Karagin
02/17/14 01:38 PM
70.118.139.48
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Code: BattleMech Technical Readout
Type/Model: Lobster Tech: Clan / 3132 Config: Biped BattleMech Rules: Level 2, Standard design
Mass: 50 tons Chassis: Hellion Light V3 Endo Steel Power Plant: 250 Mk. VI, Mod. 3 Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: 5 BMP Series XV Standard Jump Jets Jump Capacity: 150 meters Armor Type: Paulina Heavy Ferro-Fibrous Armament: 2 ER Large Lasers 3 ER Medium Lasers 1 ER Small Laser Manufacturer: Shark Plant #4 Location: Circe Communications System: Garret T11-b Targeting & Tracking System: Garret D2j
------------------------------------------------------------------------------ ==Overview:== Seeing the chance to fix a lot of the short comings of the older Crab, the weapons masters of Clan Diamond Shark were quick to apply new technology and weapons to the mech. Since the major hurdel was the lack of jump jets the encompassing of endo and ferro compents as well as the use of the an XL engine allowed the mech to gain the ability to jump. This was seen as a better application of technology then an increase in speed would have offered.
The upgrading of all the energy weapons to Clan standards meant an increase in heat build up, but allowing for a more seasoned pilot to be operating the mech, this was off set some with the use of double heat sinks.
-------------------------------------------------------- Type/Model: Lobster Mass: 50 tons
Equipment: Crits Mass Int. Struct.: 83 pts Endo Steel 7 2.50 (Endo Steel Loc: 2 LA, 2 RA, 2 LT, 1 RT) Engine: 250 Fusion 6 12.50 Walking MP: 5 Running MP: 8 Jumping MP: 5 Heat Sinks: 16 Double [32] 12 6.00 (Heat Sink Loc: 1 LA, 1 RA, 1 LT, 1 RT, 1 LL, 1 RL) Gyro: 4 3.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA+LA R: Sh+UA+LA+H 15 .00 Armor Factor: 169 pts Ferro-Fibrous 7 9.00 (Armor Crit Loc: 2 LA, 2 RA, 2 LT, 1 RT)
Internal Armor Structure Value Head: 3 9 Center Torso: 16 24 Center Torso (Rear): 8 L/R Side Torso: 12 18/18 L/R Side Torso (Rear): 6/6 L/R Arm: 8 16/16 L/R Leg: 12 24/24
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 ER Large Laser RA 12 1 4.00 1 ER Large Laser LA 12 1 4.00 1 ER Medium Laser RT 5 1 1.00 1 ER Medium Laser LT 5 1 1.00 1 ER Medium Laser CT 5 1 1.00 1 ER Small Laser HD 2 1 .50 5 Standard Jump Jets: 5 2.50 (Jump Jet Loc: 2 LT, 2 RT, 1 CT) -------------------------------------------------------- TOTALS: 41 67 50.00 Crits & Tons Left: 11 .00
Calculated Factors: Total Cost: 5,241,874 C-Bills Battle Value 2: 2,207 (old BV = 2,033) Cost per BV2: 2,375.11 Weapon Value: 2,063 / 2,063 (Ratio = .93 / .93) Damage Factors: SRDmg = 32; MRDmg = 22; LRDmg = 10 BattleForce2: MP: 5J, Armor/Structure: 4/4 Damage PB/M/L: 4/4/2, Overheat: 2 Class: MM; Point Value: 22
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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ghostrider
02/17/14 03:18 PM
24.30.128.72
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Maybe be better to go with crab III or something like that. Lobster works though. Nice thing about the ermls. They have the range close to the original large lasers. They jets will definately help the mech.
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Karagin
02/19/14 11:50 PM
70.118.139.48
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This one has done well enough in several fights. I have found that it works well in a fight were it has other mechs with similar speed/jump. One thing is a good player will need to watch the heat and use some caution in not to overheat the mech too often.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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ghostrider
02/19/14 11:56 PM
24.30.128.72
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Seems like most good mechs have heat issues. Though most people love to fire everything hoping for the one gyro or engine hit. Fire all six lasers and jump instead of just 5 and jump..
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KamikazeJohnson
02/20/14 01:31 AM
50.72.218.68
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Quote: Seems like most good mechs have heat issues. Though most people love to fire everything hoping for the one gyro or engine hit. Fire all six lasers and jump instead of just 5 and jump..
Generally speaking, if you give a 'Mech too much heat control, you end up with an underpowered design. Allowing some overheat gives more sustainable firepower, more versatility, plus the occasional devastating Alpha Strike.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Retry
02/20/14 11:01 AM
72.214.204.166
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The mechs with "too much" heat control will kick the ones without it left and right in deserts though.
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KamikazeJohnson
02/20/14 01:31 PM
50.72.218.68
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Quote: The mechs with "too much" heat control will kick the ones without it left and right in deserts though.
Very true. See my thread on "Specialist 'Mechs"
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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