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100+ Ton Super-Assault Mech?


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#341 Kaspirikay

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Posted 21 November 2012 - 01:39 AM

View PostIron Harlequin, on 05 June 2012 - 04:00 PM, said:

Pilot a dropship if you want that kind of firepower lol


#342 Skylarr

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Posted 08 March 2013 - 06:03 PM

So I am tired of all the complaints about, ECM, LRMs, Consumables. etc. SO I want to bring up an old subject.


Posted Image
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  • Orca 200 ton (year: non was an Aprils Fools Joke)


#343 Skylarr

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Posted 08 March 2013 - 06:07 PM

http://www.youtube.c...e&v=DWQKQHmzQyQ

#344 douglas3069

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Posted 29 March 2013 - 04:41 PM

What if it is not slow?

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 guardian wolf

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Posted 02 April 2013 - 10:47 AM

For a +100 tonner to be even feasible, it would

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 Sheraf

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Posted 02 April 2013 - 10:49 AM

More mechs is always a good thing. I don't mind any super heavy in the game ;)

#347 Melcyna

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Posted 02 April 2013 - 07:37 PM

The only trouble of course is that they probably will have quite a bit of a problem fitting in with the maps we have right now in MWO

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 Y2kHippy

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Posted 02 April 2013 - 08:14 PM

I'd rather have the Micro Mech's instead. And Elemental would be much more fun to play with than a 100 ton plus Mech that cannot move faster than 10kph.

#349 Anjian

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Posted 02 April 2013 - 10:35 PM

View PostKittygrinder, on 06 June 2012 - 05:43 AM, said:

In Dark Age there were 3 legged 100+ assault mechs. But anyone who knows anything, knows that Mechwarrior Dark Age is NOT considered to be canon.


Star Trek The New Generation won't be considered Star Trek canon following the same reasoning.

#350 Anjian

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Posted 02 April 2013 - 10:42 PM

View PostDeceptor, on 19 August 2012 - 06:06 PM, said:

Those crazy Nazis. Anyway, no stupid big mechs unless they are some kind of PVE boss.



You want a boss mech. Here goes.



#351 Anjian

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Posted 02 April 2013 - 11:01 PM

I still remember these Colossal class Battlemechs. I never played them but my friends did. Powerful but it didn't seem invulnerable to a zombie army. In any case, they weren't true rares, but sets you have to outrightly purchase, as Wizkids was trying to milk their player base for all its worth (familiar situation?). They got special rules and if I remember, they get more turns due to having three pilots. Plus an incredible 23 clicks before those things die.

For collection purposes, they are really magnificent though.

#352 Comguard

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Posted 02 April 2013 - 11:07 PM

Same rule why there is no mech with 53 tons, or 22 tons. Or stock-mech with 75 tons and 310 engine. Or 30 tons and 220 engine.

Tabletop-rules. That's all. They decided to stop at 100. They could also have set 150 as limit. They didn't.

#353 Caleb Lee

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Posted 02 April 2013 - 11:08 PM

View PostSporkosophy, 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 Caleb Lee

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Posted 02 April 2013 - 11:15 PM

View PostAnjian, 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 Sifright

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Posted 02 April 2013 - 11:22 PM

View PostGuru 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 Snowblack

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Posted 02 April 2013 - 11:34 PM

Imagine the fastest turret in the Universe ...ho ho ho that would be awsome.

#357 guardian wolf

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Posted 03 April 2013 - 12:13 PM

Okay first off, in the scale of war that we're talking about for BattleTech; yes mechs are indeed sensible. It is a mobile weapons platform.

#358 Wales Grey

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Posted 03 April 2013 - 01:01 PM

hi i made a thread about colossal mechs in the suggestion forums i would love for you to read it

That said, I love the Ares and Omega. They're great to use as "final bosses" for your players in campaigns!
Spoiler


#359 Melcyna

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Posted 04 April 2013 - 10:40 AM

View Postguardian wolf, on 03 April 2013 - 12:13 PM, said:

Okay first off, in the scale of war that we're talking about for BattleTech; yes mechs are indeed sensible. It is a mobile weapons platform.

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 Kommisar

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Posted 04 April 2013 - 11:33 AM

View PostPraetorians, on 05 June 2012 - 04:04 PM, said:

... a mech over 100 tons it the ground itself would not be able to support it efficently and the mech would fall all the time as rock crumbled under 13 tons per square foot of presure


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. :D





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