JMInc. Operation Upgrade -- TRO:3025-3050; Heavy

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KamikazeJohnson
03/26/14 01:42 AM
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Here we go with some of the Big Boys. My treatment of the 3025 Heavy 'Mechs using 3050 technology. IMHO, this is where the upgrades really start to get interesting. Enjoy!
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
KamikazeJohnson
03/26/14 01:46 AM
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Dragon DRG-JM

Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3050
Cost: 11,771,200 C-Bills
Battle Value: 1,505

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 ER PPC
1 Ultra AC/5
1 LRM-10
1 Medium Pulse Laser
2 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 99 points 3.00
Internal Locations: 1 HD, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 300 9.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 11(22) 1.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Standard Armor AV - 168 10.50
CASE Locations: 1 LT, 1 RT 1.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 20 27
Center Torso (rear) 12
L/R Torso 14 18
L/R Torso (rear) 8
L/R Arm 10 15
L/R Leg 14 19

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Ultra AC/5 RA 1 5 9.00
Medium Laser LA 3 1 1.00
Medium Pulse Laser LA 4 1 2.00
Medium Laser LT 3 1 1.00
ER PPC LT 15 3 7.00
LRM-10 CT 4 2 5.00
@Ultra AC/5 (40) RT - 2 2.00
@LRM-10 (24) LT - 2 2.00
Free Critical Slots: 10

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15
5 3 4 2 0 3 1 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1

DESIGN NOTES:
The...another 'Mech that failed to impress me. The LRM 10 is the recognized
worth LRM rack, and the AC/5 doesn't cut it s the primary weapon on a
60-tonner.


The Grand Dragon did a little better, replacing the AC/5 with a PPC, but that
essentially turned it into an overgrown Griffin without Jump Jets (which
actually saved a half ton).


The TRO:3050 Grand Dragon took the design to the logical next level, using an
XL Engine to increase the speed even more. However, in spite of the speed,
it's still underpowered for its weight class, and could be remade much more
efficiently at a lower weight.


I decided to kind of combine the Dragon and Grand Dragon concepts. Keeping the
speed the same, I went with XL Engine and Endo Steel, upgraded to 11 DHS, CASE
on both side Torso locations. Hmm...ERPPC or UAC/5? How about...both?
Remaining tonnage to a Medium Pulse Laser and a bit more armour, and we're
done!


And before anyone asks..I put the new MPL in the arm for thematic reasons...I
know I probably *should* have put it in the RT so there was something in there
besides ammo. Now if only Light Ferro-Fibrous were available in 3050...
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Karagin
03/26/14 06:31 AM
70.118.139.48

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Well played. Excellent way to take two variants and make one better mech!
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
03/26/14 09:02 AM
66.27.181.1

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as I said with another mech, an lb10x might have been the way to go with the cannon. Granted a gauss rifle would have been nasty.

Could have gained more by dropping the speed, but that is about the only advantage the Dragon had on other mechs of it's weight.
The 60 ton range is not that great.
KamikazeJohnson
03/26/14 01:28 PM
24.114.27.167

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Hmmm...LB 10-X and an ERLL? Would save me a Heat Sink as well for more armour. Worthwhile variant.

Gauss Rifle...I'd have to drop the LRM to save enough tonnage. ERPPC/Gauss Rifle work VERY well together. But again, that takes it a bit far from the original for my project. I like the result though!
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
KamikazeJohnson
03/29/14 12:45 PM
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The Ostroc and Octsol are irritatingly similar, so just for fun I did them up as configurations of an Omni, since a major part of their design is being essentially difeerent sets of weapons on the same chassis. Yeah, I know IS didn't have Omnis in 3050, but the configurations work as stand-alone designs as well.

Osttwins OST-JM

Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3085
Cost: 13,644,000 C-Bills
Battle Value: 813

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 150 meters
Armor: Unknown Standard Armor
Armament:
23.5 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 99 points 3.00
Internal Locations: 1 LT, 1 RT, 6 LA, 6 RA
Engine: XL Fusion Engine 300 9.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LL, 2 RL 5.00
Heat Sinks: Double Heat Sink 12(24) 2.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 176 11.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 20 29
Center Torso (rear) 10
L/R Torso 14 22
L/R Torso (rear) 6
L/R Arm 10 12
L/R Leg 14 24



================================================================================
Loadout Name: Ostroc Cost: 15,208,000
Tech Rating/Era Availability: E/X-X-E-A BV2: 1,650

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 2 LL, 2 RL 0.00
Heat Sinks: Double Heat Sink 13(26) 1.00
Heat Sink Locations: 1 LT
CASE Locations: 1 RT 0.50
Actuators: L: SH+UA+LA R: SH+UA+LA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RT 3 1 1.00
ER Large Laser RT 12 2 5.00
SRM-6 RT 4 2 3.00
Medium Laser LT 3 1 1.00
ER Large Laser LT 12 2 5.00
SRM-6 LT 4 2 3.00
(R) Medium Laser CT 3 1 1.00
(R) Medium Laser HD 3 1 1.00
@SRM-6 (30) RT - 2 2.00
Free Critical Slots: 6

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 17
5j 3 3 2 0 3 1 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, SRM 1/1/0


================================================================================
Loadout Name: Ostsol Cost: 15,220,000
Tech Rating/Era Availability: E/X-X-E-A BV2: 1,598

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 2 LL, 2 RL 0.00
Heat Sinks: Double Heat Sink 14(28) 2.00
Heat Sink Locations: 1 LT, 1 RT
Actuators: L: SH+UA+LA R: SH+UA+LA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Large Pulse Laser RT 10 2 7.00
Medium Laser RT 3 1 1.00
Medium Pulse Laser RT 4 1 2.00
Large Pulse Laser LT 10 2 7.00
Guardian ECM Suite LT 0 2 1.50
Medium Laser LT 3 1 1.00
(R) Medium Laser CT 3 1 1.00
(R) Medium Laser HD 3 1 1.00
Free Critical Slots: 7

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 16
5j 4 4 0 0 3 0 Structure: 3
Special Abilities: OMNI, ECM, ENE, SRCH, ES, SEAL, SOA

DESIGN NOTES:
I can honestly say I've never used either of the OST Twins in a game. They
never appealed to me for a variety of reasons: high heat, light armour, no arm
weapons, but no Hand Actuators for Punching. All they had going for them was
their speed.

I started off by using Endo Steel and XL Engine, upgrading to DHS and stripping
off the extra heat sinks. An additional 2 tons of armour for decent protection.

Following the general pattern of the TRO:3050, I used ERLLs on the Ostroc, but
I went farther by upgrading the SRM and adding a second launcher. A pair of
Medium Lasers for the front and another pair for the back, and 3 additional
Heat Sinks.

The Ostsol I optimized for short range with Large Pulse Lasers. Medium Lasers
front and back, an additional Medium Pulse Laser, 4 additional DHS, and an ECM
Suite to help it get into range.

But I still don't like them...
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Karagin
03/29/14 01:11 PM
70.118.139.48

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They offer some interesting things to those who are stuck with them as part of a scenario or as a random mech assignment. I do like where you went with these and they do offer some interesting choices as far as improvements go.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
03/29/14 04:00 PM
66.27.181.1

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ppc upgrade is one way it could have gone.

Having a rear firing laser in the head is an interesting developement.
Since going with the omni set up, is any of the weapons a permanant fixture, or are they all pods? Same question with the heat sinks.
KamikazeJohnson
03/29/14 06:21 PM
24.114.27.104

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Quote:
ghostrider writes:

ppc upgrade is one way it could have gone.

Having a rear firing laser in the head is an interesting developement.
Since going with the omni set up, is any of the weapons a permanant fixture, or are they all pods? Same question with the heat sinks.



The original Ostsol had 2 rear-firing laser in the CT. I used a CT space for a Jump Jet, so one had to go in the Head.

I set all the weapons as modular...12 heat sinks locked as they don't have to be placed.

But having it as an Omni is completely outside the 3050 setting. I just had fun calling then the OST Twins, so the Omni seemed appropriaten To fit the timeline, consider them to be completely distinct designs, rather than Omni configurations.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Karagin
03/29/14 06:46 PM
70.118.139.48

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Do recall the fluff already had the Assassin as having modular ability, not saying that is best example but it does allow for away to have the Osttwins as possibility...
Karagin

Given time and plenty of paper, a philosopher can prove anything.
KamikazeJohnson
03/29/14 07:29 PM
50.72.218.68

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Quote:
Karagin writes:

Do recall the fluff already had the Assassin as having modular ability, not saying that is best example but it does allow for away to have the Osttwins as possibility...



It was always my impression that the Ostroc and Ostsol chassis were built on the same assembly line, then fitted with model-specific gear later. While not exactly modular, it should be relatively easy to refit an Ostroc as an Ostsol and vice versa, as the chassis was built to accomodate both sets of equipment.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Karagin
03/29/14 09:10 PM
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I agree with that idea.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
03/29/14 09:41 PM
66.27.181.1

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I believe the mongoose had fluff about the medium lasers is used on the torso and head being modular. They stated the on in the head ran hot because of a poor cooling jacket.
KamikazeJohnson
03/30/14 01:20 AM
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Quickdraw QKD-JM

Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3050
Cost: 12,143,360 C-Bills
Battle Value: 1,617

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 ER PPC
1 LRM-10 w/ Artemis IV FCS
4 Medium Lasers
1 Streak SRM-2
2 Small Pulse Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 99 points 3.00
Internal Locations: 2 RT, 4 LA, 4 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 300 9.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 5.00
Heat Sinks: Double Heat Sink 12(24) 2.00
Gyro: Standard 3.00
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 LT 0.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 20 24
Center Torso (rear) 7
L/R Torso 14 21
L/R Torso (rear) 6
L/R Arm 10 16
L/R Leg 14 21

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Small Pulse Laser RA 2 1 1.00
Medium Laser LA 3 1 1.00
Small Pulse Laser LA 2 1 1.00
2 (R) Medium Lasers RT 6 2 2.00
ER PPC RT 15 3 7.00
LRM-10 LT 4 2 5.00
Artemis IV FCS LT - 1 1.00
Streak SRM-2 CT 2 1 1.50
@LRM-10 (24) LT - 2 2.00
@Streak SRM-2 (50) LT - 1 1.00
Free Critical Slots: 5

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 16
5j 3 3 2 0 3 1 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1

DESIGN NOTES:
Quickdraw...inefficient speed, not enough armour, not enough long-range
firepower, not enough LRM Ammo...a design full of issues. The FASA solution
was to use DHS, increase the armour slightly with Ferro Fibrous, and replace
the SRM 4 with a One-Shot version to save tonnage for CASE(!) Yeah, OK...


A 60-tonner with 5/8 movement needs an XL Engine. It really does. Otherwise
you're better off with a 55-tonner, possibly even a 50-tonner with the same
equipment. XL Engine, Endo Steel, replace 13 Heat Sinks with 12 DHS. That
saves 13.5 tons, which I put to good use.


First priority: improve long-range. Solution: ERPPC in the RT. Add a second
ammo bin for the LRM, enhance with Artemis. Replace the SRM 4 with a Streak-2
to save 1/2 ton for CASE, and avoid needing to attach Artemis to the SRM.
Slight decrease in damage, but stil better than the One-Shot.


Second priority: additional 2.5 tons of armour. Still lighter than ideal, but
with its speed, it should get away with it. Rather than max the armour, I
opted for Anti-Infantry, installing a SPL in each arm.


Noticed after the fact that my upgrade bears a haunting resemblance to
Thunderbolt. Even more if you trade the ERPPC for an ERLL and upgrade the LRM
to a 15...
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Karagin
03/30/14 02:12 AM
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You have the room Ferro would still work.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
KamikazeJohnson
03/30/14 02:15 AM
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Quote:
Karagin writes:

You have the room Ferro would still work.



Ummm...no, I only have 5 free crits...
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Karagin
03/30/14 02:19 AM
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Code:
Type/Model:    Quickdraw QKD-4X
Mass: 60 tons

Equipment: Crits Mass
Int. Struct.: 99 pts Standard 0 6.00
Engine: 300 XL Fusion 12 9.50
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 12 Double [24] 0 2.00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 161 pts Ferro-Fibrous 14 9.00
(Armor Crit Loc: 1 HD, 2 LA, 2 RA, 2 LT, 2 RT, 1 CT, 2 LL, 2 RL)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 20 24
Center Torso (Rear): 8
L/R Side Torso: 14 16/16
L/R Side Torso (Rear): 6/6
L/R Arm: 10 16/16
L/R Leg: 14 22/22

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Laser RA 3 1 1.00
1 Medium Pulse Laser RA 4 1 2.00
1 Medium Laser LA 3 1 1.00
1 Medium Pulse Laser LA 4 1 2.00
1 Streak SRM 2 RT 2 50 2 2.50
(Ammo Locations: 1 RT)
1 ER PPC RT 15 3 7.00
1 LRM 10 w/ Artemis IV LT 4 12 4 7.00
(Ammo Locations: 1 LT)
5 Standard Jump Jets: 5 5.00
(Jump Jet Loc: 2 LT, 2 RT, 1 CT)
--------------------------------------------------------
TOTALS: 35 69 60.00
Crits & Tons Left: 9 .00
Karagin

Given time and plenty of paper, a philosopher can prove anything.
KamikazeJohnson
03/30/14 02:30 AM
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Pretty close...I usually take Endo Steel over Ferro Fibrous unless I'm specifically doing a field refit, as it typically saves about twice the tonnage.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Karagin
03/30/14 10:44 AM
70.118.139.48

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I agree Endo is better, I was going for the idea that the other improvements were there, ie your choice of weapons and engine and the Ferro seemed like a good choice.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
03/30/14 03:39 PM
66.27.181.1

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another mech that was a hard to play mech that is saved by upgrades.

It may be an option to use 2 mgs, and a half ton of ammo. You would have a half ton of armor, or maybe a third mg. The small pulse lasers are nice because they don't run out of ammo.
Karagin
03/31/14 12:37 AM
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What about doing away with the SRMs all together?
Karagin

Given time and plenty of paper, a philosopher can prove anything.
KamikazeJohnson
03/31/14 02:21 AM
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Quote:
Karagin writes:

What about doing away with the SRMs all together?



I prefer not to remove weapon systems when upgrading, unless absolutely necessary. As a modification, that 2.5 tons could be put to good use. Armour, ECM, AMS...lots of good choices.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
KamikazeJohnson
04/01/14 04:11 AM
50.72.218.68

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Rifleman RL-JM

Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3050
Cost: 10,049,600 C-Bills
Battle Value: 1,319

Chassis: Unknown Endo-Steel
Power Plant: Unknown 240 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
2 Large Lasers
2 Ultra AC/5s
2 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 99 points 3.00
Internal Locations: 1 HD, 2 CT, 2 LT, 1 RT, 2 LA, 2 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 240 6.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 11(22) 1.00
Heat Sink Locations: 1 LT, 1 RT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 168 10.50
CASE Locations: 1 RT 0.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 20 24
Center Torso (rear) 7
L/R Torso 14 21
L/R Torso (rear) 6
L/R Arm 10 16
L/R Leg 14 21

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Large Laser RA 8 2 5.00
Ultra AC/5 RA 1 5 9.00
Large Laser LA 8 2 5.00
Ultra AC/5 LA 1 5 9.00
Medium Laser RT 3 1 1.00
Medium Laser LT 3 1 1.00
@Ultra AC/5 (60) RT - 3 3.00
Free Critical Slots: 5

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 13
4 4 4 2 0 3 1 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA

DESIGN NOTES:
The Rifleman. Renowned for having ample firepower, but not enough Heat Sinks
to use more than half of it. Not to mention a shortage of AC Ammo and
tragically light armour.

A very simple upgrade makes the Rifleman much more effective: DHS allow the
Rifleman to maintain fire with all 4 primary weapons while running without
overheating, turning the despised 'Mech into a powerhouse. The challenge for
upgrading further is to make sure you don't create more problems than you
solve. I was quite impressed that the TRO:3050 upgrade held onto the Standard
Large Lasers rather than upgrading to ERLLs, and thereby recreating the same
old problem. I was less happy that the upgrade to UAC/5s was not accompanied
by additional ammo, especially when the ammo supply was low to start with.

After using DHS, the next step would be to gain 3 tons by use of Endo Steel.
The allocation is obvious: UAC/5s and an additional ton of ammo.

This final version also uses XL Engine to solve the Rifleman's final weakness:
its weak armour. A full three extra tons of armour, CASE for the ammo, a third
ton of ammo, bringing the total to a minimum 15 rounds' worth at full rate of
fire, and an additional DHS, allowing maximum long-range fire while running
without overheat.

A suggested variant: since the improved heat management allows sustained use of
both Large Lasers, the Medium Lasers are a little redundant; drop them for 2
additional DHS, and upgrade the Large Lasers to Extended-Range models.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
04/01/14 05:06 AM
66.27.181.1

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I think the mediums are ok. It allows the rifleman to keep firing in the forward arcs when they run out of ammo, or lose an arm.

But you have covered the problems with it nicely.
Karagin
04/01/14 06:26 AM
70.118.139.48

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Logical use of things and adds to the Rifleman's profile as a fire support or Triple A mech to suppress enemy VTOLs and Aerospace.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
04/01/14 02:54 PM
66.27.181.1

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Besides the fluff saying it, why is the rifleman an anti air mech?
The fluff said it had to do with the radar, but there is nothing in game terms that support this.
KamikazeJohnson
04/01/14 03:32 PM
24.114.27.54

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Quote:
ghostrider writes:

Besides the fluff saying it, why is the rifleman an anti air mech?
The fluff said it had to do with the radar, but there is nothing in game terms that support this.



Fluff also labels the JagerMech as AA, as well as the Pike and Partisan tanks...apparently small AC = Anti-Aircraft. Not sure why.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Retry
04/01/14 04:37 PM
72.214.204.166

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Flak ammo and AA quirks.

That's about it, because other than those bonuses they're nothing special.
ghostrider
04/01/14 06:59 PM
66.27.181.1

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look at the time of the units that came out in game play.
There were no rules about flak in the original game. I think the partisan said something about flak, and that came out after the rifleman was in use back when the game first came out. They fluff isn't always canon, or so it was mentioned in another thread.

The original box set had nothing to support the rifleman being an anti air mech except the fluff.
KamikazeJohnson
04/01/14 07:06 PM
50.72.218.68

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Quote:
ghostrider writes:

look at the time of the units that came out in game play.
There were no rules about flak in the original game. I think the partisan said something about flak, and that came out after the rifleman was in use back when the game first came out. They fluff isn't always canon, or so it was mentioned in another thread.

The original box set had nothing to support the rifleman being an anti air mech except the fluff.



I would guess it was pretty much just a fluff decision...the writers decided ACs were effective AA weapons.

Although I guess the range helps keep target numbers reasonable against speedy VTOLs, and hit hard enough to take out a rotor.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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