KitK
03/29/11 01:22 AM
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
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Cray
03/29/11 08:27 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.
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KitK
03/29/11 11:33 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
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KitK
04/05/11 01:12 AM
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.
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KitK
04/05/11 01:28 AM
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.
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KitK
04/19/11 04:39 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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