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My 'Mech Builds + Yours


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#141 Shadowscythe

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Posted 20 July 2012 - 10:49 PM

The one I use is The Drawing Board. I happens to be the program I used ages ago and stuck with it because I knew how to use it right :D
It is very easy to use :D

sarna.net/files/programs/designers

Sarna also has premade stock mechs to load and can edit them from there so you know where the hardpoints for the varients would be.
http://www.sarna.net...ing_board/fasa/

Quite a few people seem to be using Skunk Werks...
http://www.solarisskunkwerks.com/Home

Edited by Shadowscythe, 20 July 2012 - 10:51 PM.


#142 Khobai

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Posted 20 July 2012 - 11:00 PM

Here's an Atlas design I just made. It should work as long as the Atlas has 2 ballistic hardpoints in its right torso. It's got two ERPPCs and two Ultra AC/5s for long-range and two medium lasers and two SRM6s for short-range. As long as you seperate the weapon groups it should only run slightly hot. The reason for the PPCs and UAC/5s is because I wanted to experiment with a mech that could knock enemy mechs like MW4.

Spoiler

Edited by Khobai, 20 July 2012 - 11:19 PM.


#143 Meat Cutter

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Posted 21 July 2012 - 07:13 AM

Thanks folks!

#144 JokerACE

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Posted 21 July 2012 - 07:46 AM

AS7-MWO: 100t, 3/5 SFE, Endo Steel (6x LA, 5x RA, RT, 2x LL), 19t/304 armor, 12 DHS (CT), Gauss (RT) w/3t ammo (RT, RL, RL), ER PPC (RA), LRM15 (LT) w/Artemis (LT) w/3t ammo (LT), SRM6 (LT) w/Artemis (LT) w/1t ammo (LT), 7x ML (HD, 2x CT, 2x RT, 2x LA), CASE LT/RT, 2491 BV.

Yeah, the hardpoints system could frakk up all the ML's. But I really like the long/short range combo. LRM15 for IDF with 24 rounds of fire, Gauss (also 24 rounds worth) + ER PPC + LRM15 for long range direct fire, and up close and personal, chaining the 7 ML's and the SRM6. Probably 2x ML, 2 ML, 2x ML, and ML+ SRM, keep up a constant barrage of close range fire (i.e. shoot one group of doubled ML's while the next charges/etc).

#145 Kartr

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Posted 21 July 2012 - 09:31 AM

View PostShadowscythe, on 20 July 2012 - 07:41 PM, said:


Heatsinks? :D

Hmmm I appear to have accidentally deleted the HS data when I was removing extraneous information. :P Corrected data below.

View PostxRaeder, on 20 July 2012 - 07:54 PM, said:


Maybe this is what he means?



Nope although it's close, though I don't generally use CASE on my designs, I'd rather put ammo in hard to hit locations like the head or legs and save the tonnage.

Anyway here's the updated version with the HS info :P
Spoiler

Also just whipped up an alternate version that moves the JJ's to the torso's and all the ammo to the legs:

Spoiler


Of course these only work if they let LB-X shoot slugs with extra range.

Edited by Kartr, 21 July 2012 - 09:39 AM.


#146 Shadowscythe

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Posted 21 July 2012 - 09:15 PM

I like that you put the ECM in :D
I hope they add the EW equipment in correctly :D

#147 Kartr

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Posted 21 July 2012 - 11:05 PM

Thanks, considering all the talk about information and role warfare I really think ECM is going to be much more important than in TT. Hoping that it will do more than just negate Artemis and BAP, though reducing BAP will probably be pretty important.

#148 Shadowscythe

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Posted 21 July 2012 - 11:09 PM

Yeah. I could see lots of ECMs in assaults if they block scout info from being transmitted if the scout is very close (since they block C3 in TT)

kind of a, "if you want your team mates to know I am here you have to get off my back." kind of thing :D

Edited by Shadowscythe, 21 July 2012 - 11:12 PM.


#149 JaxChris

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Posted 24 July 2012 - 10:38 AM

Know the Dervish is coming, here's my "Lightbringer" prototype.

Spoiler






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