NOT-1T Notwot

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KamikazeJohnson
07/26/16 01:38 AM
207.161.146.219

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Notwot NOT-1T
Code:

Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Cost: 9,668,000 C-Bills
Battle Value: 1,836

Chassis: Unknown Standard
Power Plant: Unknown 300 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 Autocannon/20
1 PPC
1 Autocannon/5
6 Medium Lasers
1 SRM-4
2 Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10.00
Engine: Fusion Engine 300 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Single Heat Sink 14 4.00
Heat Sink Locations: 2 RT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 296 18.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 31 49
Center Torso (rear) 12
L/R Torso 21 31
L/R Torso (rear) 11
L/R Arm 17 31
L/R Leg 21 40

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
PPC RA 10 3 7.00
Medium Laser RA 3 1 1.00
Medium Laser LA 3 1 1.00
SRM-4 LA 3 1 2.00
Machine Gun LA 0 1 0.50
Autocannon/5 RT 1 4 8.00
(R) Medium Laser RT 3 1 1.00
Machine Gun RT 0 1 0.50
Autocannon/20 LT 7 10 14.00
2 (R) Medium Lasers CT 6 2 2.00
(R) Medium Laser HD 3 1 1.00
@SRM-4 (25) LA - 1 1.00
@AC/5 (20) RT - 1 1.00
@MG (1/2) (100) RT - 1 0.50
@AC/20 (10) LT - 2 2.00
Free Critical Slots: 14

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 18
3 3 3 1 0 4 2 Structure: 8
Special Abilities: SRCH, ES, SEAL, SOA, AC 1/1/0

MY BLURB:
Don't feel like filling out all the fluff right now, but this is the second of three designs in JMInc.'s Vintage Prototype project. It started off as an attempt to build a better 'Mech than an Atlas without dropping the AC/20. The obvious solution was to trade the LRM 20 for a more effective combination of weapons. I used a PPC and an AC/5, dropped several unnecessary Heat Sinks, and downgraded the SRM 6 to a SRM 4. Remaining tonnage went to a pair of MGs and 2 more Rear-mounted MLs. The Notwot has slightly less total firepower than the Atlas, but has better average damage and better staying power at long range, and a much more versatile weapon mix at close range, since the PPC and AC/5 can both fire effectively up to 2 hexes away.

Thoughts?
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
07/26/16 11:06 AM
66.74.61.223

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Not sure if having 4 rear firing lasers is necessary. But then I don't do free for all.
I know it's boring, but would have used a second ppc instead of the ac 5 and used the extra mls for heatsinks. But that is my love of ppcs.

The ac 5 has the issues we all know and love, so it might have been an idea to keep the lrms, but maybe down grade to a 15 pack, or even a 10 with other weapons.

The inclusion of the mgs is nice, since the 20 no longer kills infantry like it used to. I know the missile launchers did a decent job of infantry control, but you would rather use that against vehicles or mechs.


Overall, I would say it is an improvement. Long range firepower that can be kept up, with a little extra short ranged power.
As pointed out, the ac 5 is what I would consider the weakest point in the upgrade, but it isn't a huge problem.
KamikazeJohnson
07/26/16 11:50 AM
24.114.40.182

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True, the AC/5 isn't the most efficient weapon...I just liked the aesthetic of the mismatched ACs. I tried twin PPCs with the AC/20 and I just couldn't get it to work right for me...either poor heat control at long range, inadequate supporting weapons in close, or both.

A better choice might be a LRM 10. Longer range, slightly more average damage, saves 2 tons for Heat Sinks.

I like the rear-facing lasers as a 'Mech like this just screams for smaller, faster 'Mechs to jump in behind it...2 MLs aren't m7ch deterrent, but 4 have to be taken seriously...
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Akalabeth
07/26/16 06:30 PM
64.251.81.66

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I dunno the AC/20, AC/5, PPC combo is unique as far as I've seen in battletech. So might be worth preserving for that reason alone.

4 Rear ML is fine as well. Problem with rear-mounted weapons is that, the penalties to split fire are so great that's usually not worth firing rear weapons even in the current rule set. So having four rear-facing will help alleviate that problem, particularly if you don't have the heat sinks to fire them all forward facing anyway.
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