Fire Storm FF1

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Karagin
01/05/14 05:47 PM
24.243.178.124

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Code:
               BattleMech Technical Readout

Type/Model: Fire Storm FF1
Tech: Clan / 3067
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 60 tons
Chassis: Endo Steel
Power Plant: 300 XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 5 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: Ferro-Fibrous
Armament:
3 ER Large Lasers
2 ER Medium Lasers
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Fire Storm FF1
Mass: 60 tons

Equipment: Crits Mass
Int. Struct.: 99 pts Endo Steel 7 3.00
(Endo Steel Loc: 1 HD, 3 LA, 2 RA, 1 RT)
Engine: 300 XL Fusion 10 9.50
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 19 Double [38] 14 9.00
(Heat Sink Loc: 1 RA, 3 LT, 1 RT, 1 LL, 1 RL)
Gyro: 4 3.00
Cockpit, Life Supt.: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 201 pts Ferro-Fibrous 7 10.50
(Armor Crit Loc: 4 LA, 3 RA)

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

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER Large Laser RT 12 1 4.00
1 ER Medium Laser RT 5 1 1.00
1 ER Large Laser LT 12 1 4.00
1 ER Medium Laser LT 5 1 1.00
1 ER Large Laser CT 12 1 4.00
1 Targeting Computer RT 3 3.00
5 Standard Jump Jets: 5 5.00
(Jump Jet Loc: 2 LT, 2 RT, 1 CT)
--------------------------------------------------------
TOTALS: 46 76 60.00
Crits & Tons Left: 2 .00

Calculated Factors:
Total Cost: 12,431,360 C-Bills
Battle Value 2: 2,936 (old BV = 2,691)
Cost per BV2: 4,234.11
Weapon Value: 3,351 / 3,351 (Ratio = 1.14 / 1.14)
Damage Factors: SRDmg = 36; MRDmg = 29; LRDmg = 19
BattleForce2: MP: 5J, Armor/Structure: 5/4
Damage PB/M/L: 5/4/3, Overheat: 1
Class: MH; Point Value: 29
Karagin

Given time and plenty of paper, a philosopher can prove anything.
CrayModerator
01/05/14 07:03 PM
71.47.122.85

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Just a general comment on your 60-ton designs (Fireman, Fu Man Chui, Fire Storm) you just posted:

If (if) you were interested in a little cost-optimization, a 55-ton design would have slightly less armor but save some funds. The jump jets would be 2.5 tons rather than 5; the engines would be 8 tons rather than 9.5; and you'd have to knock about a ton off the armor. 60 tons is just one of those awkward tonnages where weight changes (e.g., from jump jets) make it inefficient.

Otherwise, I'm quite impressed with the amount of big ER weapons you managed to mount on them.
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.
KamikazeJohnson
01/05/14 08:03 PM
50.72.218.68

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I don't mind 60-tonners for the most part, as long as they don't jump. The extra tonnage needed for the Jump Jets really hurts the efficiency vs. 55 tons.

I've always hated the IS ERLL, and never been fond of the ERPPC, because of the horrible heat/dmg ratio, but these designs manage to make good use of them without destroying the heat balance.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Retry
01/05/14 09:20 PM
67.239.109.174

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Yeah, what the other guys said. JJs on 60 tonners is a no-go. Same with 90 tonners.

You may as well scrap the extra ER Medium Lasers for something else, you can fire all three of the ER Large Lasers at once with no heat gain. I'd go with something like flamers or small pulse lasers for anti infantry as the Large Lasers aren't good with that.
Karagin
01/05/14 10:04 PM
24.243.178.124

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Thanks for the ideas, I think they work well enough, but I am sure that variants would happen.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
KamikazeJohnson
01/05/14 10:10 PM
50.72.218.68

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Ironically...I include Anti-Infantry equipment on nearly every 'Mech I design...but I have NEVER actually fought any infantry.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Retry
01/05/14 10:32 PM
67.239.109.174

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Infantry are strange and broken as hell. Most of the canon infantry are absolutely dreadful, such as many of the auto rifle foot platoons. They, somehow, can hit other infantry fine, but can't hit a running mech worth a damn. And the way they currently work, you can make a mechanized infantry platoon with 2 Clan ER Heavy Lasers, so they use their incredibly generous range brackets. Then attach a very powerful primary weapon and not worry about it's short range, like the Federated Barret M42B. Like magic, the Federated Barrets support the ER Heavy Lasers at ranges far, far outside their normal limits.

You can do a similar thing with using long ranged primary weapons and 1 Bear Superheavy Autocannon, though with it's limited range and infantry damage caps it's not quite as effective.
His_Most_Royal_Highass_Donkey
01/06/14 08:38 AM
172.56.31.63

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Yea infantry should have no problem hitting something that is 30 meters high, 90 meters away that is only moving 40 to 90 kph. Heck if a trooper cant hit that he should be given dark glasses and a white cane with a red tip.
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!!!
ghostrider
01/06/14 11:41 AM
66.74.187.127

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might not be the problem of bouncing a bullet off of it, but more of the problem of concentrating them into an area to do some damage. A simple 22 caliber pistol with an armor piercing round probably wont go thru the armor of the abrahms.
But I do agree. The ability of infantry to damage mechs, especially in close proximity should be greater, unless they are adding in the fear factor.

Quick question. Does the pulse laser give a bonus to hurting infantry?
Even if it does, maybe a pair of flamers would be better against infantry. Then again, so would having a star of elements supporting it.
Retry
01/06/14 01:36 PM
67.239.109.174

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Battletech armor is ablative by nature. Weapons knock off chunks of armor, they don't really pierce it.

Except maybe tandem charge warheads and armor-piercing autocannon shells, which under most circumstances suck.
Karagin
01/06/14 02:06 PM
24.243.178.124

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Retry not sure what all you guys have in your games, but I have yet to see TC warheads or the AP AC rounds suck, they normally cause the other players who are having to deal with them regret NOT taking them.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Retry
01/06/14 04:26 PM
67.239.109.174

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AP AC rounds could have been good if their effectiveness didn't deteriorate the smaller they became. That would give AC/2s a real niche to fill. Unfortunately it doesn't work well. In addition, it severely decreases damage potential by half, sometimes more.(Only 2 AC/20 shots? Only 40 damage with 2 chances to crit, IF they both connect! And it doesn't work on all armor types...). There is almost no reason to take a normal AC when it is possible to get a Ultra or LB-X one. In which case you may as well take SRM6s with TC ammo for greater effects. Which, honestly, the TC ammo isn't quite as bad, but you still should probably have the ammunition to fire a lot of 'em.

I tried making a LAC/5 boat for the special ammunition. Hits made rarely created criticals. Eventually the only kills made were by doing it the hard way, and by that time I was about out of AP ammo. Any time I take AP AC rounds I regret not taking precision ammo instead.
Karagin
01/06/14 08:17 PM
24.243.178.124

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I see the old Boat style mech, yes those were over done when folks where building missile boats or laser boats back in the early days of the game, very limited use those kinds of mechs and very easily defeated.
Karagin

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