Jump to content

Mech Variants, Names, and Builds


90 replies to this topic

#1 Zakatak

    Member

  • Elite Founder
  • 1649 posts
  • LocationCanadastan

Posted 11 May 2012 - 08:17 PM

Assuming you have unlimited C-Bills to start with (we won't, but just because I can :P), what mech will you first buy, what will you name it, and what will you put on it?

"Saphira"
Dragon DRG-5N
Vlar 300 Standard
Endo Steel Structure
9.0 Tons FF (if available)
1x LB-10X Autocannon +2
3x Streak SRM-2 +3
1x Small Pulse Laser
2x Heatsink

Does this sound reasonable for a mech that operates within a short engagement zone? Any changes you would make? I haven't been into Battletech as long as most of you have so I don't speak from experience. I'm sticking with the standard engine until I know how large the side torso hitbox is.

EDIT: http://remlab.source...mlab30/mech.lab
You can't save your work, but it should help with building.

Edited by Zakatak, 11 May 2012 - 09:32 PM.


#2 Kanatta Jing

    Member

  • Elite Founder
  • 604 posts

Posted 11 May 2012 - 08:27 PM

If it's a first mech and it will be my only mech till I earn enough cash for a second one. Meaning that we start the game with a "Good for 1 free mech" coupon.

Probably the stock Catapult C1.

#3 Major Tom

    Member

  • Members
  • PipPip
  • 504 posts
  • LocationIncomming!

Posted 11 May 2012 - 08:27 PM

I almost made a similar thread entitled "Paul, build this mech in the next office game", however I figured it is a little early for that since there are only a handful of mechs with models.

Assuming unlimited cash, that looks reasonable. I think the upgrade to an AC/10 is a good choice for the dragon, although the streaks are a bit iffy. With the Dragon's movement advantage, I would consider LRMs, the longer ranges will keep you out of AC20 range. Also ammo is a serious consideration, make sure you bring enough, it sounds like these game may use a lot more than the TT.

#4 Zakatak

    Member

  • Elite Founder
  • 1649 posts
  • LocationCanadastan

Posted 11 May 2012 - 08:57 PM

I've always been pretty selective with my shots. I generally play like the cowardly freebirth I am and aim for the back. I figure 20 rounds of LBX-10 ammo and 25 "trigger pulls" of Streak ammo should be enough.

I put this build on REMLAB and it costs about 9.5 million C-bills, which is likely more then what we are starting with. When the game comes out, I will likely be getting the stock Catapult like Kanatta.

Edited by Zakatak, 11 May 2012 - 08:58 PM.


#5 Mike Silva

    Member

  • Members
  • PipPip
  • 299 posts

Posted 11 May 2012 - 09:01 PM

A Cicada. I shall dub thee "Peanuthead." Because that's a name you can respect.

#6 Woodstock

    Member

  • Veteran Founder
  • 951 posts
  • LocationKrakow

Posted 11 May 2012 - 09:09 PM

I would go for an Assassin - ASN-30


But with Endo steel, Ferro fiberous armour and XL Engine.

Ultra AC/5
LRM 5
SRM 2

Drop the Jump jets but maintain the 7/11 speed.

Increase the armour to 4.5 tons.

Rik

#7 ethnic minority

    Member

  • Members
  • PipPip
  • 128 posts
  • LocationCanada

Posted 11 May 2012 - 09:19 PM

Maybe the commando for me. The map shown so far seems to be cover friendly.
I'd drop the single medium laser and possible reduce arm protection to a minimal
If possible, I'd boat as many SRMs in the CT/LT/RT as I could, and spend the rest on speed. My mantra would obviously be flight-before-fight. Deliver alphas of SRMs at a time and fade back until it is opportunistic to do so again.

Save the money as spend on beer.

#8 Sporklift

    Member

  • Legendary Founder
  • 156 posts
  • LocationDecorah, Iowa

Posted 11 May 2012 - 09:24 PM

Stock CN9-A Centurion (starting out) - Name: "Rory"

I'll uprate it to the CN9-D when I get the C-Bills

#9 Zakatak

    Member

  • Elite Founder
  • 1649 posts
  • LocationCanadastan

Posted 11 May 2012 - 09:25 PM

"Vimy"
Cicada CDA-3M
Vox 280 XL
Endo Steel Structure
6.0 Tons FF
2x Medium Laser
1x UAC/5 +4
3x Heatsink

About 6.5 million C-bills for this one. May be able to get away with this on launch. And 18.5 million C-bills later on...

"Mary"
Awesome
Pitban 320 XL
Standard Structure
14.5 Tons FF
4x ER Large Laser
2x Streak SRM-2 +2
14x Double Heatsink

Edited by Zakatak, 11 May 2012 - 09:35 PM.


#10 hilix mercer

    Member

  • Legendary Founder
  • 16 posts

Posted 11 May 2012 - 09:42 PM

Since in clanners like myself do not use money, It really is not an object. Myself I would declare a trial of possession for a Blood Asp Prime. 90 Tons of pure killing machine. It is also faster than most assault mechs at 65KPH. As for a name, I am thinking "Black Python". I do prefer the Steel Vipers After all.

2x Gauss Rilfe (Nothing packs as much punch as paired clan gauss rifles Queaff?)

4x Heavy Medium Lasers (these hit like an IS PPC) only require 2 criticals, weigh only 1 ton, and generate about half the heat of a clan ER large laser.

2x medium pulse lasers (what can be said about the rock solid reliability of clan pulse lasers)

1x Streak SRM-6

This mech has one of the best weapon damage envelopes I have ever seen. With 30 points of Gauss damage, 40 points of Heavy laser damage & 14 points of pulse laser damage. Even an Atlas will fall before he even get within range of the streak missiles.

Although with 16 tons of armor and only 14 heat sinks, they do tend to run hot and can not maintain firing all the lasers for an extended period of time.

Edited by hilix mercer, 11 May 2012 - 09:48 PM.


#11 Zakatak

    Member

  • Elite Founder
  • 1649 posts
  • LocationCanadastan

Posted 11 May 2012 - 09:46 PM

Was not aware that the Blood Asp had a time machine. How many crits does that take up? Nothing beyond Tech Level 3050 will be available until after the Clan Invasion is in full swing. Sorry.

EDIT: also, this.

"Geoff"
Savannah Master
Nissan 4000XL
100t Heavy FF
1x Heavy Mass Driver
1x Killer-T +3 (Peacemaker missiles)
50x Triple Heatsinks

Edited by Zakatak, 11 May 2012 - 10:29 PM.


#12 hilix mercer

    Member

  • Legendary Founder
  • 16 posts

Posted 11 May 2012 - 11:35 PM

oops, I should have read the thread a little closer. I thought it was any mech. didnt realize it was just game mechs only... even a time machine wont do me any good in clan invasion as the blood asp in not avaliable until after operation bulldog/serpent.

So far I think the best mech so far is the dragon, I like heavys or a fast assault mech. I would have to agree with Kudzu's 3050 version only i would keep the AC10 or maybe upgrade to an ultra AC5 and some extra ammo, i think it was available to the IS in around 3030ish.

I am hoping that Mech 11 will be the FLS-8K Flashman. I would love to see a reimaging on that. the orignal images suck , it looks like an egg with arms and legs. but it kicked a lot of *** in the table top game. So far I have really been impressed with the reimaging of the other mechs mechs. especially the Centurion and Commando.

#13 neodym

    Member

  • Members
  • PipPip
  • 493 posts
  • Locationready to help with closed beta

Posted 11 May 2012 - 11:43 PM

K2,change 2x ppc for 8 medium lasers for 12 lasers total,then bump speed to 75,add armor & heatsinks & c3

#14 mekredd

    Member

  • Elite Founder
  • 29 posts
  • LocationOne Clanner down, about a hundred more to go!

Posted 12 May 2012 - 12:28 AM

I've been tooling around with Heavy Metal, keeping in mind what we've seen of the hardpoint system. I whipped up a Catapult and Centurion I plan to try.

Model: Catapult CPLT-K2 MOD
Cost: 5,217, 576
Armor: 11 tons
Engine: 260 Magna Fusion (64.8 KPH)
Armament/Equipment:
  • 2x AC/5 (2 tons ammo)
  • 4x Med. Laser
  • 16x Heatsink
The K2 doesn't have jump jets and there wouldn't be room for them here anyway. The design swaps the PPCs of the K2 for twin med. lasers in each arm, then removes all the torso-mounted weaponry for a pair of med-light autocannons. The intended purpose of this design is to snipe scouts from range, then use the laser to finish them off if they close in. You won't have the mobility to catch them, so proper positioning is the key. Fun Fact: This design has just enough heatsinks to never generate excess heat in CBT rules. Fun Fact: This design generates no excess heat in CBT rules.



Model: Centurion CN9-A MOD
Cost: 3,527,500
Armor: 9.5 tons
Engine: 200 Nissan Fusion (64.8 KPH)
Armament/Equipment:
  • AC/10 (2 tons ammo)
  • 2x Med. Laser
  • 2x SRM 4 (2 tons ammo)
  • 10x Heatsink
This design is an attempt to make the Centurion a more competent brawler, instead of a jack-of-all-trades. By swapping out the LRM 10 for a pair of SRM 4s you loose your long-range strike capability, but gain a huge amount of short range stopping power. And extra ton of armor was slapped on to increase survivability. This design runs hot, so you need to be careful when firing the SRMs and lasers at the same time. Fun Fact: This design out-damages the Hunchback but has half a ton less armor.

Edited by mekredd, 12 May 2012 - 12:37 AM.


#15 Stormeris

    Member

  • Members
  • PipPip
  • 988 posts
  • LocationLithuania

Posted 12 May 2012 - 12:30 AM

I wish id get a scorpion, id remove the ppc, add a couple of flamers, and go shut down some laser boats xD

#16 Halfinax

    Member

  • Members
  • PipPip
  • 627 posts

Posted 12 May 2012 - 01:55 AM

View Postmekredd, on 12 May 2012 - 12:28 AM, said:

I've been tooling around with Heavy Metal, keeping in mind what we've seen of the hardpoint system. I whipped up a Catapult and Centurion I plan to try.

Model: Catapult CPLT-K2 MOD
Cost: 5,217, 576
Armor: 11 tons
Engine: 260 Magna Fusion (64.8 KPH)
Armament/Equipment:
  • 2x AC/5 (2 tons ammo)
  • 4x Med. Laser
  • 16x Heatsink
The K2 doesn't have jump jets and there wouldn't be room for them here anyway. The design swaps the PPCs of the K2 for twin med. lasers in each arm, then removes all the torso-mounted weaponry for a pair of med-light autocannons. The intended purpose of this design is to snipe scouts from range, then use the laser to finish them off if they close in. You won't have the mobility to catch them, so proper positioning is the key. Fun Fact: This design has just enough heatsinks to never generate excess heat in CBT rules. Fun Fact: This design generates no excess heat in CBT rules.








Model: Centurion CN9-A MOD
Cost: 3,527,500
Armor: 9.5 tons
Engine: 200 Nissan Fusion (64.8 KPH)
Armament/Equipment:
  • AC/10 (2 tons ammo)
  • 2x Med. Laser
  • 2x SRM 4 (2 tons ammo)
  • 10x Heatsink
This design is an attempt to make the Centurion a more competent brawler, instead of a jack-of-all-trades. By swapping out the LRM 10 for a pair of SRM 4s you loose your long-range strike capability, but gain a huge amount of short range stopping power. And extra ton of armor was slapped on to increase survivability. This design runs hot, so you need to be careful when firing the SRMs and lasers at the same time. Fun Fact: This design out-damages the Hunchback but has half a ton less armor.







This catapult design is awful. You fore go any early strike capability for no heat?! No heat isn't superior it just means you aren't pushing the capabilities. That's not even mentioning that your design is 4 tons over weight...I assume that drops 4 HS though.

The Centurion design you offer gives up hit and run tactics for slightly more brawling survivability. Personally I think both of your proposed designs are inferior to the designs they are based on.

Personally as a CTPLT K2 "better" Design I'd go with replacing one of the PPCs with a LL, and fore go the machine guns and the excess HSs for a bigger engine and more JJ. It gives it ample long range capability and loses the infantile short range damage of the MGs, while replacing them with 1 LL for close range situations, and adding a bit more maneuverability in their wake, however; I'd still prefer the C1 variant over the Kurita design.

The Centurion overhaul I can understand why you would fore go the early strike capability, but over all I think it hampers the design. Having that LRM capable of reaching out and touching someone without have to engage at close range is more of a boon than a burden. Honestly with it's armor, and weapons load out I'd rather stay at range as much as possible rather than trying to go toe to toe with Atlases and Dragons. Hell the Centurion is really intended more as a support for a support 'Mech than the brawler you seem to want to make it into.

In the end it's all up to pilot preference, and I prefer to keep support 'Mechs at support range, rather than at brawler range, or as zero heat builds. Most zero heat builds are actually less effective than heat sensitive builds anyway.

Edited by Halfinax, 12 May 2012 - 02:38 AM.


#17 mekredd

    Member

  • Elite Founder
  • 29 posts
  • LocationOne Clanner down, about a hundred more to go!

Posted 12 May 2012 - 02:19 AM

View PostHalfinax, on 12 May 2012 - 01:55 AM, said:

This catapult design is awful. You fore go any early strike capability for no heat?! No heat isn't superior it just means you aren't pushing the capabilities.

How so? The AC/5 has the same range as the PPC, 540m. With the benefit of generating no heat to the PPCs enormous heat generation. My design is a modification of the K2, keep in mind.

View PostHalfinax, on 12 May 2012 - 01:55 AM, said:

The Centurion design you offer gives up hit and run tactics for slightly more brawling survivability. Personally I think both of your proposed designs are inferior to the designs they are based on.

What, the LRM? It's a 10, own its own is does practically nothing. When you're standing on the second line with your support units, which is what the basic Centurion design is intended for, it's fine for what it is. But I want a design that will let me move forward to the front line. Ditching the LRMs for more short range firepower allows for that.

View PostHalfinax, on 12 May 2012 - 01:55 AM, said:

Personally as a CTPLT K2 "better" Design I'd go with replacing one of the PPCs with a LL, and fore go the machine guns for extra HSs. It gives it ample long range capability and loses the infantile short range damage of the MGs, while replacing them with 1 LL for close range situations, and adding a bit more heat dissipation in their wake, however; I'd still prefer the C1 variant over the Kurita design.

Twin LLs and twin MLs isn't a bad choice. With additional heatsinks it wouldn't overheat too much. Just keep in mind that LLs are weaker and shorter-ranged than the PPCs, and in this game anyways they are concentrated beams that you have to hold on target. They won't do all their damage to one sector if you're not careful.

Edited by mekredd, 12 May 2012 - 02:19 AM.


#18 Halfinax

    Member

  • Members
  • PipPip
  • 627 posts

Posted 12 May 2012 - 02:46 AM

Okay I modified my build a bit to be fair, but the Centurion isn't designed as a second line unit. It's designed as a guardian unit. The LRM 10 is just there to soften up targets along with it's intended counter part the Trebuchet, and then to move in and guard said unit when attackers get too close. It's more of a attack and fade unit than a straight up brawler.

As to twin LLs and MGs on the catapult you'd actually be really heat inefficient with that design (you'd be cooling more than the heat potential so it's a bunch of wasted tonnage that can't be placed elsewhere). As I redesigned the unit after you quoted me( I thought about my initial proposal and realized it was heat inefficient) I add in better maneuverability for a slight loss in heat efficiency and very slight damage potential compared to the unit you proposed, and no reliance on ammo.

Of course we could all go round and round all day about "best builds," but ultimately it comes down to fighting and piloting style. If it's done right, and I suspect it will be, by the devs there will be no "best build" of any unit.

#19 mekredd

    Member

  • Elite Founder
  • 29 posts
  • LocationOne Clanner down, about a hundred more to go!

Posted 12 May 2012 - 03:08 AM

View PostHalfinax, on 12 May 2012 - 02:46 AM, said:

The LRM 10 is just there to soften up targets along with it's intended counter part the Trebuchet

This is what I was getting at, I just didn't want to go into specifics. I removed to LRMs from that variant to give it a little more autonomy. I think it can work just fine.

And yeah, both designs are more specialized than the default loadouts. That was my intent. I agree with you that there shouldn't be a "best" design for any particular mech. Hopefully that's the case.

Also it's nice to see other Goons about.

Edited by mekredd, 12 May 2012 - 03:11 AM.


#20 BossTroll

    Newbie

  • Members
  • Pip
  • 8 posts
  • LocationNetherlands

Posted 12 May 2012 - 03:09 AM

Well, me and my mates are playing a Mechwarrior RPG story at the moment. As a Comstar special forces squad we have acces to some pretty nifty stuff. This is what Xiao Sing Tan is piloting, would love to bring it onto the MWO fields:

Type/Model: Wolverine WVR 7CG
Tech: Inner Sphere
Config: Biped BattleMech
Mass: 55 tons
Chassis: Crucis-A Standard
Power Plant: 275 Nissan XL Fusion
Walking Speed: 54,0 km/h
Maximum Speed: 86,4 km/h
Jump Jets: 5 Northrup 12000 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: 10 tons of Kallon Unity Weave w. CASE Ferro-Fibrous Armour
Armament:
1 General Motors Nova-5 Ultra AC/5 (2tons ammo)
3 Medium Lasers
2 Harpoon-6 SRM 6s (2tons ammo)
Manufacturer: General Motors Industries
Location: Earth
Communications System: Garret T11-b
Targeting & Tracking System: Sync Tracker (39-42071)

A steal at only 10.348.006 C-Bills.

Too bad that ComGuard won't be an option for a faction, too advanced and too secret :-)

Edited by BossTroll, 12 May 2012 - 03:14 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users