Battlemech 12: UrbanMech
#241
Posted 28 May 2012 - 01:11 PM
I think the Urbie could be interesting in MWO but would it be next to useless unless its a city/urban environment?i.e. due to its slow speed
Also been checking on Sarna - can anyone confirm but is the Urbanmech the slowest mech ever built? (excluding industrial mechs etc)
#242
Posted 28 May 2012 - 01:11 PM
If your opponents can put four units of very serious firepower at just the right spots at-will, you will likely be in some trouble. Losing one of the zerging units don't matter because they still outnumber you. They'd be human-guided mines. Resource costs wouldn't be a problem for a bunch of people. Take a look at EVE, Goonswarm in particular. They had numbers enough to throw out cheap, efficient light ships and win wars with other groups through attrition. They had large and more expensive stuff for their more proven members, too, but above all they had stupid amounts of manpower. Sheer numbers plus just the right amount of the right kind of utility at a very low cost is something to watch out for.
#243
Posted 28 May 2012 - 01:16 PM
#244
Posted 28 May 2012 - 02:01 PM
I swear alliegance to you of Walking Trahscan for you forever more remind of me of R2D2. And who wouldn't want to ride INSIDE a giant R2D2 armed with a cannon and a laser?
#245
Posted 28 May 2012 - 09:03 PM
GreenHell, on 28 May 2012 - 01:16 PM, said:
Except you can mostly fix an Annihilator - 3/5, ES, x2 UAC/20, x2MLas, X2LLas, x14DHS, 19t Std. Alternate between the UAC/20s or the lasers and you can fire indefinitely (can never alpha however). Replace UAC/20s with Gauss if you want to fire everything and run heat neutral.
The Urbie has much less wiggle room for effective design.
#246
Posted 28 May 2012 - 11:26 PM
verybad, on 26 May 2012 - 05:06 PM, said:
We will bring fear upon those who loath us!
You mean like this?
Triple Urbie
Mass: 90 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: All Eras (non-canon)
Tech Rating/Era Availability: D/C-D-D
Production Year: 3025
Cost: 6,261,925 C-Bills
Battle Value: 1,452
Chassis: Unknown Standard
Power Plant: Unknown 180 Fusion Engine
Walking Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Jump Jets: Unknown
Jump Capacity: 60 meters
Armor: Unknown Standard Armor
Armament:
3 Autocannon/10s
3 Small Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 138 points 9.00
Engine: Fusion Engine 180 7.00
Walking MP: 2
Running MP: 3
Jumping MP: 2 Standard
Jump Jet Locations: 2 CT 4.00
Heat Sinks: Single Heat Sink 14 4.00
Heat Sink Locations: 1 HD, 6 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 279 17.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 29 44
Center Torso (rear) 14
L/R Torso 19 29
L/R Torso (rear) 9
L/R Arm 15 30
L/R Leg 19 38
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Autocannon/10 RA 3 7 12.00
Small Laser RA 1 1 0.50
Autocannon/10 LA 3 7 12.00
Small Laser LA 1 1 0.50
Autocannon/10 LT 3 7 12.00
Small Laser LT 1 1 0.50
@AC/10 (60) RT - 6 6.00
Free Critical Slots: 12
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 15
2j 1 0 0 0 4 0 Structure: 7
Special Abilities: SRCH, ES, SEAL, SOA, AC 3/3/0
Unfortunately the maximum armor for a 90 ton mech is 17.5........... Close to what you get with three urban mechs, also close to costing about 50% more than 3 urban mechs.
#247
Posted 28 May 2012 - 11:32 PM
#248
Posted 28 May 2012 - 11:36 PM
#249
Posted 29 May 2012 - 12:50 AM
Sizzles, on 28 May 2012 - 12:40 PM, said:
I'm still figuring out how it fades back into the urban jungle when it is going to be slower than the average assault mech it runs into. An Urbanmech better be able to defeat what it runs into, because it doesn't have the speed to disengage and run away.
#250
Posted 29 May 2012 - 06:45 AM
Tincan Nightmare, on 29 May 2012 - 12:50 AM, said:
I'm still figuring out how it fades back into the urban jungle when it is going to be slower than the average assault mech it runs into. An Urbanmech better be able to defeat what it runs into, because it doesn't have the speed to disengage and run away.
Jumpjet behind a building while your team-mate continues attacking whatever you just shot an AC20 into, I guess.
#251
Posted 29 May 2012 - 05:58 PM
#252
Posted 29 May 2012 - 06:48 PM
Tincan Nightmare, on 29 May 2012 - 12:50 AM, said:
I'm still figuring out how it fades back into the urban jungle when it is going to be slower than the average assault mech it runs into. An Urbanmech better be able to defeat what it runs into, because it doesn't have the speed to disengage and run away.
The idea is that the heavy or assault mech will be by itself when he walked into the ambush. His buddies will most likely be over 100 meters away. 100 meters is allot in an urban setting.
The Urbanmech would have support hidden with him (infantry, armor). Since they are hidden the enemy will not see them until it is to late. The Urbanmech and his support would be set up in med to heavy building so the building takes allot of the return fire. If they can spring the trap right they can hit the enemy enough to hopefully knock him down and damage him enough to slow him down or force him to pull back.
Should it be Mech number 12? I voted yes, but, I know it will not be and should not be the 12th Mech. The Urbanmech is like every other Mech in the Battletech Universe. It has it place and its time. most player will not want to use them because they are a defensive Mech. They should hang back and defend a base. Hiding behind a hill ready to spring an ambush.
#253
Posted 29 May 2012 - 07:08 PM
#254
Posted 29 May 2012 - 07:24 PM
#255
Posted 29 May 2012 - 07:31 PM
#257
Posted 30 May 2012 - 12:51 AM
#258
Posted 30 May 2012 - 02:20 AM
Rosengren, on 29 May 2012 - 06:45 AM, said:
Jumpjet behind a building while your team-mate continues attacking whatever you just shot an AC20 into, I guess.
With a 60 meter jump range? The building better be right next to the UrbanMech and not to tall or it isn't going over. Plus you better hope your opponent doesn't mount them too. Oh and the AC/20 Urbanmech has 3 points of r/l torso armor, and 8 points on the arms. Get that shot off quick because you are going to die quick.
Skylarr, on 29 May 2012 - 06:48 PM, said:
The idea is that the heavy or assault mech will be by itself when he walked into the ambush. His buddies will most likely be over 100 meters away. 100 meters is allot in an urban setting.
The Urbanmech would have support hidden with him (infantry, armor). Since they are hidden the enemy will not see them until it is to late. The Urbanmech and his support would be set up in med to heavy building so the building takes allot of the return fire. If they can spring the trap right they can hit the enemy enough to hopefully knock him down and damage him enough to slow him down or force him to pull back.
Should it be Mech number 12? I voted yes, but, I know it will not be and should not be the 12th Mech. The Urbanmech is like every other Mech in the Battletech Universe. It has it place and its time. most player will not want to use them because they are a defensive Mech. They should hang back and defend a base. Hiding behind a hill ready to spring an ambush.
I love how all arguments for the Urbanmech are put out in best terms for the Urbanmech. Its opponents are always alone, it always has support and allies. So anyone fighting in an urban setting, unless in an Urbanmech, will just scatter at random and give up lance formations and run around by themselves? And they will never bring armor or infantry with them? Or send in scouts to locate defenders (which with the Urbanmechs slow speed are not going to relocate easily after being detected?) I would never plan a defense on assuming the enemy would act foolishly. And even a 35 ton light mech is not easy to hide.
Edited by Tincan Nightmare, 30 May 2012 - 02:20 AM.
#259
Posted 30 May 2012 - 10:09 AM
Tincan Nightmare, on 30 May 2012 - 02:20 AM, said:
Putting a mech in a situation it has difficulty escaping from is not a good idea for anyone so you likely seek out the spots where you can jump around. There's also the possibility of the urbanmech, if it is implemented, being statted in such a way as to make it ok to sacrifice one to cripple an opponent. So much depends on how the game actually plays, what game modes there are, what the maps are like, what kind of terrain is favoured by most mechs, what role resources have and what kind of fighting over territories you can do.
In classical VS terms, with just a map and a set amount of players, the urbanmech is likely to be of very limited capabilities on most maps. If BV is used instead of player numbers and there is territory to be had, suddenly something that packs a punch and is cheap enough to practically throw away will be much more useful.
If the Urbanmech ever is included, though, it will be because the developers made a real use for it.
#260
Posted 30 May 2012 - 10:32 AM
If you leave it alone, it's a self-mobile turret that will take a bite out of larger 'Mechs if they're dumb enough to let it get in range- and the AC/10 standard is respectable range, while being wonderful for keeping scouts out of a bit of territory.
In MWO terms, one of them will chew the living heck out of the big three recon machines- Commando, Jenner, and Cicada -if they get in range. It's main gun will penetrate pretty much anywhere on the first shot for internal damage, including the legs and torso. It outranges two of them and has the armor to take quite a pounding from a UAC/5 before going down (and more likely, will just plain go to cover) to the Cicada. That being said, it makes a pretty darn mean guard dog. That it's slow means you don't even worry about the pilot getting too far out of line...because he can't move that fast to begin with. Put it down where you don't want the scouts getting to easily, and the Urbanmech makes a really, really good speed bump.
What it's utterly lousy for is any kind of offensive operation. That drives most players insane, because you're talking a design that's supposed to sit in place and play ambush predator/picket line in it's standard configurations, though it's easily turned into one of the most annoying fleabiter designs ever if you swap it to dual AC/2's. It's a specialist. And that drives as many players to love the thing as they do hate it.
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