Drakkar DKR-2 to the DKR-3

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KitK
03/28/11 10:22 PM
71.17.192.22

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Quote:

Not every 'Mech has to be perfectly optimized. The ones that aren't usually have more "character."
-Cray




Speaking of which, I have unearthed and old design I called the Drakkar DKR-2 and posted for a Design Challenge. See this thread link for original design requirements and how well it fared in the competition.

I'm starting to really like this mech, although there are a ton of things wrong with it. Let me list them!

1) its over heatsinked. It can run and alpha with a heat sink to spare
2) just the fact that it is an alpha strike mech turns a lot of players off.
3) horrifically inaccurate weapons in the MRM's and Ultra 10
4) completely ammo dependent
8) 8 tons of ammo to have explode
9) most of that ammo is sitting along side an XL engine
10) #8 & #9 combine for a very short life span
11) #9 make this a very pricey mech at C15mill+, and see #10 again
12) its not a matter of if the Ultra 10 will jam, its a matter of when
13) I know at 75 tons IS speed is 4/6, but it still feels slow
14) something I missed

Now, I've got some ideas I'll post for a DKR-3. I think most of these issues can be addressed by expanding the permitted equipment/weapon list to include the banned stuff and the new stuff that wasn't available back then, while sticking to the basic design requirements (2 sizes of AC, everything else in triplets). But before I do that, does anyone see anything in this mech that could be considered "good?" Look close, because when this thing is beating the odds, it will tear you up.

Equipment-wise this could debut in 3058. Earlier if it was experimental.
Quote:


75 Tons
DKR-2 Drakkar

Chassis: CMCDieron Orbital Endo Steel
Power Plant: Vlar 300 XL
Cruising Speed: 43
Maximum Speed: 64.5
Jump Jets: none
Jump Capacity: none
Armor: StarSlab/3 with CASE
Armament:
3 Shigunga MRM 10s
1 Imperator Automatic Weaponry Ultra AC/10
1 CMCSpecialized Showguns LB 5-X AC
Manufacturer: CMCDesigns
Primary Factory: Dieron
Communications System: Sony MSF-21
Targeting and Tracking System: Winston Coral Snake

Technology Base: - Inner Sphere - Level 2
Equipment Mass
Internal Structure: - EndoSteel 4
Engine: 300 XL 9.5
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 12(24) - Double 2
Gyro: 3
Cockpit: 3
Armor Factor: 231 14.5

Internal Armor
Structure Value
Head 3 9
Center Torso 23 35
Center Torso(rear) 11
R/L Torso 16 24
R/L Torso(rear) 8
R/L Arm 12 24
R/L Leg 16 32

Weapons and Ammo Location Critical Tonnage
MRM 10 CT 2 3
Ultra AC/10 LA 7 13
Ultra AC/10 Ammo (10) LA 1 1
CASE LT 1 0.5
MRM 10 LT 2 3
MRM 10 Ammo (48) LT 2 2
Ultra AC/10 Ammo (30) LT 3 3
LB 5-X AC RA 5 8
LB 5-X AC Ammo - Cluster (20) RA 1 1
CASE RT 1 0.5
MRM 10 RT 2 3
MRM 10 Ammo (24) RT 1 1




CrayModerator
03/29/11 05:27 AM
147.160.136.10

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If I violated my own words, I'd be tempted to ditch an MRM 10 to upgrade the LB5X to a LB10X.

Otherwise, it looks like an interesting Kuritan design.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
KitK
03/29/11 08:33 AM
128.233.4.6

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Quote:

I'd be tempted to ditch an MRM 10 to upgrade the LB5X to a LB10X




It is technically suppose to have 2 sizes (not types) of AC, so I hadn't thought along these lines. But YES! Swapping 3 hexes of range and an MRM for an LB10X would keep this mechs "style" intact while building on its stregths.

KK
KitK
04/04/11 10:12 PM
71.17.192.22

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Although this would again break with the original design requirements, I like the idea of replacing the uAC10 with a Gauss rifle. The previous LB10x suggestion would combine nice with the gauss too.
KitK
04/04/11 10:28 PM
71.17.192.22

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Quote:

But before I do that, does anyone see anything in this mech that could be considered "good?" Look close, because when this thing is beating the odds, it will tear you up.




What no takers on guessing what it can do?

What I discovered is that this mech seems to be fairly good at crit-seeking (head hits, critical armor hits, internal structure hits). Ironic, really, since crit-seeking ability by the enemy is this mech's Achilles’ heal. On any given turn the mech can make between 0 and 13 location rolls. The other surprise about this is that it's the MRMs not the LB5x that gets the crit-seeking job done. They average 2 locations per hit, so if you can get 2 out of 3 it's fairly easy to keep up with the LB5x. And their 5 point clusters penetrate when the LBx can't.

It's also just an exciting mech because every turn is a possible explosion, especially if that left torso armor is thinned out! If your style is based on taking the battle to the other guy, this is a blaze of glory mech. It would be a good striker if it could actually fade after it hit.
KitK
04/19/11 01:39 PM
128.233.4.65

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Here are my refits. They move from replacement of the MRMs only to a full standard engine downgrade (upgrade depending on your POV).

KK

Code:

Refit requirements
Treat endosteel criticals as fixed
Any weapon other than an autocannon must be added 3 at a time
Note: Each refit builds on the previous refit.

Basic refit
The purpose of the basic refit is to replace the inaccurate MRM's and their ammo.
Swap MRM's for Light PPCs.

Pros:
All of the heatsinks now have a purpose
3 less tons of ammo to explode
Better accuracy beyond 3 hexes
Longer range
No longer feel compelled to fight at short range for better MRM shots
Can add some other weapon triplet to recoup lost maximum damage. Suggest 3 small pulse lasers, or 3 ER small lasers and an AMS with ammo, or 3 medium lasers.
Equipment could be added instead of weapons
Con:
Minimum range for LPPCs
Lose MRM's average of 2 hit locations, which contributed up to 6 chances to the Mech's crit-seeking ability.
Maximum damage reduced by up to 15 points
Additional weapon triplets will adversely impact heat management

Basic refit + main weapon and engine refit
The purpose of the main weapon refit is to gain enough weight to install a heavier but more durable light engine.
Swap the Ultra 10 and 4 tons of ammo for a LB-10X and 2 tons of slug ammo
Downgrade engine to a light engine
Remove 1 heatsink (total of 1 additional double heatsinks)

Pros:
2 less tons of ammo to explode
Can use cluster ammo in class 10 autocannon
No chance of a weapon jam
Engine survivability increased
Cost is reduced a bit
Slight heat management improvement over the basic refit
Con:
Maximum damage reduced by 10 more points (up to 25 points in total)
1 less posible hit location

Radical Refit (Basic refit{no additional weapon triplet} + main weapon and engine{standard engine} refit)
The purpose of the radical refit is to install a standard engine
Remove any additional equipment and/or weapon triplets added during the Basic Refit
Downgrade engine to a standard engine
Remove 1 heatsink (total of 0 additional double heatsinks)
Remove the C.A.S.E. in the right torso
Swap the location of the left torso LPPC with the right arm LB-5X AC and its ammo

Pros:
Normal engine exposure to critical hits
Drakkar's signature heat efficency maintained
Major cost reduction
Con:
No weight for additional weapons or equipment to supplement the lost fire power.
Full maximum damage loss of 25 points

Radical Refit with armor upgrade
The purpose of the armor uprade is to gain weight for weapons or equipment
Replace standared armor with Light Ferro-Fibrous armor
Reduce armor weight to 13 tons
Reduce armor coverage: RL/LL-2 (-4), RA.LA-1(-2), RT/LT-1(-2), CT-2, CTR-1

Pros:
Net 1.5 tons
Can add weapon triplets or equipment. Suggest AMS and ammo for the left torso. 3 small or 3 ER small lasers could be added instead.

Con:
Reduced armor coverage by 4.77%


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