Karagin
08/12/02 11:32 PM
63.173.170.185
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Type/Model: Marauder MAD-7C Tech: Inner Sphere / 3025 Config: Biped BattleMech Rules: Level 1, Standard design
Mass: 75 tons Chassis: GM Marauder Standard Power Plant: 300 Vlar 300 Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Valiant Lamellor Standard Armament: 2 Magna Hellstar PPCs 2 Magna Mk II Medium Lasers 2 Holly SRM 6s Manufacturer: General Motors/Longstreet Industries Location: Longstreet/(FS) Communications System: Dalban Micronics Targeting & Tracking System: Dalban HiRez
-------------------------------------------------------- Type/Model: Marauder MAD-7C Mass: 75 tons
Equipment: Crits Mass Int. Struct.: 114 pts Standard 0 7.50 Engine: 300 6 19.00 Walking MP: 4 Running MP: 6 Jumping MP: 0 Heat Sinks: 17 Single 5 7.00 (Heat Sink Loc: 1 HD, 1 LT, 1 RT, 1 LL, 1 RL) Gyro: 4 3.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA R: Sh+UA 12 .00 Armor Factor: 184 pts Standard 0 11.50
Internal Armor Structure Value Head: 3 9 Center Torso: 23 30 Center Torso (Rear): 5 L/R Side Torso: 16 22/22 L/R Side Torso (Rear): 5/5 L/R Arm: 12 22/22 L/R Leg: 16 21/21
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 PPC RA 10 3 7.00 1 Medium Laser RA 3 1 1.00 1 PPC LA 10 3 7.00 1 Medium Laser LA 3 1 1.00 1 SRM 6 RT 4 30 4 5.00 (Ammo Locations: 1 LT, 1 RT) 1 SRM 6 LT 4 2 3.00 -------------------------------------------------------- TOTALS: 34 46 75.00 Crits & Tons Left: 32 .00
Calculated Factors: Total Cost: 6,773,375 C-Bills Battle Value: 1,050 Cost per BV: 6,450.83 Weapon Value: 1,226 / 1,226 (Ratio = 1.17 / 1.17) Damage Factors: SRDmg = 17; MRDmg = 11; LRDmg = 4 BattleForce2: MP: 4, Armor/Structure: 5/6 Damage PB/M/L: 3/2/1, Overheat: 3 Class: MH; Point Value: 11
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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KamikazeJohnson
08/13/02 12:17 AM
142.161.46.124
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A great improvement over the original, IMHO. I always found that original Marauder lacked short-range punch...I've lost count of the number of MAD-3Rs I smoked by getting up close and personal with a T-Bolt. The SRM's give this thing a fighting chance.
A couple points, though. The one thing I liked about the MAD-3R's AC/5 was the low heat...by alternating between 2 PPCs and PPC/AC, heat could be kept at a reasonable level while maintaining significant damage potential. This one doesn't have the option of dropping a PPC for a cooler weapon, so its firepower is seriously compromised as its heat builds up.
I would suggest downgrading the SRMs to 4-racks with a single ton of ammo (even with the boosted close-range weapons, you'd want to stay at a distance) and adding 3 more heat sinks, which greatly improves long-range efficiency (and makes this design a clear winner over a Warhammer, instead of the toss-up with the MAD-3R)
I'm getting all warm and fuzzy inside thinking about a level 2 mod for this version!
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Karagin
08/13/02 12:21 AM
63.173.170.185
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My friend Chuck had a few awesome battles with this mech...it was always interesting to see the other side look confused and kind of worried about him and his mechs when he tossed some of his modified book mechs on to the table...
I will make another version with your suggestion and add it to this one as yet another variant...
Let me know what you come up with on a level 2 version.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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novakitty
08/13/02 12:33 AM
209.242.100.230
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So THIS is the variant that gave the Clans the general idea for the Timber Wolf prime. (Yes, I know those are SRMs, but I can just see the Marauder with the pair of missile racks on its shoulders, and it resembles a baby Timber Wolf)
meow
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Karagin
08/13/02 12:37 AM
63.173.170.83
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Interesting take on this...my friend Chuck came up with it back around 88 or so...I wonder how it would do againt the D variant of the Timber Wolf...
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Bob_Richter
08/13/02 03:54 AM
4.35.174.250
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I like it. Using SRMs to augment the Marauder's close-range firepower was a good idea.
Still a bit short on heat sinks for the PPC, and the MAD-7C designation is questionable, but not a bad design.
-Bob (The Magnificent) Richter
Assertions made in this post are the humble opinion of Bob. They are not necessarily statements of fact or decrees from God Himself, unless explicitly and seriously stated to be so. :)
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Bob_Richter
08/13/02 03:56 AM
4.35.174.250
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>>>I wonder how it would do againt the D variant of the Timber Wolf... <<<
Like any level 1 'Mech fighting a Clan Omni, it would get shredded. But it'd put up a tolerable fight, and do some real damage.
-Bob (The Magnificent) Richter
Assertions made in this post are the humble opinion of Bob. They are not necessarily statements of fact or decrees from God Himself, unless explicitly and seriously stated to be so. :)
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JadeDragon
08/13/02 12:48 PM
206.228.153.2
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Good suggestion mate....less chance of ammo explosion, better heat dispensation for primary weapons....very good.
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KamikazeJohnson
08/13/02 06:09 PM
142.161.46.124
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I started trying to convert my mod ofthis design to L2, but since I kept upgrading the SRMs back to 6s, I guess I should just start with the posted 7C
TDB decided to crash on me (and even re-installing it didn't help, for some reason but here's a quick set of mods for L2:
First, DHS, to save 5 tons (12 DHS is more than strictly needed, but allows for more close-range flexibility. Upgrade both SRMs to SSRM 6s, add CASE, ES (3 more tons saved) 4 more MLs, and .5 tons more armor. You know...that kinda resembles a rather nasty Stalker refit
Alternately, trade 1 of the MLs and a DHS for armor.
Another route to take would be to use ERPPCs...this would require 16 DHS, SSRM 4s (1 ton ammo), add 2 ERMLs, the rest for armor (should be 2.5 more tons) If I counted right, there should be enough crits for all that.
If someone with a working 'Mech editor could draw this up and post it, I'd appreciate it
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Karagin
08/13/02 06:13 PM
63.173.170.195
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Here you go...
Type/Model: Marauder MAD-10C Tech: Inner Sphere / 3025 Config: Biped BattleMech Rules: Level 2, Standard design
Mass: 75 tons Chassis: GM Marauder Endo Steel Power Plant: 300 Vlar 300 Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Valiant Lamellor Standard Armament: 2 ER PPCs 2 Medium Lasers 2 Streak SRM 6s Manufacturer: General Motors/Longstreet Industries Location: Longstreet/(FS) Communications System: Dalban Micronics Targeting & Tracking System: Dalban HiRez
-------------------------------------------------------- Type/Model: Marauder MAD-10C Mass: 75 tons
Equipment: Crits Mass Int. Struct.: 114 pts Endo Steel 14 4.00 (Endo Steel Loc: 1 HD, 2 LA, 2 RA, 2 LT, 2 RT, 1 CT, 2 LL, 2 RL) Engine: 300 6 19.00 Walking MP: 4 Running MP: 6 Jumping MP: 0 Heat Sinks: 14 Double [28] 6 4.00 (Heat Sink Loc: 1 LT, 1 RT) Gyro: 4 3.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA R: Sh+UA 12 .00 Armor Factor: 224 pts Standard 0 14.00
Internal Armor Structure Value Head: 3 9 Center Torso: 23 34 Center Torso (Rear): 11 L/R Side Torso: 16 23/23 L/R Side Torso (Rear): 8/8 L/R Arm: 12 23/23 L/R Leg: 16 31/31
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 ER PPC RA 15 3 7.00 1 Medium Laser RA 3 1 1.00 1 ER PPC LA 15 3 7.00 1 Medium Laser LA 3 1 1.00 1 Streak SRM 6 RT 4 30 4 6.50 (Ammo Locations: 1 LT, 1 RT) 1 Streak SRM 6 LT 4 2 4.50 CASE Equipment: LT RT 2 1.00 -------------------------------------------------------- TOTALS: 44 63 75.00 Crits & Tons Left: 15 .00
Calculated Factors: Total Cost: 7,856,625 C-Bills Battle Value: 1,449 Cost per BV: 5,422.1 Weapon Value: 2,091 / 1,871 (Ratio = 1.44 / 1.29) Damage Factors: SRDmg = 31; MRDmg = 15; LRDmg = 8 BattleForce2: MP: 4, Armor/Structure: 6/6 Damage PB/M/L: 5/4/1, Overheat: 2 Class: MH; Point Value: 15
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Acolyte
08/13/02 09:38 PM
142.179.27.248
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Hey! Update that thing to ClanTech and it'd be hell on wheels!
Light a fire for a man, and you keep him warm for one night,
Light a man on fire and he'll be warm for the rest of his life.
Acolyte
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Acolyte
08/13/02 09:39 PM
142.179.27.248
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I like this design! In fact, I came up with it not too long ago.....
Light a fire for a man, and you keep him warm for one night,
Light a man on fire and he'll be warm for the rest of his life.
Acolyte
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novakitty
08/13/02 09:41 PM
209.242.100.230
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Update that to Clantech and it is a Timber Wolf.
meow
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Karagin
08/13/02 10:15 PM
63.173.170.16
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Actually it's not mine..it's a friend's name Chuck. He has several modifed book mechs that he uses and I thought I would share this one with the board.
Glad to see that Chuck is not the only one out there making mods to the original mechs...
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Kottos
08/13/02 11:46 PM
12.90.18.10
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A Marauder with that's effective up close. Not bad. Now for a few points:
Leg armor matters more than arm armor. Mechs that lose mobility die quickly.
That 17th heatsink is just, well, wierd. I'd scrap it for more armor. 16 is enough to use the close up stuff constantly. The PPCs still work with walk + 2 PPCs, then walk + 1 PPC. You also keep the exact heatsink configuration of the original, thus keeping things simple for the techs who have to modify a MAD-3R into one of these.
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Acolyte
08/13/02 11:48 PM
142.179.27.248
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Original 'Mech? Are you kidding? I run 3025 MechWarrior RPG's! Do you have any idea how hard it is to find a PPC! (espicially with a mean GM ) There are very few stock 'Mechs at all in my games.
Light a fire for a man, and you keep him warm for one night,
Light a man on fire and he'll be warm for the rest of his life.
Acolyte
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Acolyte
08/14/02 12:04 AM
142.179.27.248
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Oh, no..... keep that HS, trust me. If anything, drop a ton of ammo and ADD one.
Light a fire for a man, and you keep him warm for one night,
Light a man on fire and he'll be warm for the rest of his life.
Acolyte
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KamikazeJohnson
08/14/02 12:21 AM
142.161.46.124
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Actually, he has a point...16 heat sinks is perfect for walking and alternating 2 PPC/1 PPC, so the 17th doesn't actually do much unless you fire both PPCs 2 turns in a row, or stand and fire. Although I would prefer more HS in order to dual-PPC more than half the time.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Acolyte
08/14/02 12:35 AM
142.179.27.248
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Like I said, drop a ton of ammo and add 1. 18 HS's allow you to run and fire both, winding up with 4 heat. No penalties. 17 allows you to run and run and fire 2 (5 heat), run and fire 1(back to 0 heat). It also allows you to find a heavy woods and sit, firing both PPC's for 3 turns before the first targeting modifier instead of 2.
Light a fire for a man, and you keep him warm for one night,
Light a man on fire and he'll be warm for the rest of his life.
Acolyte
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KamikazeJohnson
08/14/02 01:04 AM
142.161.46.124
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>>17 allows you to run and run and fire 2 (5 heat), run and fire 1(back to 0 heat).<<
Although that 5 heat can be bad for the -1 move (but I guess the same is true with 16 HS
Seems 17 is a bad number...either drop one, or add one
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Acolyte
08/14/02 01:42 AM
142.179.27.248
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It's an odd number. That makes people not like it for some reason. Adding a HS, I think, is the better option. The Marader has sinificant firepower but it has problems using it effectivly because of the heat problems and any help in that regard is a boon.
Light a fire for a man, and you keep him warm for one night,
Light a man on fire and he'll be warm for the rest of his life.
Acolyte
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Cheapbuzz
08/14/02 03:00 AM
131.36.116.42
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ROTFLMAO...... That was a joke right?
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Moraelin
08/14/02 07:25 AM
194.114.62.65
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Personally I'm a member of the "you can't have enough heatsinks" school of mech design, so I'd also go with one more instead of one less. Last time I went with the idea "oh, I'll just let it cool down every now and then", I took two freak critical engine hits in the first two rounds. Needless to say, that mech was fubar, since it had only energy weapons.
---
Moraelin - The proud member of the Idiots' Guild
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Karagin
08/14/02 12:16 PM
63.173.170.49
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No...not a joke.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Bob_Richter
08/14/02 12:33 PM
4.35.174.250
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Mechwarrior's availabilty tables don't make it THAT hard.
Unless you're a Marik.
-Bob (The Magnificent) Richter
Assertions made in this post are the humble opinion of Bob. They are not necessarily statements of fact or decrees from God Himself, unless explicitly and seriously stated to be so. :)
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Bob_Richter
08/14/02 12:36 PM
4.35.174.250
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>>>Leg armor matters more than arm armor. Mechs that lose mobility die quickly. <<<
While you're right that Mechs that lose mobility die quickly, 'Mechs that lose their weapons die slowly. Arms are far more frequently hit than legs.
-Bob (The Magnificent) Richter
Assertions made in this post are the humble opinion of Bob. They are not necessarily statements of fact or decrees from God Himself, unless explicitly and seriously stated to be so. :)
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Cheapbuzz
08/14/02 10:08 PM
131.36.116.42
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Damn I mean its a nice design for 3025, but I think in this battle it would be way out classed. I guess your only hope would be that the Madcat would shutdown from overheating then try for a called shot on the head.
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Karagin
08/15/02 04:14 AM
63.173.170.181
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Sorry to hear that...I have seen more Clan mechs fall to 3025 then any of the newer IS mechs...must have something to do with the players KNOWING HOW TO USE the older mechs and their systems.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Acolyte
08/15/02 05:03 AM
142.179.27.248
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Ah, but it does get hard if people find out that the group needs one, and it also gets expensive.
Light a fire for a man, and you keep him warm for one night,
Light a man on fire and he'll be warm for the rest of his life.
Acolyte
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realworldviews
08/15/02 12:09 PM
24.98.65.7
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I think part of it may also have to do with the over use of IS XL engines. Lose a torso your dead. With 3025 mechs your not dead till your Head or CT are destroyed. As long as you have 1 arm and torso weapons you can still fire.
Colonel Brian Davis
Gamers United
"Dreams become reality, for all who start off with a dream"
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