: Although production has been slow - moving the various older UrbanMechs to Capella has proven to be more time-consuming than imagined, and the short supply of extended-range particle cannons has been proving bothersome as well - the design has managed to spread well amongst the Capellan forces, albeit in only small numbers. McCarron's Armored Cavalry have recieved a fair number of the new BattleMechs to make up for their losses on Liao, and the Warrior Houses have also been recieving a steady trickle of new units from the Capella factory.
Battle History: Action for the UrbanMech III so far has been limited to clashes with Republic and Swordsworn forces on Algot and Menkar, both worlds with still-functioning HPG stations. Ideally suited for the urban warfare that ensued around the embattled stations, military analysts have been debating whether the assignment of the untested design to such important targets is a vote of confidence in the design's ability, or a sign of the utter desperation of the Capellan high command to capture the stations, regardless of the performance of the new units. Whatever the reason, the new UrbanMechs will soon be a common sign amongst the invading Capellan troops
Known Variants: Although there are no current variations beyond the default model, there has been talk amongst some of the veteran pilots of removing the rearwards-firing small laser in order to upgrade the arm-mounted laser to medium-class. This would certainly give the UrbanMech III a markedly higher performance figure against enemy armour, but is only likely to show amongst warriors experienced enough to handle the increased heat output.
UM2-S35 UrbanMech III
Technology Base: - Inner Sphere - Level 3 Equipment Mass Internal Structure: 3 Engine: 90 XL 1.5 Walking MP: 3 Running MP: 5 Jumping MP: 0 Heat Sinks: 17 7 Gyro: 1 Cockpit: 3 Armor Factor: 104 - Reactive 6.5
Internal Armor Structure Value Head 3 8 Center Torso 10 15 Center Torso(rear) 5 R/L Torso 7 11 R/L Torso(rear) 3 R/L Arm 5 10 R/L Leg 7 14
Weapons and Ammo Location Critical Tonnage Small Laser LA 1 0.5 ER PPC RA 3 7 Small Laser (R) H 1 0.5
Evolve or Die
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Nightward
12/30/04 06:07 PM
203.214.145.241
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It's about as good as an UrbanMech is ever going to be, alas.
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
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davion76
12/31/04 08:03 PM
12.219.244.44
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I seriously think the Urbanmech III should NOT have an XL engine. XL engines are WAY too expensive to be used on a cheap mech like the Urbanmech. (As your fluff states about replacing the AC-10 w/ an ERPPC) Instead, just use Endosteel instead and you will save the same amount of tonnage.
Heck looking again at your design I'm surprised with 7 HS they just didn't use DHS. That would give room for a 2 MGs (something REALLY needed on a mech designed for urban warfare) w/ .5ton ammo, A SRM-6 w/ 1 ton ammo, and 3 JJs (something else highly desired in urban combat). Or if there is not enough room (don't feel like checking crit space) remove the earlier proposed Endostell and the propsed JJs.
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Nightward
12/31/04 08:21 PM
203.214.146.139
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Problem is that the UrbanMech has such a small engine. You only fit one free Heat Sink into the Engine for every 25 points of rating, which in this case means you might only be able to fit two or three into the engine for free.
The rest have to go into the chassis, which then eats up somewhere between 7 and 24 criticals, depending on whether you've got singles, doubles, and the engine size...
The UrbanMech is good in its role, but can't do much else.
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
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Gnome76
12/31/04 10:41 PM
68.0.125.156
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This is one of the areas where one has to decide between fluff and mechanics as far as designing a 'Mech. If going by fluff, an urban combat 'Mech needs to be slow so the pilot doesn't have to worry about crashing into buildings... by mechanics, you want a high speed 'Mech, since skidding doesn't happen until you use running MP's. Weapons in fluff: short range weapons so stray shots aren't that bad. Weapons in mechanics: are there rules for stray shots?
Either way, jump jets are good.
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Nightward
01/01/05 12:39 AM
203.214.146.139
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Actually, the better your Walk speed, the better you are in Urban zones. You only need to take Skid Checks if you run, after all...
But Jump Jets are always, always useful- as long as you have enough MP to clear the elevations you need.
City fights are like games of hide and seek with guns. The quicker you can get around, the better off you are. If not for the fact that an UrbanMech could flip its arms, I'd back something like the Javelin over it any day.
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
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SSFSX17
01/01/05 01:36 PM
68.124.176.60
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Wow. The walking trashcan is much improved now. Something interesting is that the Urbie III is also decent on open fields, thanks to that ER PPC.
Lousy good-for-nothing mortals. Can't live with 'em, can't live without 'em.
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davion76
01/02/05 02:20 AM
12.219.244.44
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I understand that the engine doesn't fit many heatsinks. Just simply 17 HS take up 14 crit slots, while 10 DHS will take up 21. And save 7 tons. removing the pricey XL engine in favor of DHS will net a cost of 1 crit slot and a gain of 4.5 tons. (and reduce the cost tremendously as well as a much higher survivability)
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Silenced_Sonix
01/02/05 03:39 PM
168.209.97.34
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Looking at it again, I realize that it is not one of my best efforts, so please excuse its many flaws.
As I said, this a basic factory upgrade, thus the lack of endo, double sinks (which are also a tad more expensive than singles, as well as more complex to manufacture) and other stuff. They simply stripped off the armor, slapped on reactive sheets, bumped in a bigger engine, bulkier engine, and used the extra tonnage to slot in the PPC+ and the sinks to handle it. As for the jumpjets, I completely forgot about them. I would remedy it by dropping the head-mounted laser and one heatsink, and then adding a jumpjet to each leg and center torso.
Although, since they put in a new engine (both type and rating), they might as well have slapped on doubles... Do not boggle on this one - it was just a bit of foolish boredom.
Thank-ee for the comments.
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Silenced_Sonix
01/03/05 04:04 PM
168.209.97.34
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The foolish boredom just got upgraded: here is version two.
UM2-S36 UrbanMech III
Chassis: Republic-R Power Plant: Leenex 90 Cruising Speed: 32.25 Maximum Speed: 53.75 Jump Jets: Unknown Jump Capacity: 90 meters Armor: Durallex Medium with CASE Armament: 1 ER PPC 2 Machine Guns 1 Grenade Launcher - Fragmentation 1 Grenade Launcher - Smoke 3 RLauncher-10s 1 ER Small Laser Manufacturer: Capella BattleMechs Ltd Primary Factory: Capella Communications System: Dalban Interact Targeting and Tracking System: Dalban Urban II-B
Overview: Following House Liao's invasion of the Republic in 3134, Chancellor Daoshen Liao ordered the large stockpiles of mothballed BattleMechs in Liao territory to be reactivated an distributed to the various invading forces in Prefecture V. However, even this large injection of military machines into the conflict proved insufficient for the needs of the Liao forces, and many of the decommissioned factories in Liao space were refurbished and re-equipped for BattleMech production. One of these was the old UrbanMech factory on Capella, which began production in the last week of the November of 3134. What came off the production line however, was not the standard UrbanMech of old, but the new UrbanMech III.
Capabilities: Originally proposed as a simple engine refit, replacing the old Leenex 60 with a 90-rated reactor by the same company, the designers at the Capella factory were delighted to see that the new engine could easily by refitted to accepted larger 'Freezer' (Double) heatsinks, and were quick to capitalize on the advantage. Stripping out the original single sinks, the designers were able to boost the UrbanMech III's heat dissipation far above that of the original, while still managing to save almost seven tons in internal space. Not that the additional heat dissipation was for nothing - the refit plans called for the removal of the autocannon in the design's right arm and having it replaced with an extended-range particle cannon, a weapon notorious for its high heat-signature. While critics balked at the idea of installing such an expensive weapon on what was essentially a low-level, mass-produced design, the designers were quick to defend themselves by pointing to the success of the Clan's Pack Hunter. using the tonnage saved from the installation of the larger heatsinks, a host of secondary weapons were added to the design - the small laser in the left arm was replaced with an extended-range version; two machineguns, as well as half a ton of ammunition, were added to the left torso (along with CASE); three single-shot rocket-pods, each with ten missiles, were added to the right torso; a one-shot grenade launcher was added to each side torso, just above the 'Mech's centerline. Commonly loaded with a mixture of smoke and fragmentation rounds, the launchers provide ideal anti-personnel defense, as well as giving the UrbanMech III the ability to deploy its own smoke-screen should it need to withdraw under cover from an engagement. As with the original design, jumpjets were also added (concentrated in the legs and center torso), and gives the design a handy jumping range of approximately 90 meters.
Deployment: Although production has been slow - moving the various older UrbanMechs to Capella has proven to be more time-consuming than imagined, and the short supply of extended-range particle cannons has been proving bothersome as well - the design has managed to spread well amongst the Capellan forces, albeit in only small numbers. McCarron's Armored Cavalry have recieved a fair number of the new BattleMechs to make up for their losses on Liao, and the Warrior Houses have also been recieving a steady trickle of new units from the Capella factory.
Battle History: Action for the UrbanMech III so far has been limited to clashes with Republic and Swordsworn forces on Algot and Menkar, both worlds with still-functioning HPG stations. Ideally suited for the urban warfare that ensued around the embattled stations, military analysts have been debating whether the assignment of the untested design to such important targets is a vote of confidence in the design's ability, or a sign of the utter desperation of the Capellan high command to capture the stations, regardless of the performance of the new units. Whatever the reason, the new UrbanMechs will soon be a common sign amongst the invading Capellan troops
Known Variants: Although yet to be seen in service, there has been talk amongst some of the Warrior House veterans of stripping out the grenade- and rocket launchers in the design in order to fit a larger laser in the 'Mech's left arm. Another variant suggest the removal of the grenade- and rocket launchers in order to add a Streak SRM 2 pack to the right torso, with the ammunition in the left torso. So far, this has been nothing but speculation.
UM2-S36 UrbanMech III
Technology Base: - Inner Sphere - Level 3 Equipment Mass Internal Structure: 3 Engine: 90 3 Walking MP: 3 Running MP: 5 Jumping MP: 3 Heat Sinks: 10(20) - Double 0 Gyro: 1 Cockpit: 3 Armor Factor: 104 6.5
Internal Armor Structure Value Head 3 8 Center Torso 10 15 Center Torso(rear) 5 R/L Torso 7 11 R/L Torso(rear) 3 R/L Arm 5 10 R/L Leg 7 14
Weapons and Ammo Location Critical Tonnage ER Small Laser LA 1 0.5 Grenade Launcher - Fragmentation LT 1 0.5 Machine Gun LT 1 0.5 Machine Gun LT 1 0.5 Machine Gun Ammo (1/2 ton) LT 1 0.5 CASE LT 1 0.5 Jump Jet LL 1 0.5 Jump Jet RL 1 0.5 Grenade Launcher - Smoke RT 1 0.5 RLauncher-10 RT 1 0.5 RLauncher-10 RT 1 0.5 RLauncher-10 RT 1 0.5 ER PPC RA 3 7 Jump Jet CT 1 0.5
Evolve or Die
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davion76
01/03/05 08:38 PM
138.163.0.38
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I really like the improvements. The grenade launcher will be very effective in crowd control with tear gas. The RL-10s give the UMIII a potent bite when needed. The MGs are great against inf, and even against crowds w/ rubber bullets. Nice to see the JJs back. All in all, a nice upgrade with flavor.
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Askhati
02/15/07 04:32 AM
155.232.128.10
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Would anyone be interested in seeing an UrbanMech IV? Maybe a IVC model for the Clans?
Evolve or DIE!
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JackGarrity
02/19/07 02:14 AM
71.207.203.207
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Dark age!! *runs and hides* DA dosent exsist.. >..> <..< looks like a urbanmech alright, poor can with legs needs a complete rebuild, someone shelf that crappy r2d2 unit and use the name for something else Heh. one of the 'almost' designs is how i have considered the Urbie for a long time, the second line, garrison mech pilots use intil they/if they can get something better. also though wouldnt standard armor or FF give more armor points per ton then reactive, I dont use reactive plating often, so am unsure; still seems like you could squeeze more in there, with how many DHS it has, for the first version you could strip the PPC and put a Lglas/Mdlas in there, since whilt the PPC has power yes.. it Also has nasty cylce time. perhaps something like, 2xmdPulselas,2xUltAC2s, MG array x2 and 4xSmlas or 2xSmpulse, give it a little more area of effect damage instead of single shot, hit, cycle, shoot, hit, cycle.
Greetings Mechwarrior.
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