Design Challenge Hard Hitting Yet Only a Medium Mech

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Karagin
11/21/11 03:23 AM
210.5.193.45

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This challenge calls for a medium mech to have the same hitting/firepower of a Heavy mech, but not cost as much as the heavy.

So to make it harder or easier, NO CLAN TECH, and the mech must have a jump of no less then 4. NO Melee weapons, and no Solairs 7 items an example would be the Nail gun thing.

Beyond the above items everything else can be used.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
KamikazeJohnson
11/21/11 01:35 PM
50.72.195.60

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What would be a good benchmark when determining hitting power and cost of a heavy?
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
His_Most_Royal_Highass_Donkey
11/21/11 04:24 PM
173.131.181.105

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I disagree with the restrictions of having to be jump capable and the no melee weapons.

Some players think jump jets are a wast on any mech, and some players just love their melee weapons.

I agree with KamikazeJohnson's question. Any custom heavy will have more firepower than any custom medium unless you try to make the heavy weak. The best example would be the charger. *Yes, I know the Charger is an assault but it was the best example that I could give.*

The easiest way to keep costs down is no XL engine and special armors.

For a powerful relative cheap mech I like my Clan Buster.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
KamikazeJohnson
11/21/11 05:23 PM
74.198.150.139

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Well, I did up a quick design, just need to fluff it out. I somehow ended up with a 40-ton Thunderbolt, only better! I used the 3025 heavies as a benchmark.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
KamikazeJohnson
11/22/11 01:31 AM
50.72.195.60

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Haven't done this in a while, but here we go...

HRP-3A Harper

Mass: 40 tons
Chassis: Crucis-ES Endo Steel
Power Plant: Leenex 160 Light
Cruising Speed: 43
Maximum Speed: 64.5
Jump Jets: Chevron II
Jump Capacity: 120 meters
Armor: Durallex Medium with CASE
Armament:
1 Large X-Pulse Laser
1 LRM 15
2 Machine Guns
2 Medium Lasers
1 SRM 2
Manufacturer: Johnson 'Mechworks, Inc.
Primary Factory: Soul
Communications System: Wilson Silicon Siren
Targeting and Tracking System: Wayne Marksman

Overview:
Challenged to produce a Medium 'Mech with Heavy 'Mech performance
on a bargain-basement budget, JMInc. quickly responded with a design
that looks remarkably llike a 40-ton Thunderbolt. Utilizing a
variety of high-tech gadgets to save tonnage and improve overall
effectiveness, the HRP-3A Hornet really comes through, delivering
offensive punch comparable to a well-respected model 25 tons heavier
with a significantly lower price tag.

Capabilities:
What can you say besides "tech, tech, tech"? Light Fusion Engine
to save tonnage without completely endangerng the 'Mech, Endo Steel,
Small Cockpit, XL Gyro. All to not only reproduce, but actually
exceed the effective weaponry of one of the deadliest machines on the
Successioon Wars battlefield.
Built around the devastating capabilities of a Large X-Pulse
Laser, the Harper incorporates all manner of weaponry, ending up with
a weapon loadout nearly identical to the 65-ton TDR-5S Thunderbolt.
Add Jump capability, and you get a real heavy-hitter for its weight
class. However, the design has two noteworthy drawbacks. First, the
X-Pulse Laser, while effective, generates a crippling amount of heat.
Second, in order to accomodate both firepower and the mobility
required for the contract, armour coverage is left somewhat lighter
than ideal, at barely half that of the 'Mech that inspired it.

Known Variants:
Since the most obvious difficulty with the HRP-3A is its highly
strained coolling system, a few variants have been proposed to limit
overheating. The simplest variant downgrades the X-Pulse Laser to a
more efficient Pulse model, reducing heat output significantly, but
with a major sacrifice of range for its primary weapon.
Alternatively, the main gun can be downgraded to a Standard Large
Laser, which also saves enough weight to replace the problematic
lightened gyro with a standard gyro, and improve long-range
effectiveness with Artemis IV, or complete the TDR-cloning procedure
with a third Medium Laser.
A distinct modification, which may be done in addition to the
Large Laser downgrade is to remove the Machine Guns and ammo in
favour of a little extra armour and a much-needed 11th Double Heat
Sink.


HRP-3A Harper

Technology Base: - Inner Sphere - Level 3
Equipment Mass
Internal Structure: - EndoSteel 2
Engine: 160 Light 4.5
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks: 10(20) - Double 0
Gyro: - Extra-Light 1
Cockpit: - Small 2
Armor Factor: 104 6.5

Internal Armor
Structure Value
Head 3 6
Center Torso 12 17
Center Torso(rear) 5
R/L Torso 10 13
R/L Torso(rear) 5
R/L Arm 6 9
R/L Leg 10 11

Weapons and Ammo Location Critical Tonnage
Large X-Pulse Laser LA 2 7
Machine Gun LT 1 0.5
Medium Laser LT 1 1
SRM 2 LT 1 1
Jump Jet LL 2 0.5
Jump Jet RL 2 0.5
LRM 15 RT 3 7
LRM 15 Ammo RT 2 2
CASE RT 1 0.5
Machine Gun RA 1 0.5
Medium Laser RA 1 1
Machine Gun Ammo (1/2 ton) H 1 0.5
SRM 2 Ammo - Inferno H 1 1

Cost: 4,822,300 C-bills

My Blurb: I hadn't exactly planned on building a 40-ton Thunderbolt, I just kinda piled on what looked good. Then I started throwing out variants, thinking, "I could reduce heat output by downgrading to a standard LL, then toss the XL Gyro and add...a third Medium...crap. What can I say, I'm obsessed with the TDR-5S. It haunts my dreams. I've always seen it as the model of overall combat versatility. Imitation is the sincerest form of flattery, right?
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
KitK
11/22/11 10:56 AM
70.64.129.30

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Protoype K7-XV

Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Cost: 4,436,500 C-Bills
Battle Value: 1,310

Chassis: CMCD Standard Medium Endo-Steel
Power Plant: Nissan 200 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Rawlings 50
____Jump Capacity: 120 meters
Armor: Durallex Medium Standard Armor w/ CASE
Armament:
____2 Parti-Kill Snub-Nose PPCs
____1 Holly MML-7
____1 Magna 200P Small Pulse Laser
Manufacturer: CMCDesigns
____Primary Factory: Philadelphia (DC)
Communications System: Sony MSF-21
Targeting and Tracking System: Winston Sidewinder

Overview:
I used the 3025 (Rev.) list of heavies at www.mechground.com as the benchmark.
Based on Combat Cycle Damage Production (CCDP) analysis, CMCD's internal peer
review flags the Black Knight as the heaviest hitter in the lot, followed by
the Flashman and the Lancelot. The Dragon held the basement along with the
Quickdraw. Average CCDP for the lot of peer mechs was 79.8. Prototype K7-XV
scored well above this average to challenge the top three in long-term damage
production. The medium mech often lags behind in raw instantaneous damage
potential (a.k.a. alpha strike with 12's on the missile hit rolls) but makes up
for this shortcoming with a better heat management system than that of the
vintage Succession Wars era mechs.

The mech saves an estimated 14 tons through the use of double heatsinks plus an
additional 2.5 tons by using endosteel structure, making these technologies
critical to the designs success.


Capabilities:
The prototype's MML-7 provides adequate harassing fire at long range and can
persist in this role until ranges drop to about 300 meters. The Snub-Nosed
PPC's can supplement the mech's long range capabilities somewhat, but are
better suited for their solid medium range punch, rivaling the classic large
laser and AC-10. The prototype really stands toe-to-toe with the heavies at
short range where the SNPPCs excel and the MML can switch to more powerful SRM
ammunition. A small pulse laser provides excellent anti-infantry capabilities
(a feature many heavies lack) to round out the weapons loadout.

24 double heatsinks manage the mech's heat well - an essential feature which
prevents the prototype's damage curve from trailing off to medium mech levels
too quickly. The prototype is well armored for a medium mech and even matches
some of the more lightly armored heavies. Nevertheless, it is a medium mech,
and it should not stand about facing down heavy opponents, even if it can hit
as hard one. CASE protects the pilot and standard 200 engine from the MML
ammunition, should it explode. And, jump jets help this relatively slow mech
in rough terrain and sticky situations.

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 83 points 2.50
Internal Locations: 1 HD, 2 LT, 2 RT, 2 LA, 3 RA, 2 LL, 2 RL
Engine: Fusion Engine 200 8.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LT, 2 RT 2.00
Heat Sinks: Double Heat Sink 12(24) 2.00
Heat Sink Locations: 2 LT, 1 RT, 1 LA
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 160 10.00
CASE Locations: 1 RT 0.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 16 21
Center Torso (rear) 10
L/R Torso 12 16
L/R Torso (rear) 7
L/R Arm 8 15
L/R Leg 12 22

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Snub-Nose PPC CT 10 2 6.00
MML-7 RA 4 4 4.50
Small Pulse Laser LA 2 1 1.00
Snub-Nose PPC LA 10 2 6.00
@MML-7 (LRM) (17) RT - 1 1.00
@MML-7 (SRM) (14) RT - 1 1.00
Free Critical Slots: 5

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 13
4j 3 2 1 0 2 0 Structure: 4
Special Abilities: CASE, SRCH, ES, SOA
Karagin
11/22/11 12:11 PM
210.5.193.45

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I would say look at the 65 ton range for both if you want, I was hoping to see what you guys could come up with.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Karagin
11/22/11 12:18 PM
210.5.193.45

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As for what you use outside of what I said isn't allowed, is up to you, but I don't see any reason to allow Melee weapons sorry. Save those things for Solairis games.

As I said use the 65 ton mechs as the starting point. Or go with what you think works. Hence the idea of this challenge.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Karagin
11/22/11 12:31 PM
210.5.193.45

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Nice fluff and nice design.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Karagin
11/22/11 12:37 PM
210.5.193.45

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Nice! Great fluff!
Karagin

Given time and plenty of paper, a philosopher can prove anything.
CrayModerator
11/22/11 05:14 PM
147.160.136.10

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Quote:

As for what you use outside of what I said isn't allowed, is up to you, but I don't see any reason to allow Melee weapons sorry. Save those things for Solairis games.




+1. Melee weapons can be fun, but they're a waste of tonnage.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Gyrfalcon
11/25/11 05:21 PM
24.247.182.220

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Name: Mini-Thor
Model: MTR-X1
Tech Level: Inner Sphere / 3050
Rules: Level 2
Config: Humanoid-Biped

Mass: 55 tons
Chassis: Earthwerk GRF Endo Steel
Power Plant: Core Tek 275 Extra-Light
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: Rawlings 55
Jump Capacity: 150 meters
Armor: Starshield A with CASE
Armament:
1 Defiance 1001 Particle Projection Cannon
1 Delta Dart Long Range Missile Ten-Rack
1 Defiance Disintegrator LB 10-X Autocannon
Manufacturer: Defiance Industries
Primary Factory: Hesperus II
Communications System: Neil 6000
Targeting and Tracking System: RCA Instatrac Mark X

Overview:
When the Clans first invaded the Inner Sphere the 'Mech warriors who faced them (and lived to tell about it) were so impressed by the speed and power of the Clan BattleMechs that the tales they told of their opponents capabilities were somewhat exaggerated. When the FedCom Brass received these reports they asked their 'Mech suppliers if they could duplicate the weapon configurations on a new 'Mech of their own. Since no captured Clan 'Mechs were yet available to study, individual companies had to make some guesses about the exact specifications of the 'Mechs they were attempting to copy.


Capabilities:
The engineer who was assigned to study the stats of the 'Mech that had been designated "Thor" thought he saw something familiar.

THOR
Chassis: Humanoid Bi-ped
Tonnage: unknown
Max. Speed: approx 85kph
Jump Capability: approx 150m
Armament:
Arm Mounted PPC
Shoulder Mounted LRM launcher

Up until this point it looked exactly like the old Griffin. Then he read the last line.

Arm mounted: AC/10

How did someone mount a Class 10 Autocannon on a Griffin!?!?
Obviously this was a very advanced design, so the engineer used all the latest equipment in his design. Extra-light engine, Endo-Steel chasis, Double Heat Sinks, Extended-Range Particle Projection Cannon, a LB 10-X Autocannon, and the new Starshield A armor with CASE were all incorporated in the new 'Mech.
After the prototype was build and demonstrated, military officials were pleased with the new design, until they found out how little its ammunition reserves were. A single ton of ammo each for the missile launcher and auto-cannon were considered insufficient, so the design was never put in production.

Variants:
Years later a single variant was suggested but never built. The MTR-X2 completely removed the LRM launcher and used the mass savings for two more tons of ammunition for the auto-cannon. An extra capacitor for the ER PPC, so its damage would equal the Clan ER PPC. Two more tons of armor, and an eleventh double-strength heat sink.
------------------------------------------------------------------------------------------------------------------------
Name: Mini-Thor
Model: MTR-X1
Tech Level: Inner Sphere / 3050
Rules: Level 2
Config: Humanoid-Biped

Equipment Mass
Internal Structure: Endo Steel 3
Engine: 275 XL 8
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 10(20) 0
Gyro: 3
Cockpit: 3
Armor Factor: 160 10

Internal Armor
Structure Value
Head 3 9
Center Torso 18 23
Center Torso(rear) 8
R/L Torso 13 16
R/L Torso(rear) 6
R/L Arm 9 16
R/L Leg 13 22

Weapons and Ammo Location Critical Tonnage
ER PPC RA 3 7.0
LB 10-X AC LA 6 11.0
ammo (LB 10-X) 10 LA 1 1.0
LRM-10 LT 2 5.0
ammo (LRM 10) 12 LT 1 1.0
CASE LT 1 0.5
Jump Jet CT 1 0.5
Jump Jets LL 2 1.0
Jump Jets RL 2 1.0

Actuators: L: SH+UA R: SH+UA
Endo Steel LT:5 RT:9

Cost: 10,645,141 C-bills
BV: 1370

Authors Note:
The Summoner - Prime, which this attempts to copy, costs 21,303,832 C-Bills with a BV of 2306.
Karagin
11/26/11 12:49 AM
210.5.193.45

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Really good fluff and nice tie in to the existing universe.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
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