Almighty
05/07/10 02:17 PM
91.48.252.90
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I know, this is all fiction, but I would like to see some interesting ideas. I will run the test myself with MegaMek.
Fluff:
Originator: Clan Wolf in Exile Date: 3062
Prize: One weekend tour of Clan Wolf. (Please read the visitor rules book carefully. We do not warrant your safety if you do not follow the rules. Insurrance coverage will also be void.) Entry in the Black Widow Guest Book.
Introduction: Clan Wolf wishes to expand its fighting capability with new BattleMech design. This is especially important as it is undermanned at this time. The designs are expected to show a high degree of efficiency, toughness, ruggedness and safety. Clan Wolf will consider Inner Sphere technologies to be integrated if they are advantegous ad increase the effectiveness of its forces. Clan Wolf is negotiating the transfer of certain IS technologies. These may be used when available at your disgretion.
general basic requirement: -Main tech base is to be Clan. IS technologies may be mixed as needed. -Omni mech design preferred if possible. One or more Omni hardpoints are a must, however. See specific requests for more details. -Production cost requirement may not exceed 10% over the maximum. Prototype costs may not exceed 75% over the maximum. -In light of new development of versatile extended range weaponry as well as the increased need to react speedily, future mechs are required to be faster. See specific requests for more details. -Designs based on existing mech series will be considered alternatives to fall back to.
Alien or new technologies acquired by Clan Wolf that may be considered (See specific request): 3048: LAMS 3057: ER Pulse Laser, Streak LRM (limited), Coolant Pod 3061: Armored Components 3062: CASE II, Watchdog CEWS (limited), Harjel System (limited) 3067: Triple-Strentgh-Myomer, Extralight Gyro, RAC (IS) (limited), Angel ECM 3068: Hyper-Assault Gauss Rifle (limited), B-Pod, Artemis V, ER Flamer 3070: ferro-lamellor armor, Actuator Enhancement System (AES) 3074: Modular Armor 3075: Clan RAC
Limited technologies may only be used if required. They are expected to be available 5 years after initial acqcuisition date if not otherwise stated.
-------------------------------------------------------------------------------------------------------------------------- Request ID: WIE306201 Request Status: Active Date: 3062
Purpose: Clan Wolf is interested in a fast versatile attack/close quarter combat unit.
Requirement: The unit must be able to close the distance as quickly as possible while holding the line for slower units to catch up.
Clan base, mixed technologies Biped, Omni Mech preferred Tonnage: 60t Maximum Speed: 97+ kph Jump capability: preferred
Technologies: Triple-Strength-Myomer may be used CASE II is a possible upgrade
Cost: Omni: 22000000 Normal: 17000000
Schedule: Prototype submission must be send in before the end of the year (3062). First production version must be final by 3067. Only 10 candidate designs will be accepted!
Test: All candidate designs must pass following preliminary tests -#1: A simulated skirmish with a Super Griffin (3/4 skill level) with a skill level of 4/5. -#2: A simulated skirmish with a Super Griffin and a Super Wasp, all at 4/5 skill level. At least one opposing mech must be destroyed. Second opponent prefered to be disabled at some point, but passage will be given after 30 turns if the design is still in operating order. Retrial can only given once if there are not enough passing candidate designs (3).
All candidate designs must prove themselves against other candidate designs. The three most successful designs will undergo more matches with each other and against a Mad Cat A, B as well as Linebacker A, D. Results, scores, and cost will determine the winner.
Edited by Almighty (05/07/10 08:43 PM)
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KitK
05/13/10 01:43 PM
142.165.26.253
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Well, I didn't see anything in the alien/new equipment that I thought was worth the effort, so this mech is pretty ordinary in that regard. I originally wanted a standard engine; it makes more sense to me for Wolf in Exile because they are way cheaper and easy to get in the Inner Sphere. But, that just didn't seem feasible to do AND keep up with a Timberwolf or Linebacker in both speed and firepower, so it got the usual XL (5/8/0). Although I didn't lock jump jets into the chassis, all but the D has them as a movement compromise between the typical Timberwolf 5/8/0 and the Linebacker 6/9/0 omni loadouts. The AMS and ammo is locked into the chassis. You asked for an omni so I made the variants too.
From your "Requirement" you seemed to be looking for a striker. That is what the Prime and A are for. The Prime is set for long range situations but can function at shorter range; the A is for short range. The A's lack of a long range weapon forces the pilot to get in there and beat on the target rather than giving it a chance to escape while the pilot dings around trying to soften it up first. The B handles LRM support. The C variant is the only one set for both long and short ranges. It’s for honor duels where how you win is as important as winning - the kind of grudge match where the opponent's mech needs to be smashed to oblivion whether the pilot is dead or alive (preferably dead). Thus, there are no critical seeking guns. The D is a defensive mech for those situations where retreat is not an option (guarding facilities, holding the line, etc.) and the enemy will only get by over your dead body and 690m of concentrated ERPPC fire. The mini-Awesome configuration could be used for assault in a pinch, but the mech is a bit light to withstand the return fire of an assault.
KK
Colmillo de Lobo
Mass: 60 tons Tech Base: Clan Chassis Config: Biped Omnimech
Cost: 13,546,000 C-Bills Battle Value: 989 (Base)
Chassis: Unknown Endo-Steel Power Plant: 300 Fusion XL Engine Walking Speed: 53.75 km/h Maximum Speed: 86.0 km/h Jump Jets: None Armor: Ferro-Fibrous Armament: 27.5 tons of pod space. Manufacturer: CMCDesigns Primary Factory: Arc Royal Communications System: Targeting and Tracking System:
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Endo-Steel 99 points 3.00 Internal Locations: 2 LT, 2 RT, 1 RA, 1 LL, 1 RL Engine: XL Fusion Engine 300 9.50 Walking MP: 5 Running MP: 8 Jumping MP: 0 Heat Sinks: Double 12(24) 2.00 Gyro: Standard Gyro 3.00 Cockpit: Standard 3.00 Actuators: L: SH+UA R: SH+UA Armor: Ferro-Fibrous AV - 201 10.50 Armor Locations: 2 LT, 2 RT, 1 RA, 1 LL, 1 RL CASE Locations: LT 0.00
Internal Armor Structure Factor Head 3 9 Center Torso 20 30 Center Torso (rear) 10 L/R Torso 14 20 L/R Torso (rear) 8 L/R Arm 10 20 L/R Leg 14 28
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- Anti-Missile System HD 1 1 0.50 @Anti-Missile System (24) LT - 1 1.00 ================================================================================ Loadout Name: Prime Cost: 15,988,600 BV2: 2,265
Equipment Type Rating Mass -------------------------------------------------------------------------------- Jumping MP: 5 (Standard) Jump Jet Locations: 1 CT, 2 LT, 2 RT 5.00 Heat Sinks: Double 13(26) 1.00 Heat Sink Locations: 1 RT CASE Locations: LT, LA 0.00 Actuators: L: SH+UA R: SH+UA+LA+H
Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- 2 ER Large Lasers RA 24 2 8.00 LB 5-X AC LA 1 4 7.00 ATM-6 LA 4 3 3.50 Anti-Missile System HD 1 1 0.50 @LB 5-X (Cluster) (20) LA - 1 1.00 @ATM-6 (HE) (10) LA - 1 1.00 @ATM-6 (ER) (10) LA - 1 1.00 @Anti-Missile System (24) LT - 1 1.00 ================================================================================ Loadout Name: A Cost: 15,780,600 BV2: 2,393
Equipment Type Rating Mass -------------------------------------------------------------------------------- Jumping MP: 5 (Standard) Jump Jet Locations: 1 CT, 2 LT, 2 RT 5.00 CASE Locations: LT, LA 0.00 Actuators: L: SH+UA R: SH+UA+LA+H
Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- 2 Medium Pulse Lasers RA 8 2 4.00 Ultra AC/20 LA 7 8 12.00 Streak SRM-4 LT 3 1 2.00 Micro Pulse Laser CT 1 1 0.50 Anti-Missile System HD 1 1 0.50 @Ultra AC/20 (10) LA - 2 2.00 @Anti-Missile System (24) LT - 1 1.00 @Streak SRM-4 (25) LT - 1 1.00 @Ultra AC/20 (5) LT - 1 1.00 ================================================================================ Loadout Name: B Cost: 16,382,600 BV2: 2,620
Equipment Type Rating Mass -------------------------------------------------------------------------------- Jumping MP: 5 (Standard) Jump Jet Locations: 1 CT, 2 LT, 2 RT 5.00 CASE Locations: LT, LA, RA 0.00 Actuators: L: SH+UA+LA+H R: SH+UA+LA
Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- LRM-20 RA 6 4 5.00 Artemis IV FCS RA - 1 1.00 LRM-20 LA 6 4 5.00 Artemis IV FCS LA - 1 1.00 Large Pulse Laser RT 10 2 6.00 Micro Pulse Laser CT 1 1 0.50 Anti-Missile System HD 1 1 0.50 @LRM-20 (Artemis) (12) RA - 2 2.00 @LRM-20 (Artemis) (12) LA - 2 2.00 @Anti-Missile System (24) LT - 1 1.00 ================================================================================ Loadout Name: C Cost: 15,674,100 BV2: 2,478
Equipment Type Rating Mass -------------------------------------------------------------------------------- Jumping MP: 5 (Standard) Jump Jet Locations: 1 CT, 2 LT, 2 RT 5.00 CASE Locations: LT, LA 0.00 Actuators: L: SH+UA R: SH+UA+LA+H
Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- Large Pulse Laser RA 10 2 6.00 Heavy Medium Laser RA 7 2 1.00 Gauss Rifle LA 1 6 12.00 Heavy Medium Laser RT 7 2 1.00 ER Small Laser CT 2 1 0.50 Anti-Missile System HD 1 1 0.50 @Gauss Rifle (16) LA - 2 2.00 @Anti-Missile System (24) LT - 1 1.00 ================================================================================ Loadout Name: D Cost: 15,654,000 BV2: 2,724
Equipment Type Rating Mass -------------------------------------------------------------------------------- Heat Sinks: Double 21(42) 9.00 Heat Sink Locations: 2 LT, 3 RT, 2 LA, 2 RA CASE Locations: LT 0.00 Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- ER PPC RA 15 2 6.00 ER PPC LA 15 2 6.00 (R) Anti-Missile System LT 1 1 0.50 ER PPC CT 15 2 6.00 Anti-Missile System HD 1 1 0.50 @Anti-Missile System (24) LT - 1 1.00
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Almighty
05/13/10 02:02 PM
91.48.195.225
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Since nobody seems to off something I will post reference candidates: -------------------------------------------------------------
Candidate1: Storm Falcon SMF-01BL+4 Level 3 Clan basic mixed year 3067 Level 3 Clan basic mixed* Biped BattleMech year 3067 Mass: 60 tons Chassis: Heavy Combat Series S0 Endo Steel (C) Power Plant: Light Force 360 XL Fusion (C) Walking MP: 6 [7] 64.8 km/h Running MP: 9 [11] 99.5 [118.8] km/h Jumping MP: 6 Jump Jets: 6 Clan Standard 14X Series Standard Jump Jets Jump Capacity: 180 meters Armor Type: Composite A-4 Ferro-Fibrous Armament: 2 ER PPCs(C) 3 SRM 6s(C) ammo 2t (30 shots) with CASE/CASE II 1 ECM Suite(C) Manufacturer: Wolf Clan Site 3 Location: Arc-Royal / WC-IE (WCS3) Communications System: Khan Series 3 Targeting & Tracking System: Series V OPT Int. Struct.: 99 pts Endo Steel (C) 3.00 (Endo Steel Loc: 1 RA, 2 LT, 2 LL, 2 RL) Heat Sinks: 10 Double (C) [20] .00 XL Gyro: 2.00 Small Cockpit, Life Supt., Sensors: 2.00 Triple Strength Myomer (IS): .00* Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00 Armor Factor: 201 (C) 10.50 Total Cost: 17,122,560 C-Bills Battle Value 2: 3,023 (old BV = 2,324) Weapon Value: 1,892
Alternative Candidate0: Thunder Storm TRS-01B Level 3 Clan basic mixed* Biped BattleMech year 3067 Mass: 55 tons Chassis: Type W4 Endo Steel (C) Power Plant: Light Force 330 XL Fusion (C) Walking MP: 6 [7] 64.8 km/h Running MP: 9 [11] 97.2 [118.8] km/h Jumping MP: 6 Jump Jets: 6 Standard Jump Jets Jump Capacity: 180 meters Armor Type: Composite A-2 Ferro-Fibrous Armament: 2 ER PPCs(C) 1 LRM 10(C) ammo 1t (12 shots) with CASE/CASE II 1 Angel ECM Suite(C) Int. Struct.: 91 pts Endo Steel (C) 3.00 Heat Sinks: 11 Double (C) [22] 1.00 XL Gyro: 2.00 Small Cockpit, Life Supt., Sensors: 2.00 Triple Strength Myomer (IS): .00* Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00 Armor Factor: 185 (C) 10.00 Total Cost: 15,567,890 C-Bills Battle Value 2: 2,955 (old BV = 2,446) Weapon Value: 1,952 Notes: Although the Thunder Storm has less armor under the same configuration it has higher loadout tonage. However, the one missile hit endurance difference for all sides showed vital within tests.
preliminary tests #1 Storm Falcon SMF-01BL+4 skill level: 5/6 BV: 2838 verses Super Griffin GRF-2N-FLU (upgraded Super Griffin) skill level: 4/5 BV2: 1601 WV: 670 Result: 13 rounds 1601:1342 win #2 Storm Falcon SMF-01BL+4 skill level: 4/5 BV: 2838 verses Super Griffin GRF-2N-FLU (upgraded Super Griffin) skill level: 4/5 BV: 1601 WV: 670 Super Wasp WSP-2A-FLU.MTF skill level: 4/5 BV: 529 WV: 85 commulative BV2: 3195 Result: 15 rounds 2130:2276 complete win
combat test Storm Falcon SMF-01BL+4 skill level: 4/5 BV: 2838 verses Mad Cat A skill level: 4/5 BV: 2854 WV: 4403 Result: 5-7 rounds 438:5676 lost Storm Falcon SMF-01BL+4 skill level: 4/5 BV: 2838 verses Mad Cat B skill level: 4/5 BV: 2224 WV: 2945 Result: 2-9 rounds 3088:7202 lost Storm Falcon SMF-01BL+4 skill level: 4/5 BV: 2838 verses Linebacker A skill level: 4/5 BV: 2264 WV: 2727 Result: 3-10 rounds 4538:601 win Storm Falcon SMF-01BL+4 skill level: 4/5 BV: 2838 verses Linebacker D skill level: 4/5 BV: 2039 WV: 3704 Result: 4-7 rounds 307/5676 lost
Conclusions: The 55t vers 60t is slightly more versatile due to load-tonnage but the costs and armor differences are little either are good choices. Although, armor difference is minimal it did give some better chances. Replacing PPC with medium lasers would increase combat value but lessens the use of TSM without juggling with heatsink on/off control. CQB hand-weapons are not worth it. The jumpcapability showed good results against jumping IS mechs. Although, these designs are very effective for quick attacks from afar and quick close-in for close combat, they don't have enough endurance. Recommend for low production and in force combination with Linebackers.
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Almighty
05/13/10 03:32 PM
91.48.195.225
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Quote:
Well, I didn't see anything in the alien/new equipment that I thought was worth the effort, so this mech is pretty ordinary in that regard. I originally wanted a standard engine; it makes more sense to me for Wolf in Exile because they are way cheaper and easy to get in the Inner Sphere. But, that just didn't seem feasible to do AND keep up with a Timberwolf or Linebacker in both speed and firepower, so it got the usual XL (5/8/0). Although I didn't lock jump jets into the chassis, all but the D has them as a movement compromise between the typical Timberwolf 5/8/0 and the Linebacker 6/9/0 omni loadouts. The AMS and ammo is locked into the chassis. You asked for an omni so I made the variants too.
From your "Requirement" you seemed to be looking for a striker. That is what the Prime and A are for. The Prime is set for long range situations but can function at shorter range; the A is for short range. The A's lack of a long range weapon forces the pilot to get in there and beat on the target rather than giving it a chance to escape while the pilot dings around trying to soften it up first. The B handles LRM support. The C variant is the only one set for both long and short ranges. It’s for honor duels where how you win is as important as winning - the kind of grudge match where the opponent's mech needs to be smashed to oblivion whether the pilot is dead or alive (preferably dead). Thus, there are no critical seeking guns. The D is a defensive mech for those situations where retreat is not an option (guarding facilities, holding the line, etc.) and the enemy will only get by over your dead body and 690m of concentrated ERPPC fire. The mini-Awesome configuration could be used for assault in a pinch, but the mech is a bit light to withstand the return fire of an assault.
KK
Thanks, I didn't see this when I posted. I will post more after testing.
Yes, I wanted a striker like design. Jumping is important for that reason as well as an option for a combined force. Yes, it's light for extensive battle but it's purpose is to bring the fight quickly to the enemy lines. ER PPC helps it to shoot from afar increase heat for TSM. Close up while allies do LRM barrages. Also it could be used as heavy scout.
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Almighty
05/16/10 04:25 PM
91.48.235.149
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Good thing MegaMek can use scenarios. If only it would be faster.
Here are the test results for the Colmillo de Lobo design and some more.
--------------------------------------------------------------- preliminary tests #1 Colmillo de Lobo Prime skill level: 5/6 BV:1932 verses Super Griffin GRF-2N-FLU (upgraded Super Griffin) skill level: 4/5 BV2: 1601 WV: 670 Result: 26 rounds 312:1932 lost failed
-------------------------------------------------------------- preliminary tests #1 Colmillo de Lobo A skill level: 5/6 BV: 2009 verses Super Griffin GRF-2N-FLU (upgraded Super Griffin) skill level: 4/5 BV2: 1601 WV: 670 Result: 11 rounds 1601:257 win #2 Colmillo de Lobo A skill level: 4/5 BV: 2336 verses Super Griffin GRF-2N-FLU (upgraded Super Griffin) skill level: 4/5 BV: 1601 WV: 670 Super Wasp WSP-2A-FLU.MTF skill level: 4/5 BV: 529 WV: 85 commulative BV2: 3195 Result: 20 rounds 3195:451 complete win
-------------------------------------------------------------- preliminary tests #1 Colmillo de Lobo B skill level: 5/6 BV: 2216 verses Super Griffin GRF-2N-FLU (upgraded Super Griffin) skill level: 4/5 BV2: 1601 WV: 670 Result: 22 rounds 1601:1338 win #2 Colmillo de Lobo B skill level: 4/5 BV: 2577 verses Super Griffin GRF-2N-FLU (upgraded Super Griffin) skill level: 4/5 BV: 1601 WV: 670 Super Wasp WSP-2A-FLU.MTF skill level: 4/5 BV: 529 WV: 85 commulative BV2: 3195 Result: 31 rounds 3195:988 complete win
-------------------------------------------------------------- preliminary tests #1 Colmillo de Lobo C skill level: 5/6 BV: 2119 verses Super Griffin GRF-2N-FLU (upgraded Super Griffin) skill level: 4/5 BV2: 1601 WV: 670 Result: 24 rounds 1601:835 win #2 Colmillo de Lobo C skill level: 4/5 BV: 2464 verses Super Griffin GRF-2N-FLU (upgraded Super Griffin) skill level: 4/5 BV: 1601 WV: 670 Super Wasp WSP-2A-FLU.MTF skill level: 4/5 BV: 529 WV: 85 commulative BV2: 3195 Result: 20 rounds 5849:2793 complete win
-------------------------------------------------------------- preliminary testspreliminary tests #1 Colmillo de Lobo D skill level: 5/6 BV: 2489 verses Super Griffin GRF-2N-FLU (upgraded Super Griffin) skill level: 4/5 BV2: 1601 WV: 670 Result: 13 rounds 210:2489 lost failed
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combat test Colmillo de Lobo A skill level: 4/5 BV:2336 / Colmillo de Lobo B skill level: 4/5 BV:2577 / Colmillo de Lobo C skill level: 4/5 BV:2464 / verses #1 Mad Cat A skill level: 4/5 BV: 2854 WV: 4403 Result: 3 rounds 68:2336 lost Result: 1 rounds 91:2577 lost Result: 5 rounds 195:2464 lost
#2 Mad Cat B skill level: 4/5 BV: 2224 WV: 2945 Result: 9 rounds 284:2336 lost Result: 6 rounds 200:2577 lost Result: 10 rounds 220:2464 lost
#3 Linebacker A skill level: 4/5 BV: 2264 WV: 2727 Result: 9 rounds 2264:227 win Result: 11 rounds 2224:702 win Result: 5 rounds 2264:69 win
#4 Linebacker D skill level: 4/5 BV: 2039 WV: 3704 Result: 10 rounds 258:2336 lost Result: 3 rounds 176:2577 lost Result: 5 rounds 169:2464 lost
Conclusions: Although, the speed/jump MP difference was thought to be neclegible it turned out to be visible. Generally, the fight lasted longer against faster opposition while it was shorter against slower opposition. Often, the candidates received more damage in the first half of battle than the opposition. The result patterns are the same for all designs but it appears, although not for certain, this design gets destroyed a bit faster.
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Candidate Duel tests
#4 xStorm Falcon SMF-01BL+4 skill level: 4/5 BV:2441 WV:1892 verses xColmillo de Lobo CODL-01A skill level: 4/5 BV:2336 WV:1911 Results: 26 rounds; 2 kills 6538:9764; 4 destroyed; 2 opponents left on the field Colmillo de Lobo wins
#5 xStorm Falcon SMF-01BL+4 skill level: 4/5 BV:2441 WV:1892 verses xColmillo de Lobo CODL-01B skill level: 4/5 BV:2544 WV:2599 Results: 28 rounds; 4 kills 10176:7374; 3 destroyed; one survived Storm Falcon wins
#6 xStorm Falcon SMF-01BL+4 skill level: 4/5 BV:2441 WV:1892 verses xColmillo de Lobo CODL-01C skill level: 4/5 BV:2544 WV:2478 Results: 25 rounds; 2 kills 6308:9764; 4 destroyed; 2 opponents left on the field Colmillo de Lobo wins
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The Colmillo de Lobo is a good design and does better based on pure firepower and more ammunition. However, the combat test results don't show significant differences between the designs. Also the Colmillo de Lobo is slower than the Linebackers and can not keep up with the speed of the intended combined force. Further, it seems the Linebacker is equally good in some aspects. So the Colmillo de Lobo will serve well with Timber Wolf and Vultures. The Storm Falcon will need to be reconfigured for more firepower and endurance, but performance is still not good enough for mass production. The alternative Thunder Storm might proof to be the more viable design but with less armor.
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The Colmillo de Lobo is a good design. I'm surprise and a bit disappointed about the seemingly same performance in the tests, especially since there is a 10t difference in pod space. The difference only really showed in the candidate duels.
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KitK
05/18/10 11:01 PM
142.165.26.253
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Obi-Wan Kenobi describes a blaster as "clumsy and random". I would say that's an accurate description of any Battletech weapon wielded by a 4/5 or 5/6 pilot on MegaMek. From what I can cipher from the data here it held true, as well as MegaMek's frequency of head hits, armor blow throughs and other bad things (though I suppose dice do the same thing in theory).
I'm disappointed the Prime didn't make it. I knew it was potentially weak, so I was rooting for the underdog. I'm surprised the C made so far. I thought it had too much riding on too few weapons; and the heavy mediums had the +1 to hit.
I noticed the 10 tons wasn't helping get past the Linebacker in firepower, which I found odd. One reason is that 5 of the 10 tons gets devoted to jumpjets on all but the D variant. Another reason for the performance might be not having enough heatsinks at key moments.
What did you find to be the biggest weaknesses during combat (speed seems to be one?)?
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Almighty
05/19/10 03:30 PM
91.48.213.40
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I actually ignored tests with head and engine kills. The results here are from longer lasting fights. I ran a test on battle endurance for the Storm Falcon at skill level 3/4 against Super Wasps at skill level 4/5. It killed all 11 without getting into yellow armor damage and ends up with 93.8% BV! That's why I set the skill levels as they are to have some conclusive results. I don't know if setting everyone at higher levels would give better results but I think it will end too soon.
The Colmillo de Lobo Prime also fails in a simple 1on1 duel against the Storm Falcon, may need more test runs, though.
As to heatsink the Colmillo de Lobo is 2x better off in the worst case and 1.5x better off in least case than the Storm Falcon. Most of the time the Colmillo de Lobo ends a round with 0 heat (sometimes with 4) while the Storm Falcon mostly ends up with 7-11 heat. Although, the Storm Falcon was designed to use TSM I can't see any results. It never came down to physical attacks when the opposition didn't have hands. Some physical attacks occure with the Super Griffin but never when TSM was supposed to be working at the time. So I dunno if MegaMek does do TSM or ignores TSM.
I noticed that the Colmillo de Lobo gets quicker into yellow armor than the Storm Falcon in most tests. One reason why I think it gets killed quicker by the Timber Wolf and Linebackers, but the difference is too small to be certain. There seems to be nothing else of significance. All mechs do seem to have about the same hit/fail occurances. The Storm Falcon's ER PPC aren't used as often as expected, though. Hmm, the Colmillo de Lobo has a slightly higher occurrence of ammo hits...
Storm Falcon Internal Armor Structure Value Head: 3 9 Center Torso: 20 30 Center Torso (Rear): 10 L/R Side Torso: 14 21/21 L/R Side Torso (Rear): 7/7 L/R Arm: 10 20/20 L/R Leg: 14 28/28 2 ammo slots
Colmillo de Lobo Internal Armor Structure Value Head: 3 9 Center Torso: 20 30 Center Torso (Rear): 10 L/R Side Torso: 14 21/21 L/R Side Torso (Rear): 7/7 (oops, you listed 8 here, but then again nearly no rear hits happened) L/R Arm: 10 20/20 L/R Leg: 14 28/28 4-5 ammo slots
It's not surprising that this stems from the number of ammo slots.
The Linebacker's variance in fire power, range, and ammo slots are about the same as the Colmillo de Lobo variants. Fact is it has more speed and less pod space(17.5t) than the Colmillo de Lobo (29t) or the Storm Falcon (19.5t). In terms of armor it has only 1-2 pt more for every side. Btw. no special ammunition have been used in any tests! The Storm Falcon lost because ER PPC got less used. I blame the bot AI. :lol: Colmillo de Lobo went under bombardment.
Timber Wolf simply blasting away...
Conclusion: Less ammunition and critical engine slots help to last a bit longer 1/4 of the time. Speed may help 1/5. Everything else depends on receiving more damage in each exchange.
I will post here a new series of requests for design and/or advice soon.
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KitK
05/20/10 01:15 AM
142.165.26.253
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Thanks for the extended analysis. Much appreciated and to think about.
About the AI not firing the PPC as much as it should, I've noticed it do that a lot and only pushing a heat curve every other turn.
Ammo hits, yeah. I tried to keep it in the arms where the clan CASE could protect the mech. But not always possible or reasonable, and an ammo explosion still hurts. I tried to spread it out in the slots, too, so it wouldn't be clustered, but its hard to say if that really does any good, and you couldn't have known that.
Thanks again,
KK
Edited by KitK (05/20/10 01:24 AM)
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Almighty
05/21/10 12:50 PM
91.48.252.53
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You're welcome.
About the PPC being used less, that's because I see only one being used most of the time. I think that's because the bots usually only turn their sides to the opposition instead of facing frontal. If only the movement logs would give useful info instead of debug info that don't say much to begin with.
Most people do divide ammo but it's not always feasible due to slots and CASE. The best cases are when you have mixed weapon ammunition. If you have slots to spare sometimes you can increase partial weapons survival eg 2xSRM2 for SRM4. Level3 rules allows fraction which is good if you got less ammo. You actually increase hit chances if you got lots of ammo anyway. In any case, 8 slots is the maximum where it's still feasible. If you don't care about the pilots put them in the head. :lol:
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Almighty
05/21/10 12:57 PM
91.48.252.53
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I guess I can declare Request ID: WIE306201 for solved.
----------------------------------------------------- Right now (this BT Jihad era) we have a time limited opportunity before the end of the Jihad. At the end of Jihad Clan Wolf in Exile will have shrunk too much to be a major power. Per normal rules you got one or max. two mixed tech mech. But with WIE connections to Comstar, House Davion, The Kell Hounds, The Wolf Dragooners, and to some extend House Kurita, WIE has opportunities to access legally various technologies aside from salvage. Not to mention the salvage opportunities from the FedCom war, Word of Blake, Clan Ghost Bear, Clan Nova Cat, Clan Jade Falcon, and Clan Smoke Jaguars etc. Due to their sitituation it can be fairly said that they are good at conversions, too. Although, not all IS technologies are appreciated by the Clan military, many are useful or at least good alternatives. So now is a good time to use lots of mixed tech.
I was thinking of drawing up some units just for fun, not necessary for player verses player games. This is about war not tournaments. Maybe a Galaxy is better. It's also politically more sound to deploy a Galaxy than a cluster.
Onto the heart of the problem: Mech roll call!
Beyond 75t there isn't really a need for new designs. Needed speed improvements aren't really worth it for these mechs. There are possible opportunities beneath 75t, though. In any case there are plenty canon designs to tweak new variants from. In light of the campaign into the Word of Blake Protectorate territory, the latest dated designs should not be later than 3076. I dunno about TRO 3085, but that's after the war anyway.
WIE can't spare too much front line mechs so many will be 2nd line mechs: either regular converted mechs and cheap light to medium omni mechs. This depends on the requirements, which will probably call for existing omnis. *shrugs*
Now, unit setup... unit composition will be based on military needs than game rules. If you want to use them to play you will have to reshuffle things.
I determined a need for: 70t MP5 support, I think I will just use a new Archer 60t MP5 similar to vulture, I think the Colmillo de Lobo already fullfilled this 45t MP6 Recon/Striker/Escort, I think the Shadow Hawk IIC will do I will post the variant later.
-------------------------------------------------------------- Pseudo Fluff: With the Dawn of Jihad, the near annihilation of the Wolf Dragoons, and new Clan unrests Clan Wolf in Exile is forced to boost its touman further. In anticipation of increased troop movement and deployment additional combat force units have to be created, even though undermanned. The units are created by reassigning warriors from the Epsilon Galaxy, new tested warrior generation, new bondsman, freebornes, and ex-Wolf Dragooners seeking to return to the Clan. The units are joint into a new Galaxy for the purpose of quick combat deployment or for home guard reinforcement or just backup. In both cases the new Galaxy will free the Alpha and Beta Galaxies from unnecessary huge deployment effort or for complete deployment on important campaigns.
Year: 3068 Creation of the units. Battle deployment to various campaigns against Word of Black in Federated Suns and Lyran Alliance space.
Year: 3076+ After Khan Phelan Kell's death. The units are absorbed into Clan Wolf by Khan Katya Kerensky, who leads them in an alliance with Devlin Stone against Word of Blake.
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KitK
05/25/10 01:16 AM
142.165.26.253
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You've kind of moved on to a new mech, however, I have one possible alteration to address the speed issue - MASC. It's risky and unpredictable, but it may do the trick.
Here are the changes
Base - Fixed MASC in RT Prime - LRM 10 & 1 ammo for ATM-6 & 2 ammo A - Dropped a medium pulse laser B - Dropped the Artemis IV system C - ERPPC & 6 heatsinks for Gauss Rifle & ammo D - ER Large Laser for CT ERPPC, shift LT AMS to CT
I attached the .ssw to the heading block
Attachment (197 downloads)
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Almighty
05/25/10 11:57 AM
91.48.215.254
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Ok, I will see how this will turn out. Since, I didn't see any TSM effect MASC might also not show any effect. But if it does that would be great. Of course an analysis of TSM verses MASC will be needed, too.
In the meanwhile, while modifying existing clan assault mechs I applied some of my more indepth view on AC's. Testing maximum destructive chances against conservative chances.... well conservative seemed to have the upper hand. The result is this unsuspecting Daishi, I know many probably have done some thing similar before.
BattleMech Technical Readout THB, UK Weapons
Type/Model: Dire Wolf (Daishi) X Kai Tech: Clan / 3067 Config: Biped OmniMech Rules: Level 3, Modified design
Mass: 100 tons Chassis: Endo Steel Power Plant: 300 Fusion Walking Speed: 32.4 km/h Maximum Speed: 54.0 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Ferro-Fibrous Armament: 2 ER PPCs 2 ER Medium Lasers 2 Rotary AC/5 (UK)s 2 Streak SRM 4s 1 Anti-Missile System 1 Watchdog ECM (THB) *
Equipment: Crits Mass Int. Struct.: 152 pts Endo Steel 7 5.00 (Endo Steel Loc: 2 LA, 2 RA, 1 LT, 2 RT) Engine: 300 Fusion 6 19.00 Walking MP: 3 Running MP: 5 Jumping MP: 0 Heat Sinks: 17 Double [34] 10 7.00 (Heat Sink Loc: 1 LA, 1 RA, 1 RT, 1 LL, 1 RL) Gyro: 4 3.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA R: Sh+UA 12 .00 Armor Factor: 307 pts Ferro-Fibrous 7 16.00 (Armor Crit Loc: 2 LA, 2 RA, 2 LT, 1 RT)
Internal Armor Structure Value Head: 3 9 Center Torso: 31 46 Center Torso (Rear): 16 L/R Side Torso: 21 32/32 L/R Side Torso (Rear): 10/10 L/R Arm: 17 34/34 L/R Leg: 21 42/42
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 ER PPC RA 15 2 6.00 1 ER Medium Laser RA 5 1 1.00 1 ER PPC LA 15 2 6.00 1 ER Medium Laser LA 5 1 1.00 1 Rotary AC/5 (UK) RT 1 80 9 14.00 (Ammo Locations: 1 LA, 1 RA, 2 RT) 1 Rotary AC/5 (UK) LT 1 5 10.00 2 Streak SRM 4s LT 6 50 4 6.00 (Ammo Locations: 2 LT) 1 Anti-Missile System CT 1 24 2 1.50 (Ammo Locations: 1 HD) 1 Watchdog ECM (THB) CT 0 1 1.00 -------------------------------------------------------- TOTALS: 59 78 99.50 Crits & Tons Left: 0 .50
Calculated Factors: Total Cost: 17,435,000 C-Bills Battle Value 2: 3,412 (old BV = 2,788) Cost per BV2: 5,109.91 Weapon Value: 4,553 / 4,358 (Ratio = 1.33 / 1.28) Damage Factors: SRDmg = 58; MRDmg = 38; LRDmg = 24 BattleForce2: MP: 3, Armor/Structure: 8/8 Damage PB/M/L: 7/6/4, Overheat: 4 Class: MA; Point Value: 34 Specials: omni, ecm, prb
In an endurance test it destroyed 3 AS7D and pushed one off the board before being KOed and killed in it's sleep. The others mostly got only one AS7D. But I still believe the others have better chances with special ammo....
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Almighty
06/06/10 07:31 PM
91.48.239.36
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MASC works! I ran some test on the MASC versions and it does look different. The Colmillo de Lobo don't get damaged so fast as before, instead they seem to be equally matched with the Super Griffin, although doing slightly more damage. As a result the tests ran very long (over 20 rounds) and mostly ended with head or munition hits. I will have to run them more times to get some useful results.
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Almighty
06/13/10 11:37 AM
91.48.236.4
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I just made some calculations.
Reference Alpha Galaxy: 4 clusters, 219 mechs, 270 elementals, 64 aerofighters
Fluff Year 3068-3081 Signma Galaxy (50%) : 3 clusters, 109 mechs, 295 elementals/protomechs, 34 Aerofighters
Year 3081+ After the WoB war some former WIE elements parted again with the Wolf clan which is still a Crusader Clan. Due to the loses of Alpha and Beta Galaxy during the short union to the Wolf clan, the Sigma Galaxy became a main force.
Signma Galaxy (67.5%) : 3 clusters, 148 mechs, 445 elementals/protomechs, 56 Aerofighters
Logistics: 1 jumpship 5-6 dropships
Signma Galaxy (67.5%) mechs 7 t ammo per sortie; 60 t armor, spares per day elementals/protomechs 3 t ammo per sortie; 7 t armor, spares per day aerofighters 17 t ammo/bombs & 10 t fuel per sortie; 60 t armor, spares per day max 6 sorties a day plus 15% transport fuel 15% extra activity/reserve fuel 20% other supply, spare parts 35% orbital transport fuel =>71508.05 t total supply needed =>57980 t planetary supply needed
=> 10 Overlord class transports needed per day
--------------------------------------------------------------------------- Unarmed transporter
Type/Model: Pony PON-01C Tech: Clan / 3060 Config: Wheeled Vehicle Rules: Level 3, Standard design
Equipment: Items Mass Int. Struct.: 24 pts Standard 0 6.00 Engine: 280 Fusion 0 16.00 Shielding & Transmission Equipment: 0 8.00 Cruise MP: 5 (54.0 km/h) Flank MP: 8 (86.4 km/h) Heat Sinks: 10 Single 0 .00 Cockpit & Controls: 0 3.00 Crew: 4 Members 0 .00 Armor Factor: 77 pts Ferro-Fibrous 1 4.00
Internal Armor Structure Value Front: 6 24 Left / Right Sides: 6 19/19 Rear: 6 15
Weapons and Equipment Loc Heat Ammo Items Mass -------------------------------------------------------- 1 C.A.S.E. Equipment Body 0 .00 1 Trailer Hitch Rear 1 .00 Cargo Bay Capacity Body 1 23.00 -------------------------------------------------------- TOTALS: 0 3 60.00 Items & Tons Left: 14 .00
Calculated Factors: Total Cost: 1,742,000 C-Bills Battle Value 2: 279 (old BV = 81) Cost per BV: 6,243.73 BattleForce2: MP: 5W, Armor/Structure: 0 / 3 Damage PB/M/L: -/-/-, Overheat: 0 Class: GH; Point Value: 3 Specials: tran23
--------------------------------------------------------------------------- --------------------------------------------------------------------------- Armed Transporter
Type/Model: _Pony PON-01D Tech: Clan / 3060 Config: Wheeled Vehicle Rules: Level 3, Standard design
Equipment: Items Mass Int. Struct.: 30 pts Standard 0 6.00 Engine: 280 Fusion 0 16.00 Shielding & Transmission Equipment: 0 8.00 Cruise MP: 5 (54.0 km/h) Flank MP: 8 (86.4 km/h) Heat Sinks: 10 Single 0 .00 Cockpit & Controls: 0 3.00 Crew: 4 Members 0 .00 Turret Equipment: 0 .50 Armor Factor: 96 pts Ferro-Fibrous 1 5.00
Internal Armor Structure Value Front: 6 26 Left / Right Sides: 6 19/19 Rear: 6 16 Turret: 6 16
Weapons and Equipment Loc Heat Ammo Items Mass -------------------------------------------------------- 1 ER Micro Laser Turret 1 1 .25 1 C.A.S.E. Equipment Body 0 .00 1 Trailer Hitch Rear 1 .00 Cargo Bay Capacity Body 1 21.25 -------------------------------------------------------- TOTALS: 1 4 60.00 Items & Tons Left: 13 .00
Calculated Factors: Total Cost: 1,784,250 C-Bills Battle Value 2: 347 (old BV = 111) Cost per BV: 5,141.93 Weapon Value: 10 / 10 (Ratio = .03 / .03) Damage Factors: SRDmg = 1; MRDmg = 0; LRDmg = 0 BattleForce2: MP: 5W, Armor/Structure: 0 / 4 Class: GH; Point Value: 3 Specials: tran21
--------------------------------------------------------------------------- --------------------------------------------------------------------------- Manpower
mechs 148*4 = 592 techs 148 pilots + 74 reserves/tech elementals/protomech 445*1 techs (warriors may be too tired after fighting) 445 warriors aerofighters 56*5=280 Astechs 56 pilots + 28 reserve/tech =2068
unarmed and armed transport pairs 57980 t/44.25 t = 1311 4 hour tours all day long =>219 pair = 438 transports 4 men each crew = 1752 men
transport crew does un/upload themselves at locations; saves logistic workers needed for unloading dropships 20*10 t containers per hour per man =460
18*3=54 doctors 54*2=108 paramedics 4*3=12+4=16 logistical admins 4*3=12+4=16 transport admins =194
total 4474 + unknown number of C6i techs (naval forces not included)
The numbers are about right since a Galaxy is essentially a regiment. So realistically there is no real gain or any reduced logistics for mechs compared to a conventional force.
I will post some force details next time.
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KitK
06/22/10 12:16 PM
142.165.26.253
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Quote:
MASC works! I ran some test on the MASC versions and it does look different. The Colmillo de Lobo don't get damaged so fast as before, instead they seem to be equally matched with the Super Griffin, although doing slightly more damage. As a result the tests ran very long (over 20 rounds) and mostly ended with head or munition hits. I will have to run them more times to get some useful results.
I'm glad it worked, so far. The TW rules seem a bit friendlier when the thing fails too. It is interesting that the loss of firepower is worth the speed bursts.
KK
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ix
06/29/10 07:55 PM
81.6.219.90
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So I began testing ideas for this challenge and thought I'd share this result from MegaMek. My mech was winning comfortably when suddenly it died, so I checked the report and found this (my mech was not prone so I guess the AI intelligently put it on a lower height level):
Physical attacks for Super Griffin GRF-2N-FLU (Bot2) Kick (Left ) at 1111.2lplultramobileFL55tb (Bot1); needs 5, rolls 9 : hits (using Rear Punch table) HD 1111.2lplultramobileFL55tb (Bot1) takes 12 damage to HD. Armor destroyed, SECTION DESTROYED, *** 1111.2lplultramobileFL55tb (Bot1) DESTROYED by damage! *** Critical hit on HD. Roll is 7; no effect.
Damn Ninja mech.
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Almighty
06/30/10 11:27 AM
91.48.190.220
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Thank you for sharing and welcome to the forum!
Yep, beware of the Super Griffin. :lol: The tests are all not easy. It would be meaningless if they are. IMHO it would not be worth to have a new design with no substantial gains. At least it should be on par with designs it's supposed to replace or go up against.
Unfortunately, I have been kind of busy as of lately, so I will posts more later.
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ix
06/30/10 04:37 PM
81.6.219.90
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So here's my attempt:
000.closecombat55t aka InnerMunchkin
Mass: 55 tons Tech Base: Mixed Chassis Config: Biped Cost: 13,836,269 C-Bills Battle Value: 2,907
Construction Options: Fractional Accounting
Chassis: Endo-Steel Power Plant: 330 Fusion XL Engine Walking Speed: 64.5 km/h (75.25 km/h) Maximum Speed: 96.75 km/h (118.25 km/h) Jump Jets: Unknown Jump Capacity: 120 meters Armor: Ferro-Lamellor Armament: 8 (CL) Medium Pulse Lasers
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Endo-Steel 91 points 2.750 Engine: XL Fusion Engine 330 12.250 Walking MP: 6 (7) Running MP: 9 (11) Jumping MP: 4 Standard Jump Jet Locations: 2 LT, 2 RT 2 Heat Sinks: Double 14(28) 4 Gyro: Extra-Light Gyro 2 Cockpit: Standard 3 Armor: Ferro-Lamellor AV - 182 12.995
Internal Armor Structure Factor Head 3 9 Center Torso 18 27 Center Torso (r) 9 L/R Torso 13 20 L/R Torso (r) 6 L/R Arm 9 18 Left Leg 13 25 Right Leg 13 24
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- 4 (CL) Medium Pulse Lasers RT 16 4 8.000 3 (CL) Medium Pulse Lasers LT 12 3 6.000 (CL) Medium Pulse Laser HD 4 1 2.000 Free Critical Slots: 2
MTF file: http://www.filedropper.com/000closecombat55t
It beats Super Griffins and Super Wasps easily, Linebackers well and won 4-1 against a Timberwolf A. I hope the Pulse Lasers aren't considered against the spirit of making a design, personally I think the rules need to rebalance energy weapons.
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Almighty
07/02/10 09:42 AM
91.48.227.249
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Nice. The emphasis is on speed or fast combat if you will so do not worry about the weapons philosophy too much. An all energy weapons layout is preferred for long campaigns. I will have fun testing this one.
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ix
07/11/10 04:05 PM
81.6.219.90
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A replacement entry from Exile Consulting:
Developing from the previous machine the Kali offers extreme survivability combining a torso-mounted cockpit with additional armour protecting the pilot, Actuator Enhanced legs to keep the machine stable and greater mobility through a 210 metre jump capability with Supercharger-enabled bursts of speed up to 100 kph. Its combat record in testing is currently perfect, aceing every trial requirement and harder ones including the Direwolf D and two Madcat As simultaneously. A significant advantage of the machine being the pilot's ability to emerge unscathed from heavy combat as the weakest link in a campaign situation. The inability to eject is made up for by the likelihood of being the uninjured victor.
http://www.filedropper.com/kalissw
55t Mech 5/10/7 movement 6 Medium Pulse Lasers ECM suite Ferro-lamellor armour AES legs Armoured, torso-mounted cockpit
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