YEK-3S Yekspa

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KamikazeJohnson
05/12/16 11:57 PM
207.161.146.219

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Yekspa YEK-3S

Code:
Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-E-D-A
Production Year: 2750
Cost: 7,051,368 C-Bills
Battle Value: 1,602

Chassis: Unknown Standard
Power Plant: Unknown 255 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
2 Large Lasers
1 Autocannon/10
3 Medium Lasers
2 LRM-5s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 130 points 8.50
Engine: Fusion Engine 255 13.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Single Heat Sink 20 10.00
Heat Sink Locations: 4 LT, 4 RT, 1 LA, 1 RA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA+LA+H
Armor: Standard Armor AV - 248 15.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 27 39
Center Torso (rear) 10
L/R Torso 18 27
L/R Torso (rear) 9
L/R Arm 14 26
L/R Leg 18 33

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Large Laser RA 8 2 5.00
Autocannon/10 LA 3 7 12.00
2 LRM-5s RT 4 2 4.00
(R) Medium Laser RT 3 1 1.00
(R) Medium Laser LT 3 1 1.00
Medium Laser LT 3 1 1.00
Large Laser CT 8 2 5.00
@LRM-5 (24) RT - 1 1.00
@AC/10 (20) LT - 2 2.00
Free Critical Slots: 20

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 16
3 3 4 1 0 4 0 Structure: 7
Special Abilities: SRCH, ES, SEAL, SOA, IF 1


MY BLURB:
The Yekspa is the result of an attempt to justify using an AC/10 rather than a PPC or Large Laser. Would still probably be more effective with a third Large Laser and more Heat Sinks instead of the AC, but I think overall it turned out not too bad.

Thoughts?

(Attachment is the .ssw file for this design) Attachment (135 downloads)
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson


Edited by KamikazeJohnson (05/13/16 12:01 AM)
ghostrider
05/14/16 12:46 PM
66.74.61.223

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I really think if the cannons were lighter, and didn't run out of ammo so 'quickly' they wouldn't be bad.
As for the 10, it has the range of the laser and a better punch.
Was trying to wait for someone else to post before I did, but oh well..

Guess I am used to keeping the enemy in front of me, since I question the rear placement of weapons alot. I know they help, but I guess the idea of alpha shots still has a strong hold on me. Or maybe bracket firing. Drop lrm fire for mls ones minimum range it hit.
Though I guess this would help someone cool down while keeping up some fire. Swap a large laser out for the cannon to lose 5 heat. That is IF you don't just add the cannon.
KamikazeJohnson
05/14/16 04:10 PM
207.161.146.219

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Quote:
ghostrider writes:

I really think if the cannons were lighter, and didn't run out of ammo so 'quickly' they wouldn't be bad.
As for the 10, it has the range of the laser and a better punch.



I always thought the AC/10 should be 10 tons instead of 12, and the AC/20 12 tons instead of 14. As it it, you trade an AC/10 for a Large Laser and 5 extea Heat Sinks, you lose 2 damage, but you save 2 tons plus ammo. Really hard to justify the cannon.

Quote:
Guess I am used to keeping the enemy in front of me, since I question the rear placement of weapons alot. I know they help, but I guess the idea of alpha shots still has a strong hold on me. Or maybe bracket firing. Drop lrm fire for mls ones minimum range it hit.
Though I guess this would help someone cool down while keeping up some fire. Swap a large laser out for the cannon to lose 5 heat. That is IF you don't just add the cannon.



I mounted the lasers in the back for 2 reasons; 1) at 3/5/0 movement, the Rear arc is vulnerable; and 2) I had already maxed out efficient heat, so I didn't want to add more heat sinks.

The intended Heat Balance is to use the LRMs and Large Lasers at long range, saving the AC for "prime" shots at range 10 or less, and the ML for a little "emergency" punch in close, or to fill in if another weapon is damaged.

Actually, with the LRMs to encourage keeping the range open, I could probably get by with only 1 ton of AC ammo. Add another ML or a Heat Sink.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
happyguy49
05/22/16 11:58 PM
98.30.242.159

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I think this is a very solid design, especially working withing 3025 limitations. Two large lasers and an AC/10 for your longer range(ish) hits, but no minimum range to worry about as the 3025 Awesome must. Plus it has secondary weapons, both at short range (the mediums) and long range (the LRM 5s.)

30 heat sinks and 15.5 tons of armor make this about as effective as the best low-tech Battlemaster variants IMHO. It even has (one) battlefist. Good design
KamikazeJohnson
05/26/16 08:46 PM
207.161.146.219

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Since the purpose of this design was to find an efficient use of the AC/10, here are two alternate variants.

Yekspa YEK-3L

Code:
Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-E-D-A
Production Year: 2750
Cost: 7,040,268 C-Bills
Battle Value: 1,677

Chassis: Unknown Standard
Power Plant: Unknown 255 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
3 Large Lasers
5 Medium Lasers
2 LRM-5s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 130 points 8.50
Engine: Fusion Engine 255 13.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Single Heat Sink 27 17.00
Heat Sink Locations: 1 HD, 6 LT, 6 RT, 3 LA, 1 RA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA+LA+H
Armor: Standard Armor AV - 248 15.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 27 39
Center Torso (rear) 10
L/R Torso 18 27
L/R Torso (rear) 9
L/R Arm 14 26
L/R Leg 18 33

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Large Laser RA 8 2 5.00
Large Laser LA 8 2 5.00
2 LRM-5s RT 4 2 4.00
(R) Medium Laser RT 3 1 1.00
(R) Medium Laser LT 3 1 1.00
3 Medium Lasers LT 9 3 3.00
Large Laser CT 8 2 5.00
@LRM-5 (24) RT - 1 1.00
Free Critical Slots: 18

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 17
3 4 4 1 0 4 1 Structure: 7
Special Abilities: SRCH, ES, SEAL, SOA, IF 1


This version trades the AC/10 for a third Large Laser, saving 9 tons. Adding 5 Heat Sinks counters Laser's higher heat output, leaving 4 tons to make up for the decreased damage. I went with a pair of Medium Lasers or supplemental firepower and 2 additional Heat Sinks. Slight loss of firepower at range, but it can now fire the LRMs along with the three primary weapons with minimal heat buildup, has additional options in close, better Alpha Strike, and no limited (and explosive) ammo to worry about.

--------------------------------------------------------
Yekspa YEK-3P

Code:
Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-E-D-A
Production Year: 2750
Cost: 7,077,268 C-Bills
Battle Value: 1,661

Chassis: Unknown Standard
Power Plant: Unknown 255 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 PPC
2 Large Lasers
3 Medium Lasers
2 LRM-5s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 130 points 8.50
Engine: Fusion Engine 255 13.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Single Heat Sink 27 17.00
Heat Sink Locations: 7 LT, 5 RT, 3 LA, 2 RA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA+LA+H
Armor: Standard Armor AV - 248 15.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 27 39
Center Torso (rear) 10
L/R Torso 18 27
L/R Torso (rear) 9
L/R Arm 14 26
L/R Leg 18 33

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Large Laser RA 8 2 5.00
PPC LA 10 3 7.00
2 LRM-5s RT 4 2 4.00
(R) Medium Laser RT 3 1 1.00
(R) Medium Laser LT 3 1 1.00
Medium Laser LT 3 1 1.00
Large Laser CT 8 2 5.00
@LRM-5 (24) RT - 1 1.00
Free Critical Slots: 19

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 17
3 3 4 2 0 4 0 Structure: 7
Special Abilities: SRCH, ES, SEAL, SOA, IF 1


The -3P variant is a more direct swap; drop the AC/10 and Ammo for a PPC and 7 additional Heat Sinks. Same Heat scale, same Damage. Better range, slight Minimum range issues, partially countered by the Medium Laser (or Lasers, if you turn one or both of the Rear lasers to the front)

Personally, I think both variants have an edge over the AC/10 version, as much as I want to like the original. Thoughts?
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
05/26/16 11:04 PM
66.74.61.223

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Sadly, you put the exclamation point on why the ac 10 isn't a good choice for a weapon on mechs.
The weight of it just bites, as all cannons do. Only advantage is cooler shots, but add in the sinks with the weight saved with energy weapons and that counters it.

I am a bit curious on not using double sinks. Could save alot of weight with 4 sinks not covered by the engine. Basically 2 dhs in each side torso for 6 crits in each torso. Yeah, cost, might be a small issue, but you could use more weapons.
Could still use the ac 10 with a ton of ammo with just that.
KamikazeJohnson
05/26/16 11:14 PM
207.161.146.219

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Quote:
ghostrider writes:

Sadly, you put the exclamation point on why the ac 10 isn't a good choice for a weapon on mechs.
The weight of it just bites, as all cannons do. Only advantage is cooler shots, but add in the sinks with the weight saved with energy weapons and that counters it.

I am a bit curious on not using double sinks. Could save alot of weight with 4 sinks not covered by the engine. Basically 2 dhs in each side torso for 6 crits in each torso. Yeah, cost, might be a small issue, but you could use more weapons.
Could still use the ac 10 with a ton of ammo with just that.



This was meant to be a 3025 design (too lazy to change the setting), so no DHS. DHS also magnify the disadvantage of the AC, as you don't need as many tons to counter the heat difference. Although, the LB 10-X actually stacks up fairly well against the other weapons, even with DHS.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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