Retry
03/06/14 11:48 PM
76.7.238.202
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I think I might do one of these, but with vehicles.
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ghostrider
03/06/14 11:53 PM
66.27.181.33
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smoke and thunder lrms? Guess im old fashion because I do not see much use for them unless you are setting up an ambush.
And I thought the hermes was a 40 ton mech.
And I agree with kj. Not something I would want to use. For 40 tons, it seems to lack alot of punch. Fast though.
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Retry
03/06/14 11:57 PM
76.7.238.202
|
Thunder LRMs>Mine up a heavy woods or other strategic position that would give your enemy a great advantage on you.
Smoke LRMs>Either you make your own advance harder to hit or help cover your allied mech's advanced.
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ghostrider
03/07/14 12:00 AM
66.27.181.33
|
I would rather tag the enemy with them taking armor off of them. Or if I'm lucky enough, sending one thru his armor to take out the mech. Head hits are nice as well. Mining hexes would be good for an ambush, and smoke only means both sides can't see thru it.
neither is that appealing to me.
Both have a tactical use. Just one I would not see in the case using this mech.
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Retry
03/07/14 01:10 AM
72.214.204.166
|
I don't believe thunder LRM mines are hidden, so not really good for ambushes. Messing up someone's strategies with well placed mines in the way of where your opponent needs to be is often infinitely more helpful than dealing 1-2 points of damage.
Smoke means it is harder to be hit. Line of sight will not be blocked though unless you have many hexes of it in the way, like woods. Try shooting a smoke round where you will be next turn. If using as a long ranged combatant, you want to keep your distance, thunder LRMs can help. If used as a "heavy scout" you want to be difficult to hit, hence smoke.
Both are much more useful than mere HE rounds, especially for this mech.
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KamikazeJohnson
03/07/14 10:51 AM
50.72.218.68
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Quote: Retry writes:
I don't believe thunder LRM mines are hidden, so not really good for ambushes. Messing up someone's strategies with well placed mines in the way of where your opponent needs to be is often infinitely more helpful than dealing 1-2 points of damage.
Smoke means it is harder to be hit. Line of sight will not be blocked though unless you have many hexes of it in the way, like woods. Try shooting a smoke round where you will be next turn. If using as a long ranged combatant, you want to keep your distance, thunder LRMs can help. If used as a "heavy scout" you want to be difficult to hit, hence smoke.
Both are much more useful than mere HE rounds, especially for this mech.
That flexibility is part of the beauty of LRMs. First, the LRM 5 provides (average) a 60% increase in long-range firepower. Couples with the upgraded AC, you average slightly more than double the punch of the original. Not to mention that with the shamefully light armour carried by even mist Mediums in the original TRO:3025, even an LRM 5 was a significant weapon at range.
Being able to load different ammo types based on the mission and/or to suit pilit preferences is an added bonus. If laying minefields or throwing up a smokescreen are judged to be more valuable in an upcoming fight, the 'Mech can be equipped appropriately without much down time.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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KamikazeJohnson
03/07/14 10:02 PM
50.72.218.68
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Vulcan VL 2-JM
Mass: 40 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Tournament Legal Era: Age of War/Star League Tech Rating/Era Availability: E/E-F-E-A Production Year: 2750 Cost: 6,747,300 C-Bills Battle Value: 972
Chassis: Unknown Endo-Steel Power Plant: Unknown 240 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 ER Large Laser 1 Medium Laser 1 Autocannon/2 1 Flamer 2 Machine Guns Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Endo-Steel 67 points 2.00 Internal Locations: 1 HD, 2 LT, 1 RT, 3 LA, 3 RA, 2 LL, 2 RL Engine: XL Fusion Engine 240 6.00 Walking MP: 6 Running MP: 9 Jumping MP: 6 Standard Jump Jet Locations: 2 CT, 2 LT, 2 RT 3.00 Heat Sinks: Double Heat Sink 10(20) 0.00 Heat Sink Locations: 1 RT Gyro: Standard 3.00 Cockpit: Standard 3.00 Actuators: L: SH+UA+LA R: SH+UA+LA Armor: Standard Armor AV - 104 6.50 CASE Locations: 1 LT, 1 RT 1.00
Internal Armor Structure Factor Head 3 9 Center Torso 12 15 Center Torso (rear) 4 L/R Torso 10 13 L/R Torso (rear) 4 L/R Arm 6 9 L/R Leg 10 12
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- Flamer RA 3 1 1.00 2 Machine Guns LA 0 2 1.00 Autocannon/2 RT 1 1 6.00 Medium Laser LT 3 1 1.00 ER Large Laser LT 12 2 5.00 @AC/2 (45) RT - 1 1.00 @MG (1/2) (100) LT - 1 0.50 Free Critical Slots: 9
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 10 6j 2 2 1 0 2 0 Structure: 2 Special Abilities: CASE, SRCH, ES, SEAL, SOA
DESIGN NOTES Ugh. Getting into a set of 'Mechs that I never liked. A little too fast for their size (or maybe too big for their speed), crippled firepower due to a reliance on Autocannons, and far too light on armour.
The TRO:3050 makes the Vulcan much more effective by replacing the anemic AC/2 with a much more potent Large Pulse Laser. However, that same change converts the Vulcan from a long-range sniper to a close-range brawler.
Starting once again with an XL Engine and Endo Steel, I instead supplemented the AC/2 with an ER Large Laser. I took care of my biggest pet peeve by trading half a ton of MG ammo for a secong MG (1 MG, and a FULL ton of ammo? Really?), added CASE to both side torsos, and beefed up the armour to a more respectable level.
Only so much you can do with a 40-tonner with an AC/2, but this should be a more effective sniper.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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ghostrider
03/07/14 10:10 PM
66.27.181.33
|
Doesn't show the casein equipment list, but you could save weight by putting ammo in one torso. If case is half ton, you could add third mg into the mech. Or swap for another medium laser.
And I agree with the never liking this mech.
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KamikazeJohnson
03/07/14 10:28 PM
50.72.218.68
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Quote: ghostrider writes:
Doesn't show the casein equipment list, but you could save weight by putting ammo in one torso. If case is half ton, you could add third mg into the mech. Or swap for another medium laser.
And I agree with the never liking this mech.
I kept the ammo where it already was. If I did move the ammo, I'd put the extra half-ton into armour...it's still lighter than I'd prefer.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Karagin
03/08/14 10:24 AM
70.118.139.48
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CASE is listed in the special abilites section.
Overall a nice improvement over the 3050 take on things.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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KamikazeJohnson
03/08/14 07:59 PM
38.108.87.20
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Quote: ghostrider writes:
Doesn't show the casein equipment list,
Quote: Armor: Unknown Standard Armor w/ CASE
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Karagin
03/08/14 08:01 PM
70.118.139.48
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Looking forward to seeing the Whitworth..
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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KamikazeJohnson
03/08/14 08:12 PM
38.108.87.20
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Quote: Karagin writes:
Looking forward to seeing the Whitworth..
Next up!
I'm having some concept trouble with that one...so many dbl-LRM machines out there, I'm going to have trouble staying original. Anything I do to it will be against canon, as the Whitworth was apparently out of production in 3050 and I'm doing new production models. I have a couple ideas though, as long as the tonnage works out.
I think you'll love what I do to the P-Hawk...it took me less than 5 minutes and its pretty sweet.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Karagin
03/08/14 08:15 PM
70.118.139.48
|
I was tinkering with the Whitworth last night. I am waiting to see what you do before I post my take on it. It is one of those mechs that can turn into a clone really easily.
Looking forward to seeing both of them.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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ghostrider
03/08/14 11:34 PM
66.27.181.33
|
I believe there is a variant that uses srms. Then again, you could actually split the lrms into quads. That might break the monotony of keeping exactly canon.
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KamikazeJohnson
03/09/14 12:59 AM
50.72.218.68
|
Whitworth WTH-JM
Mass: 40 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: 4,772,133 C-Bills Battle Value: 1,046
Chassis: Unknown Endo-Steel Power Plant: Unknown 160 Fusion XL Engine Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: Unknown Jump Capacity: 120 meters Armor: Unknown Standard Armor Armament: 1 Medium Pulse Laser 2 Medium Lasers 6 LRM-5s Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Endo-Steel 67 points 2.00 Internal Locations: 2 CT, 1 LT, 1 RT, 5 LA, 5 RA Engine: XL Fusion Engine 160 3.00 Walking MP: 4 Running MP: 6 Jumping MP: 4 Standard Jump Jet Locations: 2 LL, 2 RL 2.00 Heat Sinks: Double Heat Sink 10(20) 0.00 Heat Sink Locations: 1 LT, 1 RT, 1 LA, 1 RA Gyro: Standard 2.00 Cockpit: Standard 3.00 Actuators: L: SH+UA+LA R: SH+UA+LA Armor: Standard Armor AV - 128 8.00
Internal Armor Structure Factor Head 3 9 Center Torso 12 16 Center Torso (rear) 7 L/R Torso 10 12 L/R Torso (rear) 6 L/R Arm 6 12 L/R Leg 10 18
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- Medium Laser RA 3 1 1.00 Medium Laser LA 3 1 1.00 3 LRM-5s RT 6 3 6.00 3 LRM-5s LT 6 3 6.00 Medium Pulse Laser HD 4 1 2.00 @LRM-5 (48) RT - 2 2.00 @LRM-5 (48) LT - 2 2.00 Free Critical Slots: 0
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 10 4j 3 4 2 0 2 0 Structure: 2 Special Abilities: SRCH, ES, SEAL, SOA, LRM 1/2/2, IF 2
DESIGN NOTES: The Whitworth was always one of my favourite 'Mechs...kind of an "Archer Lite". Good supporting fire, decent armour coverage. Slow, but reasonably mobile due to the Jump Jets. And despite being a long-range specialist, it was better armed for close range than most 'Mechs its size.
I was highly disappointed when TRO:3050 traded 2 of the MLs for Artemis IV and left it at that. Not even Ferro Fibrous Armour? Really?
My first thought was to use Endo Steel to add Artemis without sacrificing the lasers, but that didn't seem like enough of a boost for such a dependable workhorse. Upgrading to larger missile racks let it too similar to other LRM machines out there.
I reluctantly went with an XL Engine to save a meager 3 tons, but my preferred idea still left me light on ammo. However, Ghostrider gave me the idea I needed...trade the twin LRM 10s for 2 stacks of LRM 5s, saving 2 additional tons. Add my planned additional pair of LRM 5s and 2 more tons of ammo, bringing the supply up to 16 shots per rank, and allowing the Whitworth to carry as many as 4 different types of ammo, giving it incredible versatility on the battlefield.
Since use of the primary weapon systems now created overheat without movement, I upgraded to DHS, filling up the remaining crit space.
On a fresh 'Mech design, I would have dropped the Lower Arm Actuators to free the 2 crits necessary to add CASE to the torsos, but instead I stayed truo to the original, kept the Actuators, and replaced the Head-mounted ML with a Pulse model, providing a marginal improvement when engaging inside the LRMs' minimum range.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Karagin
03/09/14 01:07 AM
70.118.139.48
|
Nice. Here is what I went with:
With this one I upgraded the LRMs with ArtIV, this increase the accuracy and allows more bang for the money spent. Then went with an XL, it allowed for an increase in speed and jump jets. This I think is a major improvement for the mech as is the use of double heat sinks, Endo and CASE.
Code: BattleMech Technical Readout
Type/Model: Whitworth WTH-9 Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Standard design
Mass: 40 tons Chassis: Whitworth Type I Endo Steel Power Plant: 200 LTV XL Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: 5 Whitworth Jetlift Standard Jump Jets Jump Capacity: 150 meters Armor Type: Durallex Light Standard Armament: 2 Longbow LRM 10s w/ Artemis IV 3 Intek Medium Lasers Manufacturer: Whitworth Company Location: (Unknown) Communications System: Garret T-14 Targeting & Tracking System: Garret D2j
-------------------------------------------------------- Type/Model: Whitworth WTH-9 Mass: 40 tons
Equipment: Crits Mass Int. Struct.: 67 pts Endo Steel 14 2.00 (Endo Steel Loc: 3 LA, 2 RA, 2 LT, 2 RT, 1 CT, 2 LL, 2 RL) Engine: 200 XL Fusion 12 4.50 Walking MP: 5 Running MP: 8 Jumping MP: 5 Heat Sinks: 10 Double [20] 6 .00 (Heat Sink Loc: 1 LA, 1 RA) Gyro: 4 2.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00 Armor Factor: 128 pts Standard 0 8.00
Internal Armor Structure Value Head: 3 9 Center Torso: 12 16 Center Torso (Rear): 7 L/R Side Torso: 10 12/12 L/R Side Torso (Rear): 6/6 L/R Arm: 6 12/12 L/R Leg: 10 18/18
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 LRM 10 w/ Artemis IV LT 4 3 6.00 1 LRM 10 w/ Artemis IV RT 4 24 5 8.00 (Ammo Locations: 1 LT, 1 RT) 1 Medium Laser HD 3 1 1.00 1 Medium Laser RA 3 1 1.00 1 Medium Laser LA 3 1 1.00 CASE Equipment: LT RT 2 1.00 5 Standard Jump Jets: 5 2.50 (Jump Jet Loc: 2 LT, 2 RT, 1 CT) -------------------------------------------------------- TOTALS: 17 73 40.00 Crits & Tons Left: 5 .00
Calculated Factors: Total Cost: 6,058,266 C-Bills Battle Value 2: 1,200 (old BV = 1,110) Cost per BV2: 5,048.56 Weapon Value: 921 / 837 (Ratio = .77 / .70) Damage Factors: SRDmg = 20; MRDmg = 13; LRDmg = 6 BattleForce2: MP: 5J, Armor/Structure: 3/2 Damage PB/M/L: 3/3/2, Overheat: 0 Class: MM; Point Value: 12 Specials: if
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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ghostrider
03/09/14 01:13 AM
66.27.181.33
|
now that, kj, is a fire support mech. Can support up to 6 different mechs with covering fire. It should satisfy retry with all the ammo bins, for using all the specialized ammo he wants.
I would suspect the enemy seeing it for the first time would crap their pants. Looking like dual lrm 15's.
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KamikazeJohnson
03/09/14 01:44 AM
50.72.218.68
|
Quote: ghostrider writes:
now that, kj, is a fire support mech. Can support up to 6 different mechs with covering fire. It should satisfy retry with all the ammo bins, for using all the specialized ammo he wants.
I would suspect the enemy seeing it for the first time would crap their pants. Looking like dual lrm 15's.
Yup. Regular or NARC ammo for pure fire support; other stuff for more of a "tactical" support role. I had wanted to add a pair of LRM 5s to the pair of 10s, but it left me short a ton for ammo, but this looks like even more fun.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Retry
03/09/14 01:52 AM
72.214.204.166
|
Now there just needs to be a narc mech coming up.
Oh boy ARAD missile swarm
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KamikazeJohnson
03/09/14 12:25 PM
50.72.218.68
|
Blackjack BJ-JM
Mass: 45 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: 5,779,700 C-Bills Battle Value: 981
Chassis: Unknown Endo-Steel Power Plant: Unknown 180 Fusion XL Engine Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: Unknown Jump Capacity: 120 meters Armor: Unknown Standard Armor Armament: 4 Medium Lasers 3 Autocannon/2s Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Endo-Steel 75 points 2.50 Internal Locations: 1 HD, 2 LT, 4 RT, 4 LA, 3 RA Engine: XL Fusion Engine 180 3.50 Walking MP: 4 Running MP: 6 Jumping MP: 4 Standard Jump Jet Locations: 2 LL, 2 RL 2.00 Heat Sinks: Double Heat Sink 10(20) 0.00 Heat Sink Locations: 2 LT, 1 RT Gyro: Standard 2.00 Cockpit: Standard 3.00 Actuators: L: SH+UA+LA R: SH+UA+LA Armor: Standard Armor AV - 144 9.00
Internal Armor Structure Factor Head 3 9 Center Torso 14 18 Center Torso (rear) 9 L/R Torso 11 16 L/R Torso (rear) 6 L/R Arm 7 14 L/R Leg 11 18
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- Autocannon/2 RA 1 1 6.00 Medium Laser RA 3 1 1.00 Autocannon/2 LA 1 1 6.00 Medium Laser LA 3 1 1.00 Medium Laser RT 3 1 1.00 Medium Laser LT 3 1 1.00 Autocannon/2 CT 1 1 6.00 @AC/2 (45) CT - 1 1.00 Free Critical Slots: 8
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 10 4j 3 3 1 0 2 0 Structure: 2 Special Abilities: SRCH, ES, SEAL, SOA
DESIGN NOTES: The less said about the Blackjack, the better. Since the 3050 tech does not provide an upgrade for the AC/2, there wasn't really much I could do to improve performance directly without changing the weapon type. (TRO:3050 swaps the ACs out for ERLLs)
Endo Steel, XL Engine, and DHS saved 6.5 tons, but it didn't feel right to supplement the long range with en ERLL or LRM 10; on the other hand, stacking it with even more close-range punch seemed contrary to the 'Mech's fire-support/sniper/AA role.
I finally decided to make it do what it does, just a little bit better: I threw on a third AC/2 and a bit more armour.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Karagin
03/09/14 12:30 PM
70.118.139.48
|
Nice upgrade for 3050 time line, it has the room still for other upgrades when better ACs come along and offers even more when they go to omnis for the chassis
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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KamikazeJohnson
03/09/14 01:06 PM
50.72.218.68
|
Hatchetman HCT-JM
Mass: 45 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: 8,249,340 C-Bills Battle Value: 1,323
Chassis: Unknown Endo-Steel Power Plant: Unknown 225 Fusion XL Engine Walking Speed: 54.0 km/h (64.8 km/h) Maximum Speed: 86.4 km/h (97.2 km/h) Jump Jets: Unknown Jump Capacity: 150 meters Armor: Unknown Standard Armor w/ CASE Armament: 1 LB 10-X AC 3 Medium Lasers 1 Hatchet Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Endo-Steel 75 points 2.50 Internal Locations: 1 HD, 1 LT, 7 LA, 5 RA Engine: XL Fusion Engine 225 5.00 Walking MP: 5 (6) Running MP: 8 (9) Jumping MP: 5 Standard Jump Jet Locations: 1 CT, 2 LL, 2 RL 2.50 Heat Sinks: Single Heat Sink 10 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 TSM Locations: 6 LT Armor: Standard Armor AV - 152 9.50 CASE Locations: 1 RT 0.50
Internal Armor Structure Factor Head 3 9 Center Torso 14 21 Center Torso (rear) 6 L/R Torso 11 16 L/R Torso (rear) 6 L/R Arm 7 14 L/R Leg 11 22
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- Hatchet RA - 3 3.00 Medium Laser LA 3 1 1.00 LB 10-X AC RT 2 6 11.00 Medium Laser LT 3 1 1.00 Medium Laser CT 3 1 1.00 @LB 10-X (Cluster) (10) RT - 1 1.00 @LB 10-X (Slug) (10) RT - 1 1.00 Free Critical Slots: 0
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 13 5j 2 2 1 0 2 1 Structure: 2 Special Abilities: TSM, MEL, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1
DESIGN NOTES: The Hatchetman really didn't leave much room for modification, between tonnage and crit space requirements, especially since the original TRO:3025 didn't mark the Hatchet as an actual part of the 'Mech; the upgrade needed to devote 3 "found" tons to the physical weapon, which limit freedom for other changes.
Drop the 4 "spare" heat sinks, use XL Engine and Endo Steel (using Endo instead of Ferro saves a ton over the FA$A version), maximize the armour. I traded the AC/10 for a LB 10-X, added a much-needed second ton of ammo, moved the ammo to the RT and added CASE, all identical to the official (except the extra ammo). Where I differed was the lasers. I added a third laser, same as the official, but instead of using Medium Pulse Lasers, I stuck with standard MLs, using the extra tonnage to increase the speed, essential given the Hatchetman's specialized physical attack. While I'm trying not to move items around, I felt moving the ML out of the Hatchet arm only made sense, allowing the laser to be fired while using the physical weapon.
As a final boost, I stuck with Single Heat Sinks, using the resuting overheat potential to enhance with Triple Strength Myomer, making this Hatchetman incredibly deadly in close.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Karagin
03/09/14 01:07 PM
70.118.139.48
|
TSM makes sense on this mech.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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KamikazeJohnson
03/09/14 01:12 PM
50.72.218.68
|
Quote: Karagin writes:
TSM makes sense on this mech.
I always wondered why it didn't use it. Should be a given on a 'Mech that specializes in physicals.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Karagin
03/09/14 01:14 PM
70.118.139.48
|
I get the feeling that a lot of the 3050 mechs were designs as knee-jerk reactions to the Clans, in that they were built to be as the books says a rush to get new tech out to the front lines, and the same with 3055, it took time for the tech to mature in what work or didn't.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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KamikazeJohnson
03/09/14 01:23 PM
50.72.218.68
|
Quote: Karagin writes:
I get the feeling that a lot of the 3050 mechs were designs as knee-jerk reactions to the Clans, in that they were built to be as the books says a rush to get new tech out to the front lines, and the same with 3055, it took time for the tech to mature in what work or didn't.
Response to the clans, plus the Fourth Succession War. The fluff also talks a lot about 'Mechs being in limited production or out of production, meaning only field refits were possible. Limited availability of tech for certain factions. While that built a nice story, I think it really hurt the popularity of many designs, since some of the upgrades were so unbalanced: one design gets DHS, Endo Steel, and an XL Engine to more than double the effectiveness, while another gets Ferro Fibrous Armour and CASE as its only modification.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Karagin
03/09/14 02:21 PM
70.118.139.48
|
They should have broken things down more as to what was a factory refit to new tech and what was only a field refit.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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ghostrider
03/09/14 03:20 PM
66.27.181.33
|
There was a very limited war between the 4 succession and the clan invasion. If I recall right, the clans delayed the invasion because of it.
Now remember with all the updates being presented here, and retry brought up the point before, all of this is using things like xl engines and endo steel and ferrous fiber armor. Things that are in short suppy around the innersphere. That is why alot of the tro 3050 updates are not that much of an upgrade. It is nice seeing what should have happened, and didn't.
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KamikazeJohnson
03/09/14 03:33 PM
50.72.218.68
|
Quote: ghostrider writes:
There was a very limited war between the 4 succession and the clan invasion. If I recall right, the clans delayed the invasion because of it.
Now remember with all the updates being presented here, and retry brought up the point before, all of this is using things like xl engines and endo steel and ferrous fiber armor. Things that are in short suppy around the innersphere. That is why alot of the tro 3050 updates are not that much of an upgrade. It is nice seeing what should have happened, and didn't.
I realize there were "in-universe" reasons for some of the limited changes. I don't mind staying true to the story, as the story is such an integral part of the game. However, in the case of TRO:3050 particularly, I feel that they let the story detract from the game by putting out a bunch of limited upgrades along with a bunch of full redesigns. Especially in light of the fully-tricked-out Clan stuff in the same book.
Probably would have been better (and more profitable!) if they'd put out s book of 4th Succession War, Recovered Tech upgrades, then a book of full upgrades along with the Clan stuff.
My opinion of course
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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