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.
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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
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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!!!
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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
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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
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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
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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.
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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.
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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.
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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.
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Cray
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.
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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.
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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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