well i used basic tech and info of the CN9 Centurion the standard model with AC10 and LRM 10 then tried to match the exact load out of all equipment and mod from there. I used the program The Drawing Board from Sarna.net to build this.
my CN9 is loaded as follows
walk run 4/6 (standard for mech)
jump 0 (standard for mech)
Heat Sinks standard 10 single
Armor 8.5 Tons evenly allocated
2 AC5s in Right arm .. replacing AC10 (same damage more range
2 Tons of AC5 ammo Right torso (20 rnds per ton)
2 SRM2s in left torso
1Ton of srm ammo with a total of 45 shots between the two launchers in left torso
2 MLs in Left arm
The idea behind this build is extending tirect support range and rate of fire (being able to fire ac5s in alternating sequence)
forward face both meds for the dubble tap at close range, and drop in the SRM2s for thier high fire rate at close ranges allowing the mech to fire med and SRMS at close range twice if my math is right for a total of 18 damage with a quick rate of fire. or alternating keeping a constant barage at close range.
it removes in direct support i know but allows for a leathal barrage at close range and a constant sting at long ranges.
Im hopeing this build will suprise a few players and allow for a higher overall rate of fire allowing me to pin down or suppress units at range. should be good with choke points.
comments welcome assumeing they are constructive
the Drawing board rates this mech at 1.4 damage per ton of weaponry or 0.56 damage per ton of mech ... not to shabby
Kthar, on 11 June 2012 - 05:11 PM, said:
Started messing around with the Skunk Works program and here is what i came out with so far.
Modified Centurion CN9-A
Endo Steel Internal Structure
12 total Double Heat Sinks
Standard Armor = 10.5 tons or 168 of 169 Armor Points
ER PPC (RT)
Medium Laser (Head)
Medium Laser (CT)
Medium Laser (LT)
Guardian ECM Suite (LT)
Anti Missile System (RT)
2 tons Ammo Anti Missile System (RT)
Have enough speed to take care of Scout Mechs and then sniping duty with the ER PPC on heavier targets.
I went all Energy so as to withstand the longer fights where some Mechs might be running out of ammo, my main weapons will still be up and functional. Heat is rather high but you shouldn't be Alpha striking with the ER PPC and Medium Lasers at the same time.
Coupling the Speed and Jump capability with the ECM and Anti Missile system should allow greater survival against heavy and assault mechs. Also I kept all of the main weapons in the Torso area so as to afford more protection.
Cost is still semi-low with it coming in at 5.2M C-Bills
only problem i see is that the devs said that if a mech varriant did not come with jump jets they were not gunna allow them to be added.
but it sound like a sound plan ... worst case with the jjs you can get more speed or armor or a mix of both
i like it