Iron Harlequin, on 05 June 2012 - 04:00 PM, said:
100+ Ton Super-Assault Mech?
#341
Posted 21 November 2012 - 01:39 AM
#342
Posted 08 March 2013 - 06:03 PM
- Ares (BattleMech) 135 ton (year: 3132)
- Omega (BattleMech) 150 ton (year: 3077
- Orca 200 ton (year: non was an Aprils Fools Joke)
#344
Posted 29 March 2013 - 04:41 PM
200tons 1/1/10 using BattleMech Mechanical Jump Boosters http://www.sarna.net...al_Jump_Booster
Add the maxium Hardened Armor and a torso mounted cockpit, maybe give it three legs so it has 360 degree torso changing. Yes, at the moment, canon says that 150 ton Ares cannot jump, but then for a long time canon was that there were no mechs over 100 tons.
Super fast, almost impossible to kill, still rooms for some weapons.
#345
Posted 02 April 2013 - 10:47 AM
A: have to be in a pitched battle with massive amounts of force on either side
B: Defending a fixed position that is of high value
C: Not have to relocate extremely fast to other deployments, meaning that point B is even more emphasized
NOW, even if you have all these reasons, fortifications, emplacements that would equal the stopping power, and defensive capability of a +100 tonner, would be easily cheaper, and faster to move around than that behemoth of a mech.
#346
Posted 02 April 2013 - 10:49 AM
#347
Posted 02 April 2013 - 07:37 PM
let's face it, a mech even slower than Atlas, and bigger still... in a map as small as some of the ones we have?
Nvm, everyone can see it (and will turn it into LRM target practice, unless of course if you stick MWO magical ECM into it, in which case it turns into PPC and Gauss target practice), but i am not sure it'll even fit some of the corridors in the map we have and that's pretty much the ONLY way to argue about them ie: can they fit into the gameplay or not... the rest of it like physical feasibility or weight limit or what not? Pointless...
Debating about it's usefulness from weight point of view or canon or what not is essentially pointless since,
MECHS AINT SENSIBLE TO START WITH, every single battlemech is NONSENSE from every point of view relating to physics or warfare.
so there's no point saying 100ton+ mech is unfeasible or what not, because ALL of the Battlemechs are equally so be it 25 tons or 100+ tons... the only difference is which one considered canon or not lore wise, if they are to be made canon they can MAKE UP ANY BS to cover it's lore... it's soft sci fi... logical and physical accuracy aint exactly a forte of simple entertainment materials like Battletech.
#348
Posted 02 April 2013 - 08:14 PM
#349
Posted 02 April 2013 - 10:35 PM
Kittygrinder, on 06 June 2012 - 05:43 AM, said:
Star Trek The New Generation won't be considered Star Trek canon following the same reasoning.
#351
Posted 02 April 2013 - 11:01 PM
For collection purposes, they are really magnificent though.
#352
Posted 02 April 2013 - 11:07 PM
Tabletop-rules. That's all. They decided to stop at 100. They could also have set 150 as limit. They didn't.
#353
Posted 02 April 2013 - 11:08 PM
Sporkosophy, on 05 June 2012 - 04:19 PM, said:
Not quite 100 years, they show up in the WoB arsenal on Terra, so nearly 30ish years.
Can they build them even or is it lostech? Just like Commstars own Invisible Truth BattleCruiser that they had to canibalize it's sister over the years just to keep it going?
Yes they were awesome but they don't fit this game and shouldn't be included.
#354
Posted 02 April 2013 - 11:15 PM
Anjian, on 02 April 2013 - 10:35 PM, said:
Star Trek The New Generation won't be considered Star Trek canon following the same reasoning.
Hehe... Star Trek: The New Generation was a really lame cop-out by the writers. Any time you use time travel, especially when there was supposed to be a whole division in the future protecting the integrity of the timeline, is a "I'm too stupid and unimaginative" to come up with something better.
Toss in better special effects, younger actors and you get another mindless action movie set in the future that's only mildly entertaining. I gave it a 7/10 rating.
Hopefully the next one is better... they can't go anywhere but up (hoping).
#355
Posted 02 April 2013 - 11:22 PM
Guru Zeb, on 05 June 2012 - 06:20 PM, said:
Jesus i wish some of you people would actually think prior to allowing your fingers to do stuff.
Yo Sherlock ........... how many people "pilot" the average main battle tank?!?!?
Or the average attack helicopter ?!?!?! ........... doh
oh i get it you assumed that 3 guys would all be fighting over who got to drive right ........ obviously it wouldn't work like that.
WW2 tanks could have 5+ crew members.
Commander, Gunner, Radio op, Driver, gun loader. +ancillary crew.
heh
#356
Posted 02 April 2013 - 11:34 PM
#357
Posted 03 April 2013 - 12:13 PM
#358
Posted 03 April 2013 - 01:01 PM
That said, I love the Ares and Omega. They're great to use as "final bosses" for your players in campaigns!
#359
Posted 04 April 2013 - 10:40 AM
guardian wolf, on 03 April 2013 - 12:13 PM, said:
Unfortunately, based on known physics... it aint sensible in the slightest
logically application of the same weaponry, material, and tech in mechs would yield far more result and practical use in either conventional land vehicle layout or airborne, superior firepower and armor in the former, superior mobility in the later.
That aside and back to the topic at hand,
The only thing stopping PGI from implementing it is an actual reason for them to do so...
ie: given that PGI as it is seems to be in shortage of resources (ie: time and manpower) to implement things needed quickly to get the game into what can be called acceptable state (because let's face it, the game is STILL very much barebone), what exactly is there for them to gain by implementing the super assault mech?
They do need time and manpower to implement after all.. so the cost has to justify the potential gain, especially over things that are critically needed, ie: like most of the game itself given it's still missing most of it's planned features.
Assuming such gain existed that can justify the cost, the only thing left stopping them would be the chronological order which they try to some degree to follow (not that i think that means much really) and even that can be circumvented with time skip if necessary but naturally given the nature of it, it would be logical to keep that in reserve until the title needs new infusion of materials to rejuvenate it.
#360
Posted 04 April 2013 - 11:33 AM
Praetorians, on 05 June 2012 - 04:04 PM, said:
Actually, on most bedrock, you would be just fine with 13 TSF. I have regularly designed foundations on limestone bedrock with allowable bearing capacities in excess of 100 ksf (50 TSF). That is allowable, not ultimate. Soil, though. Soil would start to be a problem for mechs. And that is what they would have to walk on across most inhabited planets. Common residual silty clay soils you can expect to be able to support around 1 to 1.5 TSF. If your vehicle of choice is going to exceed 1 TSF of ground pressure, you will have problems as a flexible military vehicle. This is why the late WWII concept of the super-heavy tanks never went anywhere.
But, again, it's always messy and fruitless when you mix Battletech / Mechwarrior with real physics and engineering.
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