JMInc. Operation Upgrade -- TRO:3025-3050

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KamikazeJohnson
02/19/14 11:12 PM
24.114.37.215

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Johnson 'MechWorks, Inc. Announces Major Design Project!

Press Release: JMInc. announced today a truly unprecedented event, titled "Operation Upgrade".

Over the coming weeks, the notorious design firm will be releasing a series of schematics, each one an upgrade of a design from the original 3025 Technical Readout, incorporating new and recovered technology featured in the later TRO:3050. Representing the JMInc. design team's take on how these models "should" have been upgraded, and consisting primarily of new production models rather than field refits, each will include a detailed overview outlining the designer's thoughts on the redesign.

Stay tuned to see all your old favourites, from Locust to Atlas, given the JMInc. treatment!
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Karagin
02/19/14 11:33 PM
70.118.139.48

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Sounds like an interesting set of mechs coming our way.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
KamikazeJohnson
02/21/14 12:43 AM
50.72.218.68

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Quote:
Sounds like an interesting set of mechs coming our way.



That's the plan. I hope to see a lot of discussion on these. Maybe even the occasional "WTF!!!!!!!!!!!!!!!!!!"
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
KamikazeJohnson
02/21/14 12:58 AM
50.72.218.68

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Locust LCT-JM

Mass: 20 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3050
Cost: 3,150,400 C-Bills
Battle Value: 587

Chassis: Unknown Endo-Steel
Power Plant: Unknown 220 Fusion XL Engine
Walking Speed: 118.8 km/h
Maximum Speed: 183.6 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
2 Medium Lasers
4 Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 33 points 1.00
Internal Locations: 3 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 220 5.00
Walking MP: 11
Running MP: 17
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 LT, 1 RT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Ferro-Fibrous AV - 62 3.50
Armor Locations: 3 LT, 4 RT, 3 LA, 4 RA

Internal Armor
Structure Factor
Head 3 6
Center Torso 6 10
Center Torso (rear) 2
L/R Torso 5 8
L/R Torso (rear) 2
L/R Arm 3 4
L/R Leg 4 8

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Machine Guns RA 0 2 1.00
2 Machine Guns LA 0 2 1.00
Medium Laser CT 3 1 1.00
Medium Laser HD 3 1 1.00
@MG (1/2) (100) CT - 1 0.50
Free Critical Slots: 6

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 6
11 2 1 0 0 1 0 Structure: 1
Special Abilities: SRCH, ES, SEAL, SOA

DESIGN NOTES:

The Locust always struck me as more of a "Raider" than a scout, as its lack of
jump jets hinder its ability to operate in difficult terrain. While FA$A
seemed to have Elementals in mind when doing most of their TRO:3050 upgrades, I
designed mine with a "Pre-Clan" mentality.


I went with an XL Engine mainly because a Locust shouldn't be taking much fire
if the pilot is doing his job right, and because even greater speed would be
the best way to increase its survivability. Ferro Fibrous saved a half ton at
the cost of only 2 points of armour; Endo Steel saved another ton, and
downgrading to smaller MG Ammo bin saved another half.


Speed increased by 3 Walking MP, and I simply doubled the weaponry. One of the
best uses for a Locust has always been hunting other Light 'Mechs and dealing
with enemy Infantry, and this version is well equipped for that.

Comments and criticisms welcome.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
02/21/14 02:10 AM
24.30.128.72

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I am kinda surprised you didn't use ermls.

I can see trying to keep the cost down, but a scout mech or even a raider would benefit from advanced electronics like ecm or a probe.

there was one upgrade that had small lasers instead of the mgs. Granted, it didn't have the second medium laser. This would eliminate ammo boom while allowing it to stay in the field longer. But running low on ammo might be a good thing. Without that worry you might stay out too long.

maybe drop a speed point and get some more armor, but that's iffy.
KamikazeJohnson
02/21/14 02:34 AM
50.72.218.68

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Quote:
I am kinda surprised you didn't use ermls.



I'm sticking with the TRO:3050 tech; IS didn't have ERML in that one, just Pulse Lasers and ERLL. If I was upgrading to 3055, I would definitely have used them.

Quote:
I can see trying to keep the cost down, but a scout mech or even a raider would benefit from advanced electronics like ecm or a probe.



Realistically, any 'Mech benefits from ECM, but having ECM on every 'Mech gets you diminishing returns. I chose to pass on ECM for this one and focus on speed and firepower.

Quote:
there was one upgrade that had small lasers instead of the mgs. Granted, it didn't have the second medium laser. This would eliminate ammo boom while allowing it to stay in the field longer. But running low on ammo might be a good thing. Without that worry you might stay out too long.



Never really liked the SL upgrade for a couple reasons. First, without MGs, it didn't really feel like a Locust to me. Second, unless there's a rule I can't find, SLs don't do much against Conventional Infantry, which is kinda where I was going with this. Get in, devastate the enemy's Infantry, and get out. I'd considered going with 4xSL and and max armour, but I prefer the feel of the MGs on a Locust.

Quote:
maybe drop a speed point and get some more armor, but that's iffy.



It can only carry an extra 7 points of armour, which would be 3 in the H, 2 on each leg. Thought about maxing it, but not only would that waste 2 points (I hate inefficiency), it didn't seem the best use of the 1/2 ton.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
His_Most_Royal_Highass_Donkey
02/21/14 06:36 AM
172.56.16.238

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I have to say you stayed with the standard Locust.

I would have dropped the four MGs for two SPL and another half ton of armor. I would up grade the heat sinks to doubles. Not because of the weapon load but because of the XL engine. That 10 heat engine crit can hurt a lot when you only have 10 heat sinks.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
ghostrider
02/21/14 07:47 AM
24.30.128.72

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Hadn't thought about the ermls and the year you were using.

The mgs are a good thing, since I agree with the feeling of the mech. It was to take out infantry quickly.

The ecm thought was being a raider behind the lines not being able to be found would draw off even more units to find it, but I do agree that if everything has ecm, then it becomes more of a snipe hunt then an actual war game.

One corner that might be cut is the lower arm actuator. I don't think the original locust had it since it had no hands. I know they didn't pull them out because the rules for flipping arms and such hadn't been made yet.

And with the extra speed, it should be able to get out before much can be brought against it. Only issue is running into things. But that shouldn't be that big of a problem. Just watch for spiders.
KamikazeJohnson
02/21/14 01:10 PM
24.114.40.200

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Quote:
I have to say you stayed with the standard Locust.

I would have dropped the four MGs for two SPL and another half ton of armor. I would up grade the heat sinks to doubles. Not because of the weapon load but because of the XL engine. That 10 heat engine crit can hurt a lot when you only have 10 heat sinks.



I keep hearing about SLs and SPLs being "anti-Infantry" weapons, but as far as I can tell, according to Total Warfare, either will do only 2 dmg to conventional Infantry. Am I missing something?

Secondly, sticking with the MGs is, to me, sticking with the spirit of the original, i.e A Locust has MGs, so my upgrade has MGs. Plus I like MGs lol.

I should have used DHS...an earlier attempt was one step slower and didn't have enough crit space for Doubles. This one does. I'll make sure I mofify that in my files.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Retry
02/21/14 01:46 PM
72.214.204.166

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Thought SPLs work like burst fire.
KamikazeJohnson
02/21/14 02:45 PM
50.72.218.68

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Quote:
Thought SPLs work like burst fire.



Found it. The chart is on TW p.310. Small and Micro Pulse Lasers are treated as Burst-Fire with a damage vs. Conventional Infantry of 2D6. So equal in dmg to MGs, better accuracy, more dmg vs. non-Infantry, and no ammo, but they produce heat and weigh twice as much.

With DHS equipped, the heat output is still irrelevant on this design, and with the -2 modifier, the SPLs would probably outperform twice as many MGs. I'd probably go that way if I was building from scratch, just like I'd drop the Lower Arm Actuators as well. Could be considered a "variant" or "modification" of my production model...
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson


Edited by KamikazeJohnson (02/21/14 02:45 PM)
KamikazeJohnson
02/21/14 05:46 PM
50.72.218.68

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Stinger STG-JM

Mass: 20 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3049
Cost: 1,919,040 C-Bills
Battle Value: 388

Chassis: Unknown Endo-Steel
Power Plant: Unknown 120 Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
Jump Capacity: 180 meters
Armor: Unknown Ferro-Fibrous
Armament:
1 Medium Laser
2 Machine Guns
1 Beagle Active Probe
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 33 points 1.00
Internal Locations: 2 LT, 4 RT, 4 LA, 4 RA
Engine: Fusion Engine 120 4.00
Walking MP: 6
Running MP: 9
Jumping MP: 6 Standard
Jump Jet Locations: 3 LT, 3 RT 3.00
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 3 LT, 3 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 53 3.00
Armor Locations: 1 HD, 1 CT, 2 LT, 2 RT, 2 LA, 2 RA, 2 LL, 2 RL

Internal Armor
Structure Factor
Head 3 4
Center Torso 6 7
Center Torso (rear) 4
L/R Torso 5 6
L/R Torso (rear) 2
L/R Arm 3 5
L/R Leg 4 6

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Machine Gun RA 0 1 0.50
Medium Laser RA 3 1 1.00
Machine Gun LA 0 1 0.50
Beagle Active Probe LT 0 2 1.50
@MG (1/2) (100) CT - 1 0.50
Free Critical Slots: 1

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 4
6j 1 1 0 0 1 0 Structure: 2
Special Abilities: PRB, RCN, SRCH, ES, SEAL, SOA

DESIGN NOTES
The Stinger always seemed like an "unnecessary" design to me: same weaponry as the Locust without the speed or armour; same mobility as the Wasp without the range of the SRM. Unless you intended to intercept Infantry by jumping, there seemed n real reason to take a Stinger over the other 20-tonners.

I decided to go a different direction with the Stinger than I did with the Wasp and Locust. Keep the Standard Fusion Engine so it can survive a few crippling hits (a PPC to the LT can really ruin your day if you're piloting an XL-equipped 20-tonner), Endo Steel to save a ton and reduce the MG Ammo supply for another 1/2 ton. The tonnage saved is just enough to mount some electronics. My base design uses a Beagle Probe for more effective Recon, but the unit can be easily traded for a Guardian ECM Suite if desired.

Finally, upgrading to Ferro-Fibrous Armour increases protection by the equivalent of an additional 1/2 ton.

Not a powerful upgrade by any means, and it still really needs to keep its head down, but perhaps a little more useful than the original.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Karagin
02/21/14 05:49 PM
70.118.139.48

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Looking really good!
Karagin

Given time and plenty of paper, a philosopher can prove anything.
KamikazeJohnson
02/21/14 06:01 PM
50.72.218.68

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Rounding out the 20-Tonners with one last submission for today.

Wasp WSP-JM

Mass: 20 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3049
Cost: 2,300,040 C-Bills
Battle Value: 415

Chassis: Unknown Endo-Steel
Power Plant: Unknown 120 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
Jump Capacity: 180 meters
Armor: Unknown Standard Armor
Armament:
1 Medium Laser
1 SRM-2
1 Flamer
1 TAG
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 33 points 1.00
Internal Locations: 3 LT, 3 RT, 4 LA, 3 RA, 1 RL
Engine: XL Fusion Engine 120 2.00
Walking MP: 6
Running MP: 9
Jumping MP: 6 Standard
Jump Jet Locations: 2 CT, 1 LT, 1 RT, 1 LL, 1 RL 3.00
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 3 LT, 3 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 64 4.00

Internal Armor
Structure Factor
Head 3 6
Center Torso 6 8
Center Torso (rear) 4
L/R Torso 5 8
L/R Torso (rear) 2
L/R Arm 3 6
L/R Leg 4 7

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Flamer LA 3 1 1.00
TAG HD 0 1 1.00
SRM-2 LL 2 1 1.00
@SRM-2 (50) LT - 1 1.00
Free Critical Slots: 10

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

DESIGN NOTES
The Wasp was a tough one for me; the hard part was deciding what path to take.
I finally decided, with the Locust upgraded as a Lightning Raider, and the
Stinger as a Scout, I'd do the Wasp as a "Mischief Maker".

Since its new role isn't a Combat role, I went with an XL Engine and Endo Steel
to save maximum tonnage. I decided to pass on the natural upgrade to the
Streak SRM, feeling that the best use of the Wasp's SRM would be Inferno Ammo.
Instead, I added a ton of armour, and went with a TAG for offence and a Flamer
to cause behind-the-lines mayhem.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Retry
02/21/14 06:07 PM
67.239.109.174

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I thought XLEs and Endo Steel were the equipment you use in combat roles specifically.
KamikazeJohnson
02/21/14 06:14 PM
50.72.218.68

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Quote:
I thought XLEs and Endo Steel were the equipment you use in combat roles specifically.



Endo Steel goes on anything with enough crit space. XL Engine depends on the design. The Stinger for example doesn't really have the speed to survive long in a major battle, and it certainly doesn't have the armour, so it's best off without the XL. This Wasp, on the other hand, doesn't have to worry about the vulnerability associated with the XL Engine if it generally avoids combat.

Heavier 'Mechs it's different, as the extra firepower they can carry with the weight saved is often enough to justiy the risk,
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Retry
02/21/14 07:07 PM
67.239.109.174

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Why not use the XL engine to speed up the stinger so it does have the speed to survive?
Karagin
02/21/14 07:16 PM
70.118.139.48

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Or you could go with TSM and MASC.....
Karagin

Given time and plenty of paper, a philosopher can prove anything.
KamikazeJohnson
02/21/14 07:43 PM
24.114.40.65

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Quote:
Why not use the XL engine to speed up the stinger so it does have the speed to survive?



Because the Stinger doesn't deserve an XL Engine.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
02/22/14 01:33 AM
24.30.128.72

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The advantage of the stinger over the locust would be the jets. Not a big one, but in some terrain it would outperform the locust. I have disliked the stinger because I did not like slower and less armored then the locust. The wasp was ok, but would have preferred the locust for the speed.

Not using the xl in the stinger but using it in the wasp is wierd. You could have upgraded the stinger similar to the wasp. Cost is the issue for both of them since they tend to crumple when hit by things like a single large laser.
Honestly, why even bother with the stinger? The endosteel and ferrous fiber armor isn't worth putting on the mech.

Using small lasers was more for anti mech then anti infantry. I know alot of people that only use infantry to take cities to control the populations. They would not even think of using them in a battle outside of a city.
KamikazeJohnson
02/22/14 02:43 AM
50.72.218.68

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Quote:
The advantage of the stinger over the locust would be the jets. Not a big one, but in some terrain it would outperform the locust. I have disliked the stinger because I did not like slower and less armored then the locust. The wasp was ok, but would have preferred the locust for the speed.



That's my issue with the Stinger as well. Depending on the mission it's almost always outperformed by either the Locust or the Wasp, if not both.

Quote:
Not using the xl in the stinger but using it in the wasp is weird. You could have upgraded the stinger similar to the wasp. Cost is the issue for both of them since they tend to crumple when hit by things like a single large laser.
...The endosteel and ferrous fiber armor isn't worth putting on the mech.



Babbling about survivability is a bit of a misdirection...mostly I didn't want to just go about slapping ES, FF, and XL Engine on everything, so I chose the Stinger to get shortchanged. Although I feel I did better than the official TRO:3050 version, which trades the MGs for a Flamer and AMS. If I don't change anything else, XL Engine would require ditching the FF, so it would save me 1.5 tons. 1 ton will upgrade speed and jump range each by 1, leaving 1/2 ton for...something. A third MG, a SL, or maybe just more armour. Could be interesting, since only the Jenner and Assassin IIRC move 7/11, and the Jenner doesn't have full jump range.

Quote:
Honestly, why even bother with the stinger?



Generally my sentiment.

Quote:
Using small lasers was more for anti mech then anti infantry. I know alot of people that only use infantry to take cities to control the populations. They would not even think of using them in a battle outside of a city.



Holding on to the MGs isn't a value judgment (as much as I love MGs), it's more my philosophy for doing my upgrade series, which is to stick with the spirit of the original design. So for the most part, I'll add stuff, or upgrade a weapon to a better version, but I'll rarely be replacing a weapon with something different, not even if it just makes sense.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
KamikazeJohnson
02/22/14 04:06 PM
50.72.218.68

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Commando COM-JM

Mass: 25 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3050
Cost: 3,335,208 C-Bills
Battle Value: 654

Chassis: Unknown Endo-Steel
Power Plant: Unknown 175 Fusion XL Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
1 SRM-6 w/ Artemis IV FCS
1 SRM-4 w/ Artemis IV FCS
1 Medium Laser
2 Small Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 43 points 1.50
Internal Locations: 1 HD, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 175 3.50
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 LT, 2 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 71 4.00
Armor Locations: 4 LT, 3 RT, 4 LA, 3 RA

Internal Armor
Structure Factor
Head 3 6
Center Torso 8 11
Center Torso (rear) 4
L/R Torso 6 8
L/R Torso (rear) 3
L/R Arm 4 6
L/R Leg 6 8

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
SRM-6 RA 4 2 3.00
Artemis IV FCS RA - 1 1.00
Medium Laser LA 3 1 1.00
Small Laser RT 1 1 0.50
Small Laser LT 1 1 0.50
SRM-4 CT 3 1 2.00
Artemis IV FCS CT - 1 1.00
@SRM-4 (25) RT - 1 1.00
@SRM-6 (15) LT - 1 1.00
Free Critical Slots: 0

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

DESIGN NOTES:
The Commando and the Jenner always struck me as the Light 'Mechs designed to
destroy other Light 'Mechs. As such, I focussed on raw firepower by adding
Artemis IV to both missile launchers and augmenting with a Small Laser in each
Side Torso. Endo Steel and Ferro Fibrous saved tonnage and increased armour
coverage by a bit, and XL Engine allowed a slight speed increase.


NOTE: The original FA$A upgrade in the TRO:3050 places the Artemis IV for the
SRM 6 in the Head. Since SSW doesn't allow that, I was forced to swap the
locations of the SRMs. If playing by 4th Ed. rules, the SRM 6 should be kept in
the CT, as with the original Commando.

(I suspect the CT-H exception was originally+ included specifically to allow the Commando to use Artemis. Just sayin')
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Karagin
02/22/14 04:30 PM
70.118.139.48

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The rules changed to now the ARTIV has to be with launcher, so that old version of the original TRO3050 is no longer usable in a tournament game ( given that 99% of the BT players don't play in tournaments...) so it's up to the players for that one.

I do like your use of the ARTIV for the SRM4.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
02/22/14 05:03 PM
24.30.128.72

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wow. You increased the speed of the mech. That's a bonus.

One set of suggestions would be the small lasers. Maybe swap them for another medium laser, or maybe a pair flamers, or some electronics.
Another possible would be slow the mech a little and add jump jets. Yeah, that isn't keeping with the original, but then again, upgrades aren't always little ones.

Yeah, I think scout mechs should be the electronic warfare mechs. It is what a scout should be doing. The larger mechs have their own strengths.

Was gonna suggest making the 4 pack into a 6 pack, but thats the javelins thing.

One more suggestion. Start a new thread with each mech. It might avoid some cross conversations as someone just joining in might say something about a previous mech, and confuse it with the latest one.
KamikazeJohnson
02/22/14 05:07 PM
50.72.218.68

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Javelin JVN-JM

Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3050
Cost: 4,073,940 C-Bills
Battle Value: 780

Chassis: Unknown Endo-Steel
Power Plant: Unknown 180 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
Jump Capacity: 180 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 SRM-6 w/ Artemis IV FCS
1 Medium Laser
2 Streak SRM-2s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 51 points 1.50
Internal Locations: 7 LA, 7 RA
Engine: XL Fusion Engine 180 3.50
Walking MP: 6
Running MP: 9
Jumping MP: 6 Standard
Jump Jet Locations: 2 CT, 2 LL, 2 RL 3.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 1 LT, 2 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 104 6.50
CASE Locations: 1 LT 0.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 10 15
Center Torso (rear) 4
L/R Torso 7 10
L/R Torso (rear) 4
L/R Arm 5 10
L/R Leg 7 14

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Streak SRM-2s RT 4 2 3.00
Medium Laser RT 3 1 1.00
SRM-6 LT 4 2 3.00
Artemis IV FCS LT - 1 1.00
@SRM-6 (15) LT - 1 1.00
@Streak SRM-2 (50) LT - 1 1.00
Free Critical Slots: 3

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

DESING NOTES:
I was never really all that fond of the Javelin, probably because of its
complete lack of energy weapons.

FA$A almost completely ignored this one, with the sole modification being
replacement of one of the SRM 6s with a pair of Streak SRM 2s, which is
slightly more heat efficient, averages the same damage, but conserves some
ammo, assuming the Javelin makes it out alive.

Instead of a cheap-@$$ field refit, I freed up tonnage with Endo Steel and,
after some thought, XL Engine as well. Artemis IV increased the accuracy of
the SRM racks by an average of 1 missile per hit, CASE protected the ammo (ok,
for strictly game-play purposes, CASE with an IS XL Engine is useless, as
destruction of a side torso takes the 'Mech out of the game, but there are
campaign/role-playing reasons for including it: it saves more of the 'Mech for
repair/salvage, and it saves the pilot's life.) I strayed lightly from my
"keep the spirit" philosophy by moving all the ammo to the Left Torso, thus
requiring CASE on one side only.

After taking a few minutes to study the FA$A upgrade and think about the
advantages trade-offs between the SRM 6 and the Streak-2 pair, I decided to
swap out one of the launchers anyway. The decrease in average dmg vs the
Artemis-equipped SRM 6 is slight, but it gives the Javelin 10 more shots per
rack plus conserves ammo on misses. The kicker though was being able to
replace the Artemis system on the one launcher with a Medium Laser, which
addresses my old reservation with the design. Finally, DHS were used to deal
with the increased heat output, and armour coverage was increased to maximum.

The final result looks almost like a Commando in terms of weapons, but jump
capability and much heavier armour make it quite a bit different in practical
terms.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
02/22/14 05:12 PM
24.30.128.72

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I agree that the lack of any energy weapon is a bad idea for a mech.
Though I do wonder that having a third streak 2 pack might make it a little better on the offensive.
Maybe pull a half ton of armor and the laser for it.
I do think the laser is the way to go.
KamikazeJohnson
02/22/14 05:33 PM
50.72.218.68

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As I said in the description, the role I saw for the Commando was hunting Wasps and Stingers, possibly dealing with light vehicles, rather than scouting. Don't worry, I'll be pulling out the electronics more regularly once I get into the 30-40 ton range, since they'll have a little more tonnage available.

Small lasers...using MLs every time I have a free ton gets stale and repetitive, so I chose to mix it up a bit. Although a SPL for anti-infantry instead of the SL pair could have been a good alternative.

Also, check out the heat...with FF armour I didn't have enough crit space to switch to DHS, so it already runs a bit hot.

Still, a second ML or a SPL instead of the SLs is definitely workable.

Re: starting a new thread: avoiding cross-confusion is why I change the subject line with each 'Mech submission. I like keeping the entire project together rather than spreading it over several pages. If it gets cumbersome, I'll ask Cray to split the threads and start doing it that way. I might start a new thread anyway for the Medium 'Mechs.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Karagin
02/22/14 05:38 PM
70.118.139.48

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I like this re-working of the Javelin. It covers a lot of ground and keeps things in the light of the original.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
02/22/14 05:40 PM
24.30.128.72

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Well the pilot can avoid firing a weapon or 3 to deal with the heat.
I have yet to have every streak srm on a unit lock in one round. But I can sympathize with the heat issue. I can very well see this mech out of 6 packs before going thru half the 2 packs of ammo.

I also agree that having extra tonnage and the use of the ml gets old, but it is a useful weapon. I see where the use of it makes everything look like a clone with one different weapon.

The spl is good for some things, though you could use flamers as well. Good for herding hot mechs away from areas that you torch. Good against infantry as well. I dislike them, but they are useful. Even heating up a mech works.
KamikazeJohnson
02/22/14 06:08 PM
50.72.218.68

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Spider SDR-JM

Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3050
Cost: 5,917,340 C-Bills
Battle Value: 780

Chassis: Unknown Endo-Steel
Power Plant: Unknown 240 Fusion XL Engine
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: Unknown
Jump Capacity: 240 meters
Armor: Unknown Standard Armor
Armament:
2 Medium Lasers
1 Beagle Active Probe
1 Guardian ECM Suite
1 TAG
1 C3 Computer (Slave)
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 51 points 1.50
Internal Locations: 1 HD, 1 RT, 4 LA, 4 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 240 6.00
Walking MP: 8
Running MP: 12
Jumping MP: 8 Standard
Jump Jet Locations: 4 LT, 4 RT 4.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 1 LT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 88 5.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 10 13
Center Torso (rear) 4
L/R Torso 7 11
L/R Torso (rear) 3
L/R Arm 5 7
L/R Leg 7 10

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Beagle Active Probe RT 0 2 1.50
Guardian ECM Suite RT 0 2 1.50
TAG LT 0 1 1.00
C3 Computer (Slave) LT 0 1 1.00
2 Medium Lasers CT 6 2 2.00
Free Critical Slots: 8

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 8
8j 1 1 0 0 1 0 Structure: 1
Special Abilities: PRB, RCN, ECM, TAG, C3S, ENE, MHQ1, SRCH, ES, SEAL, SOA

DESIGN NOTES:
Ahhh...the Spider, one of the most underrated 'Mechs by new players. The
official upgrade is cringe-worthy, using Endo Steel and Ferro Fibrous in order
to replace both MLs with MPLs. I love how the TRO description goes on and on
about the "substantial increase in firepower" lol. Double the weight, higher
heat, and crappy range in exchange for 1 more point of damage. Not an upgrade
in my book.

Anyway, with almost 40% of the total tonnage devoted to engine, the XL was a
no-brainer. Endo Steel for a total of 7 tons saved. What did I do with that
bounty? TOYS!!!

Active Probe, ECM, TAG, and a C3 Slave to make this thing a nightmare to have
behind your lines. Or in the middle of things. With the speed to avoid most
damage, and 2 additional tons of armour to survive a few good hits, it can hang
around in the middle of a firefight for a while.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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