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Um-R60 Urbanmech Discussion Thread W/polls And Concept Art, 2.0


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Poll: Urbie Poll 2 (152 member(s) have cast votes)

Which version of the Urbie works better for you?

  1. v1. Proportions mor ein line with 3025 TRO and the Commando and Spider (87 votes [57.24%])

    Percentage of vote: 57.24%

  2. v2. Short and squat is how Urbie rolls (52 votes [34.21%])

    Percentage of vote: 34.21%

  3. Neither (13 votes [8.55%])

    Percentage of vote: 8.55%

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#81 Bishop Steiner

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Posted 06 April 2013 - 05:14 PM

on the fan art forums so me of the guys are saying add the v1 legs to the v2 torso...... hmmmmmm

#82 Bishop Steiner

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Posted 06 April 2013 - 07:07 PM

Bump

#83 MustrumRidcully

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Posted 07 April 2013 - 08:07 AM

The real reason we need the Urbanmech is to change how light mech battles feel. Because they are always the same - two mechs circle each other and shoot lasers and occasionally a few missiles.

The Urbanmech isn't fast enough to do this. If we also give him 360° torso twist and a powerful ballistic, then it will be more about learning to lead with AC/10 or AC/20.

Okay, maybe it would still be repetitive.

#84 SgtMagor

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Posted 07 April 2013 - 08:32 AM

little Urbie is a Death Dealer DFA machine, well at least it could be :P

#85 Utilyan

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Posted 07 April 2013 - 08:52 AM

View PostBishop Steiner, on 06 April 2013 - 05:14 PM, said:

on the fan art forums so me of the guys are saying add the v1 legs to the v2 torso...... hmmmmmm



Posted Image



It prob is a better v2....then v2 :P

#86 Bishop Steiner

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Posted 07 April 2013 - 09:44 AM

@Utilyan

Yes, I would agree. V2 was just me stretching the picture in gimp.
@Mustrum
We need the urbie because a significant portion of the community want it!

#87 Iacov

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Posted 07 April 2013 - 10:13 AM

this urbie is fantastic! (especially version 1)
would be awesome, if the urbie would be "the welcome present" for every (new) player - so that you have that one to customize plus the 4 respective trial mechs

give us urbie!

#88 Bishop Steiner

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Posted 07 April 2013 - 10:33 AM

@Iacov,

thanks bro. Just got like the ultimate compliment from Ironhawk on it in the FanArt section. Coming from him, that means something.

#89 Utilyan

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Posted 07 April 2013 - 10:38 AM

I was hoping someone could elaborate on the engine and the mystery involved bringing it to MWO.

As I understand urbie engine is 1.50 tons, gyro is 1 ton, and cockpit 3 ton. So its 5.50 ton engine with 2 heatsinks inside it.

The mwo-wiki engine rules said that urbie would get a range between 60 rating to 85 I think it was. Gives about highest speed of 45kph.


I also wanted to compare all this to Mechwarrior 4 urbie. I took a IS urbie stripped the weapons and armor (left 1 ton of armor), took off all the ecm, jump jets toys ect..... was left with 6 tons, 24 free tons.

So with 5 tons of just structure and smallest engine, it had a top speed of 52kph.

Biggest engine with structure was 8.75, top speed 77.02

This MW4 urbie is pretty nice. Its like they started it with a equivelent of 96 engine rating.

4 ballistics right arm
1 balistic left arm
1 energy left arm
1 energy right torso
1 energy center torso
1 energy left torso

Edit: remember urbie like a light assault mech so we shouldn't be shy with hardpoints.

Mechcommander series gots urbie going 54kph. If we were to force urbie to start with 100 std engine he would do this speed.

I would imagine that having a low rate engine ought to mean theres theres less structure involved. Like a spider who is same tonage 30 engine range is based off a 240 engine so that advantage of being able to fit that big engine had to be paid out somewhere.

So knocking it down with urbie unable to fit a 255 or even anything higher then 140 engine ought to place benefit elsewhere. Like in tonnage, critspace or both.

Edited by Utilyan, 07 April 2013 - 10:41 AM.


#90 Bishop Steiner

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Posted 07 April 2013 - 11:33 AM

Yeah, but that same structure allows it to carry a 12 ton AC and ammo. So the structure is pretty much the same weight, as in the end it supports the same amount of tonnage.

If we got real technical, all Jumpers should pay MORE for Internal Structure, because the stresses of those JJs trying to launch all that weight is not gonna be gentle on a mech. They also should have upgraded leg actuators and shock absorbers since landing all that mass is not terribly soft, either.

#91 Strum Wealh

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Posted 07 April 2013 - 02:18 PM

View PostUtilyan, on 07 April 2013 - 10:38 AM, said:

I was hoping someone could elaborate on the engine and the mystery involved bringing it to MWO.

As I understand urbie engine is 1.50 tons, gyro is 1 ton, and cockpit 3 ton. So its 5.50 ton engine with 2 heatsinks inside it.

The mwo-wiki engine rules said that urbie would get a range between 60 rating to 85 I think it was. Gives about highest speed of 45kph.


I also wanted to compare all this to Mechwarrior 4 urbie. I took a IS urbie stripped the weapons and armor (left 1 ton of armor), took off all the ecm, jump jets toys ect..... was left with 6 tons, 24 free tons.

So with 5 tons of just structure and smallest engine, it had a top speed of 52kph.

Biggest engine with structure was 8.75, top speed 77.02

This MW4 urbie is pretty nice. Its like they started it with a equivelent of 96 engine rating.

4 ballistics right arm
1 balistic left arm
1 energy left arm
1 energy right torso
1 energy center torso
1 energy left torso

Edit: remember urbie like a light assault mech so we shouldn't be shy with hardpoints.

Mechcommander series gots urbie going 54kph. If we were to force urbie to start with 100 std engine he would do this speed.

I would imagine that having a low rate engine ought to mean theres theres less structure involved. Like a spider who is same tonage 30 engine range is based off a 240 engine so that advantage of being able to fit that big engine had to be paid out somewhere.

So knocking it down with urbie unable to fit a 255 or even anything higher then 140 engine ought to place benefit elsewhere. Like in tonnage, critspace or both.

PGI is trying to build itself closer (at least, in most respects) to the original BattleTech game than many of the previous MW games.

For the UrbanMech, specifically:
  • The internal structure (the frame/skeleton) weighs either 10% of the max weight (if using standard internals) or 5% of the max weight (if using Endo Steel; rounds UP to the nearest HALF ton) - which gives us 3 tons for a standard skeleton (or 1.5 tons for an Endo Steel skeleton).
  • The weight of a Standard Gyro is determined by the engine rating... specifically, (engine rating)/100, rounded UP to the nearest WHOLE ton - which gives us 1 ton for the gyro. A STD 60 engine weighs 1.5 tons, while a 60 XL weighs 1.0 tons. The engine + gyro combo would weigh 2.5 tons.
  • The cockpit always weighs 3 tons, unless alternate technologies are used (e.g. "Small Cockpits").
  • Myomer and actuator weights are assumed to be negligible, or accounted for elsewhere (likely as part of the structure).
  • The number of Heat Sinks (all engines come with 10) internal to the engine (not taking up crit spaces) is determined by rounding DOWN the result of dividing the engine rating by 25.
So, the base UrbanMech (just enough of a 'Mech to get it moving - the combination of structure + engine + gyro + cockpit), without armor or weapons or Jump Jets, should mass 8.5 tons (if only standard gear is used), leaving 21.5 tons free for armor (up to 6.5 tons for a 30-tonner; the 'Mech comes with 6.0 tons), weapons (that AC/10, by itself, consumes 12 of those 21.5 tons... and then there is that 0.5-ton Small Laser), ammo (the 'Mech comes with a single ton of AC/10 ammo), Jump Jets (at 0.5 tons per unit), additional Heat Sinks (it comes with one, for a total of 11), and other equipment.

Under MWO's current engine specifications system, a STD 100 engine requires a total of 7 tons (which includes the engine itself, the cockpit, the gyro, and "an adjustment for required Heat Sinks up to the minimum of 10").
Adding that to the 3 tons needed for a Standard Internal Structure, comes to a base weight of 10 tons (which is actually correct per TT, as well) - meaning that no other changes would render the base UrbanMech 1.5 tons overweight - so, "just" changing the engine to the smallest as-yet-implemented model doesn't help.

Granted, they "could" just strip off one-quarter of the UrbanMech's armor to make up the diffrernce... but they'd have to do it for every variant (the UM-R60, the already thinly-armored (4 tons) UM-R60L, the UM-R50, and the UM-R63 - they all come with STD 60 engines), and why bother at that point?

#92 Bishop Steiner

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Posted 07 April 2013 - 09:14 PM

At one point I might have agreed with you that PGI did indeed plan to. Until they added Modules, and made at least 2 mechs with JJs that exceed what Battletech rules allow (Spier with 12 JJ and the Heavy Metal with 5), buffed ECM beyond belief, and then added emp effects to PPCs. Mech quirks, etc.

None of which are in the master rules anywhere, for this era, in particular.

Mind you, except maybe the consumables part, I am pretty much all for the "changes" as they add flavor and give varying chassis capabilities beyond their Smurfy Builds.

That said, 30 tons is 30 tons, and the structure is going to be essentially the same, doesn't really matter if the mass is being used for different reasons.

#93 Bishop Steiner

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Posted 08 April 2013 - 07:48 PM

You know who wants MGs buffed?


That's right.... Mr Effin UrbanMech.. thats who





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