Ndo'Yet

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Silverlocust
06/06/16 12:46 AM
184.10.152.131

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Code:
Name: Ndo'Yet
Technology Base: Clan
Mass: 100
Chassis: Biped
Rules Level: Standard
Power Plant: RhinoPusher 300 XL
Cruising Speed: 32 kph
Maximum Speed: 54 kph
Jump Jets: Type X Heavy Lifters
Jump Capacity: 90 meters
Armor: Spiderweb DuraMaxx Ferro-Fibrous
Armament:
1 NuStar ATM 3
1 Blitzkrieg Ultra Class AC/20
3 SunCor Large Pulse Lasers
2 BlazeFire ER Large Lasers
Manufacturer: Unkown
Primary Factory: Unknown
Communications System: Type A ComLink
Targeting and Tracking System: Earthbound Sniper 5000

Equipment Mass
Internal Structure: CASE SafeTMaxx 10
Engine: 300 XL Fusion 9.5
Walking MP: 3
Running MP: 5
Jumping MP: 3 6
Heat Sinks: 12(24) 2
Gyro: Standard 3
Cockpit: Standard 3
Armor Factor: 307 16
Internal Armor
Structure Value
Head 3 9
Center Torso 31 50
Center Torso (rear) 12
R/L Torso 21 32
R/L Torso (rear) 10
R/L Arm 17 34
R/L Leg 21 42

FIXED LOCATIONS
Location Fixed SR
head Ferro-Fibrous 0
c torso Ferro-Fibrous & Jump Jet 0
r torso 2XL 10
l torso 2XL 10
r arm 1 Ferro-Fibrous 7
l arm 2 Ferro-Fibrous 6
r leg 1 Ferro-Fibrous & Jump Jet 0
l leg 1 Ferro-Fibrous & Jump Jet 0

CASE IN APPROPIATE LOCATIONS

*NO HAND ACTUATORS*
Weapons & Ammo Location Heat Critical Tonnage
Jump Jet CT 1 2
Ultra AC/20 RT 7 8 12
Ammo(Ultra AC/20)10 RT 2 2
ATM 3 LT 2 2 1.5
ER Ammo(ATM 3)20 LT 1 1
Ammo(Ultra AC/20)10 LT 2 2
2 Double Heat Sinks LT 4 2
L Pulse Laser RA 10 2 6
L Pulse Laser RA 10 2 6
L Pulse Laser RA 10 2 6
Double Heat Sink RA 2 1
ER Large Laser LA 12 1 4
ER Large Laser LA 12 1 4
3 Double Heat Sinks LA 6 3
Jump Jet RL 1 2
Jump Jet LL 1 2


ghostrider
06/06/16 01:32 AM
66.74.61.223

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I would suggest rethinking the 12 double sinks. You will probably explode once you get into range of the ultra. The ers will overheat you slowly while walking, but once the lpls start firing, that's gonna be far worse.
Most would forget to bracket fire and probably try double shot with the lasers and missile system.

Now if you can keep off the alpha trigger, it has potential, but still a little warmer then usable with most of the firepower.
4 tons of ultra ammo is good, but not sure how much of it you would get off before the mech lost a torso.
Full fire rate is 14 heat for it. By that time, you might be on the verge of heat explosion.

Possible changes. Dropping a lpl, and the ferrous fiber. Take some tonnage and add normal armor, and a few more sinks.
If you want firepower, maybe swapping for ermls. Though still likely to try to use them with the cannon.
And as much as I love the 20, it might be advisable to swap out for a gauss rifle. Drop 2 tons of ammo, and remove alot of heat with over double the range.
Silverlocust
06/06/16 02:04 AM
184.10.152.131

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12? More Like 18 (12 in the engine itself & the 6 xtras added in). Rotate using the lasers so you don't overheat. That 20 comes in handy when you get close enough to drop a hole in somebody and you can ditch the ammo by using 2 at a time instead of single shots. If somebody decides to do a suicide run and use everything at once then yeah it will overheat and become a 100 ton toaster.
ghostrider
06/06/16 11:38 AM
66.74.61.223

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Only showed the 12 in the engine. The 6 extra tons was overlooked. Heat Sinks: 12(24). So that was my mistake.

I know. I love the ac 20, and the ultra version. Punches holes very nicely when they hit.
The down side is, once people learn you have one, they stay at distances to pound you. Yes, the erlls come in handy to avoid this.

It is kind of unusual for people to actually bracket fire. Most I have seen try to fire everything they can in combat. If you look at alot of designs here, you can see they tend to change out some shorter range weapons for one long range when they need to. It doesn't mean everyone does this, but seems to be common here.

And thanks for putting the ammo in a different line from the weapon. Makes it easier to read at a glance.
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