ATN082268
04/25/14 04:15 AM
69.128.58.222
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How would this design fare in the Star League era and the modern era?
BattleMech Technical Readout
Type/Model: Obliterator Tech: Inner Sphere / 2750 Config: Biped BattleMech Rules: Level 2, Custom design
Mass: 100 tons Chassis: Standard Power Plant: 300 Vlar Fusion Walking Speed: 32.4 km/h Maximum Speed: 54.0 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Standard
Armament: 1 ER PPC 1 ER Large Laser 1 SRM 6 w/ Artemis IV 1 Gauss Rifle 1 Guardian ECM 1 Flamer
Manufacturer: (Unknown) Location: (Unknown) Communications System: (Unknown) Targeting & Tracking System: (Unknown)
-------------------------------------------------------- Type/Model: Obliterator Mass: 100 tons
Equipment: Crits Mass Int. Struct.: 152 pts Standard 0 10.00 Engine: 300 Fusion 6 19.00 Walking MP: 3 Running MP: 5 Jumping MP: 0 Heat Sinks: 17 Double [34] 15 7.00 (Heat Sink Loc: 2 LA, 1 RA, 2 RT) 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: 307 pts Standard 0 19.50
Internal Armor Structure Value Head: 3 9 Center Torso: 31 47 Center Torso (Rear): 15 L/R Side Torso: 21 32/32 L/R Side Torso (Rear): 10/10 L/R Arm: 17 34/34 L/R Leg: 21 42/42
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 ER PPC RA 15 3 7.00 1 ER Large Laser LA 12 2 5.00 1 SRM 6 w/ Artemis IV RT 4 15 4 5.00 (Ammo Locations: 1 RT) 1 Gauss Rifle LT 1 24 10 18.00 (Ammo Locations: 3 LT) 1 Guardian ECM CT 0 2 1.50 1 Flamer HD 3 1 1.00 CASE Equipment: LT RT 2 1.00 -------------------------------------------------------- TOTALS: 35 70 100.00 Crits & Tons Left: 8 .00
Calculated Factors: Total Cost: 10,809,000 C-Bills Battle Value 2: 2,324 (old BV = 2,045) Cost per BV2: 4,651.03 Weapon Value: 3,164 / 3,095 (Ratio = 1.36 / 1.33) Damage Factors: SRDmg = 37; MRDmg = 25; LRDmg = 13 BattleForce2: MP: 3, Armor/Structure: 8/8 Damage PB/M/L: 6/4/3, Overheat: 0 Class: MA; Point Value: 23 Specials: ecm
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Karagin
04/25/14 06:38 AM
70.118.139.48
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Why the ECM? It has the same disadvantages and advantages all 100 ton mechs have, it's slow and has a lot of armor. You gave it two long range energy weapons and one ammo feed long range weapon and next to no secondary weapon, a single flamer. So if anything gets in close it's dead, if the enemy aka the other player had no idea about range and tactical thinking, then it might fair well enough up to the current time frame.
Suggest dropping the SRM6 and going with either some medium lasers of some kind and tossing the flamer, it's not needed. The Gauss is nice, but what is it you are trying to do with it and the ERPPC/ERLL? Next BIG question WHY was this mech built? What did the SLDF (or House or Periphery) need this mech for that an existing one couldn't do?
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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KamikazeJohnson
04/25/14 11:29 AM
50.72.218.68
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I like the long-range weapon set; I know a lot of people don't like mis-matched weapon sets like the PPC/LL combo, but I like the added versatility. Sure the ERLL has less range and damage than the ERPPC, but it's 2 ton lighter, and the lower heat makes it a better choice for use along with the close-range weapons. And the Gauss of course is bet used when grouped with high-heat weapons, which it is.
I agree with Karagin that you would do better with more close-range stuff. The SRM 6 is one of the best close-combat weapons around, especially with the Artemis, although in the modern era, I'd go with a Streak model. The ECM is usually best on a more mobile unit...not exactly wasted on this one (a C3-equipped long-range lance can put the hurt on anything), just better on a lancemate. The Flamer also doesn't really belong; more of a "fast raider" weapon. Besides, if you really want to start a fire, lasers can get the job done. Watch your armour as well...going with the max 307 armour points means you're spending half a ton for a mere 3 points of armour. Drop the extra half ton for weaponry.
So...drop Flamer, ECM, half ton of armour, gives you 3 tons, I'd probably drop 2 of your Heat Sinks as well, for 5 tons of close-range...maybe 3 MLs and 2 SPLs for Inantry.
Still, decent design overall; great long-range, and decent in close since the energy weapons can go both ways.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Retry
04/25/14 09:11 PM
76.7.236.208
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I'd take away the SRM6 for 5 MLs. They can be fires with the ERPPC and the gauss rifle for a 50 damage punch.
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