Rotwang
12/04/13 05:15 PM
94.227.126.162
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Bushi II BSH-4K
Mass: 50 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Tournament Legal Era: Dark Ages Tech Rating/Era Availability: E/X-X-E-A Production Year: 3132 Cost: 4.272.250 C-Bills Battle Value: 1.462
Chassis: Unknown Endo-Steel Power Plant: Unknown 200 Fusion Engine Walking Speed: 43,2 km/h Maximum Speed: 64,8 km/h Jump Jets: Unknown Jump Capacity: 120 meters Armor: Unknown Standard Armor w/ CASE Armament: 1 MRM-20 2 Light PPCs 2 ER Medium Lasers 1 Flamer Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
Overview: The Bushi II is a 3080 update of the original Bushi.
Capabilities: The original Bushi was starting to show its age in an era where a majority of mechs had advanced technology, as a result it underwent a radical redesign.
In order to free tonnage, the Bushi II uses an endo steel skeleton. The use of a light engine was explored, but ulimately abandoned. In order to give the mech better mobility, jump jets were installed instead.
The Bushi II swaps the standard PPC for a pair of Light PPC's, and replaces the AC/5 with an MRM-20 which nearly quadruples the damage output without sacrificing too much effective range. For close defense the mech carries a pair of ER Medium Lasers and a flamer. All direct fire weapons are tied into a targeting computer, an unusual and bold move for a mech intended to be used mainly by second-line units.
In order to manage the higher heat output, the Bushi II mounts 11 double strength heat sinks.
Deployment: The Bushi II is a familiar sight in the Draconis Combine with most militia and reserve units deploying several in each company.
Unlike the Bushi, it has not been made available outside the Draconis Combine as it mounts advanced technology rather than the suprplus equipment of its progenitor.
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Endo-Steel 83 points 2,50 Internal Locations: 1 HD, 4 LT, 2 RT, 5 LA, 2 RA Engine: Fusion Engine 200 8,50 Walking MP: 4 Running MP: 6 Jumping MP: 4 Standard Jump Jet Locations: 2 LL, 2 RL 2,00 Heat Sinks: Double Heat Sink 11(22) 1,00 Heat Sink Locations: 2 LT, 1 RT Gyro: Standard 2,00 Cockpit: Standard 3,00 Actuators: L: SH+UA+LA+H R: SH+UA+LA+H Armor: Standard Armor AV - 168 10,50 CASE Locations: 1 RT 0,50
Internal Armor Structure Factor Head 3 9 Center Torso 16 24 Center Torso (rear) 7 L/R Torso 12 18 L/R Torso (rear) 6 L/R Arm 8 16 L/R Leg 12 24
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- 2 Light PPCs RA 10 4 6,00 Flamer LA 3 1 1,00 MRM-20 RT 6 3 7,00 2 ER Medium Lasers LT 10 2 2,00 Targeting Computer CT - 2 2,00 @MRM-20 (24) RT - 2 2,00 Free Critical Slots: 5
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15 4j 3 3 1 0 2 1 Structure: 4 Special Abilities: CASE, SRCH, ES, SEAL, SOA
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Karagin
12/08/13 06:08 PM
24.243.178.124
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Could see this getting use a urban brawler, it has the firepower to keep it in a tight fight and while not super fast it can move enough to keep out of range.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Retry
12/08/13 06:12 PM
67.239.101.65
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For urban combat I'd switch out the two light PPCs for a snub-nosed one.
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Karagin
12/08/13 06:20 PM
24.243.178.124
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Why the snubs over the lights?
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Retry
12/08/13 06:25 PM
67.239.101.65
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Snubs have an enhanced short range value with no minimum range, which I've found very useful in urban settings. Also gives you 2 extra crit slots, if you have a use for them.
Edited by Retry (12/08/13 06:25 PM)
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TigerShark
12/08/13 06:47 PM
68.190.197.104
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One note. The MRM-20 sacrifices a LOT of range. ;-) The AC/5 is actually a better use of the tonnage. Or perhaps swapping out the AC/5 for a pair of Light PPCs? Either way, the MRM systems are best used with a C3 slave. Otherwise they're just dead tonnage without speed to back them up.
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Retry
12/08/13 07:05 PM
67.239.101.65
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MRMs are fine for urban environments, better than the AC/5 which isn't good for much anyways.
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TigerShark
12/08/13 07:16 PM
68.190.197.104
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That's assuming "urban" = tight corridor. That's not always the case.
If you get stuck with a long approach to your enemy, perhaps 10 - 20 hexes between you and them, you're going to get pummeled in the meantime. Also, 4 jump isn't very good for urban environments. It assumes the buildings will be no higher than 4 hexes, which isn't always the case. If they aren't, or if their CF is lower than your weight, you're putting yourself in some big trouble.
If this were 6/9/6 or so, that MRM-20 might serve a purpose. As it is, it requires a VERY slow and immobile opponent.
Quote: Code: Bushi
Mass: 50 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Tournament Legal Era: Clan Invasion Tech Rating/Era Availability: E/X-X-E Production Year: 3070 Cost: 4,522,000 C-Bills Battle Value: 1,486
Chassis: Unknown Endo-Steel Power Plant: Unknown 200 Fusion Engine Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: Unknown Jump Capacity: 120 meters Armor: Unknown Standard Armor w/ CASE Armament: 1 Heavy PPC 1 MRM-20 2 ER Medium Lasers 1 C3 Computer (Slave) Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Endo-Steel 83 points 2.50 Internal Locations: 1 CT, 9 LT, 4 RT Engine: Fusion Engine 200 8.50 Walking MP: 4 Running MP: 6 Jumping MP: 4 Standard Jump Jet Locations: 2 LL, 2 RL 2.00 Heat Sinks: Double Heat Sink 10(20) 0.00 Heat Sink Locations: 1 LT, 1 RT Gyro: Standard 2.00 Cockpit: Standard 3.00 Actuators: L: SH+UA+LA+H R: SH+UA+LA+H Armor: Standard Armor AV - 168 10.50 CASE Locations: 1 RT 0.50
Internal Armor Structure Factor Head 3 9 Center Torso 16 24 Center Torso (rear) 7 L/R Torso 12 18 L/R Torso (rear) 6 L/R Arm 8 16 L/R Leg 12 24
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- Heavy PPC RA 15 4 10.00 2 ER Medium Lasers LA 10 2 2.00 MRM-20 RT 6 3 7.00 C3 Computer (Slave) HD 0 1 1.00 @MRM-20 (12) RT - 1 1.00 Free Critical Slots: 11
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15 4j 3 3 1 0 2 0 Structure: 4 Special Abilities: C3S, CASE, MHQ1, SRCH, ES, SEAL, SOA
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Retry
12/08/13 07:49 PM
67.239.101.65
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If there's a 10-20 hex approach, and you are in an urban environment, "take a left". That isn't a problem with the design, that's a problem with tactics
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TigerShark
12/08/13 07:52 PM
68.190.197.104
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Yes, but would you really want to waste resources building a 'Mech that's only good under those specific circumstances? Not a very smart use of C-Bills, IMO.
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Retry
12/08/13 07:57 PM
67.239.101.65
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The light PPCs have a decent range as well. It's a nice cheap economy mech, though I'd prefer my own designs.
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TigerShark
12/08/13 08:04 PM
68.190.197.104
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I agree they have decent range, but 10 damage at Long is barely passable for 3025, let alone 3085.
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Retry
12/08/13 08:07 PM
67.239.101.65
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Production year 3132, actually.
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TigerShark
12/08/13 08:20 PM
68.190.197.104
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"Overview: The Bushi II is a 3080 update of the original Bushi."
? Which one is it?
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Retry
12/08/13 08:38 PM
67.239.101.65
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Production Year: 3132 Under tech rating, above cost. Clear as day.
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Karagin
12/08/13 08:39 PM
24.243.178.124
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I think the mech is decent and I would use it, pretty sure something like it would be seen in the Inner Sphere and given that it has niche role it can fill it works well enough.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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TigerShark
12/08/13 08:43 PM
68.190.197.104
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3132 is a blanket year in design programs (most notably, Heavy Metal Pro). I don't know if that was intended or if he set it to that as a default in his program. Need clarification from the author.
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Karagin
12/08/13 08:54 PM
24.243.178.124
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I don't think that matters.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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TigerShark
12/08/13 09:06 PM
68.190.197.104
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Can't really say the design is "good/bad" unless you're given an era for comparison. For example, a TDR-5S Thunderbolt may work very well in 2990, but be a complete waste of resources in 3061.
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Karagin
12/08/13 09:09 PM
24.243.178.124
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The minimums ranges on many of the weapons do hurt designs in urban settings, where has some that don't do an amazing amount of damage, though 10 points can hurt when you keep getting hit by it, they get the job done in the tight settings and such of the urban environment.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Karagin
12/08/13 09:14 PM
24.243.178.124
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Actually Tigershark you can give it a yay or nay or offer ideas regardless of the era, which is what I stated before. Offer ideas to improve it or don't. That is up to you.
And no the T-blot is not a waste of resources, if you can use it correctly on the battlefield it can still be a threat, tactics come into play. Try giving offer ideas for improvement based on what you see, and set the mech into what you would be playing and see what it would do or not do, then offer ideas from there. So really era of play has no bearing on how a mech can be improved on since if that was the case no mech would have survived the Clan onslaught or even the return of SL tech ala the TRO2750. And a lot of the "old era" mechs did well against the Clans when the IS player used their heads and didn't lose sight of tactical thinking.
This mechs is a second line mechs even for the Inner Sphere, I think it could would also find a role a good city fighter or partisan operations mech, so going from there one could offer ideas for variants or spin-off mechs. No need to worry about era or what not. Just ideas to add to or improve the mech.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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