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The Hsr 200D Hussar. A Few Reinterpretations.


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#1 Bishop Steiner

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Posted 19 January 2014 - 07:10 PM

The Hussar.

Always been fascinated by it. Usually people ignore it, because in the straightforward smash and bash, checkers match way most people play TT, it was at a distinct disadvantage. Where it excelled was on large map scenarios, where one could play a game of cat and mouse meets chess, something most people have no patience for. Ugly sucker, to boot.
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But, I always found uses for it, and liked it's challenge. Hated the art though. (Shocker, Battletech art being found lacking?!?!?!)
So a year or so ago, I redesigned it.
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but my time on the forums, I have found my earlier art, sadly lacking. And whilst I am still far from the level of proficiency I seek, the input from many on here have helped me to be at least, less crude. (Artistically. Personality wise, still cruder than raw unrefined oil).
And with the prospect of the mystery Light Hero Mech on February 4th, I was intrigued by the possibility of the Hussar in game. So I came up with 2 MWO inspired versions.
This is my "updated" Hussar for the 3050 era:
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stats
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and this is the Hussar II design I am working on for the 3145 campaign setting.

the HSR-1000-X HUSSAR II
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During Fortress Republic, the RotS looked for every advantage, every force multiplier possible. One design used to great effect was the brainchild of Ghost Knight Bishop Steiner. Long before the Jihad, Steiner had started his career as the first Lyran born Rabid Fox in Davion's MIIO, so he understood the advantages stealth provides better than most Mech pilots. After old age took him from active duty, he embraced learning the ins and outs of Mech Engineering. Still active, though wheel chair bound at the age of 132, he designed the Hussar II, for the Fidelis and Ghost Knights to use. Based off of the venerable Hussar, and sparing no expense, it is built almost entirely of Clan Tech components. Endo Steel w/ Triple Strength Myomer. 5 tons of Ferro-Fibrous Armor. A 360XXL engine and Small Cockpit. A Clan-tech Extended range Large Laser, limited jump capability and an Angel ECM suite all allow it to massively outperform it's predecessor. But the final component is what makes it the deadliest fast raider and head hunter in the Republic's arsenal: the resurrected Chameleon Light Polarization Shield and Null Signature System. The Void system was considered, but rejected due to it's lack of usefulness at high speed.

thoughts?

*edited for fluff

Edited by Bishop Steiner, 22 January 2014 - 06:08 AM.


#2 Batley

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Posted 19 January 2014 - 07:16 PM

Wow, good job man. I've always thought that was one of the stupider, "wtf is this" designed mechs, and you actually took it and not only made it look feesible, but pretty damn cool.

#3 Will9761

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Posted 19 January 2014 - 07:17 PM

This Hussar looks more like a dinosaur. But good job.

Edited by Will9761, 19 January 2014 - 07:17 PM.


#4 kiriage

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Posted 19 January 2014 - 07:27 PM

like it a lot!!

#5 NautilusCommand

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Posted 19 January 2014 - 07:31 PM

Take the jump pack looking part of the first one and mix it with the pulled back arm mounts on the the second one and you got my C-Bills.
as well the legs on the second one look cooler too, then smash the feet from the first one on there. Take the barrel of the ERLL on the second one mount it to the turret of the first one.
lots'a mix matching and it'd look cool enough to have.

#6 Bishop Steiner

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Posted 19 January 2014 - 07:40 PM

View PostWill9761, on 19 January 2014 - 07:17 PM, said:

This Hussar looks more like a dinosaur. But good job.

it should, I intentionally based the 1000X off the velociraptor. The "toe blade" though is functional, it's a wire cutter, based loosely off the 20th century version, used to easily cut through barb wire and other such impediments which could otherwise tangle and potentially slow down or trip the mech.

View PostNautilusCommand, on 19 January 2014 - 07:31 PM, said:

Take the jump pack looking part of the first one and mix it with the pulled back arm mounts on the the second one and you got my C-Bills.
as well the legs on the second one look cooler too, then smash the feet from the first one on there. Take the barrel of the ERLL on the second one mount it to the turret of the first one.
lots'a mix matching and it'd look cool enough to have.

feel free to kitbash if ya like.

#7 NautilusCommand

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Posted 19 January 2014 - 08:02 PM

View PostBishop Steiner, on 19 January 2014 - 07:40 PM, said:

it should, I intentionally based the 1000X off the velociraptor. The "toe blade" though is functional, it's a wire cutter, based loosely off the 20th century version, used to easily cut through barb wire and other such impediments which could otherwise tangle and potentially slow down or trip the mech.


feel free to kitbash if ya like.

I don't have any software to do so or I would indeed.

#8 Bishop Steiner

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Posted 19 January 2014 - 08:43 PM

View Postkiriage, on 19 January 2014 - 07:27 PM, said:

like it a lot!!

glad you like it. I should be back to work on the pilot this week.

#9 NautilusCommand

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Posted 19 January 2014 - 09:13 PM

Looking at it again your new ones make it look like a MAD, lol. Does BS have a MAD fixation?

#10 kiriage

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Posted 19 January 2014 - 10:46 PM

View PostBishop Steiner, on 19 January 2014 - 08:43 PM, said:

glad you like it. I should be back to work on the pilot this week.

Looking forward to finishing him and the other projects off. FWIW this one, or the Gibbon would come up really neat as well.

#11 Iqfish

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Posted 19 January 2014 - 10:49 PM

Holy Hell thats beautiful!

Can you pair up with Tyberion, who colors all your art and then put your top 10 works in one big picture?
I would print it as a poster for my room :P

#12 Dadrick

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Posted 20 January 2014 - 03:23 AM

I like the updated design you've got there. It's a huge improvement over to TRO artwork, that's for sure!

I'm not sure I'd want to pilot one of these things in MWO though. The prime variant has only 1 energy hardpoint which is in the CT. The variant equiped with ECM also has BAP for some reason, so they would cancel each other out. None of the variants for this mech come with Jumpjets. With all that in mind, I feel like the poor Hussar would be completely outclassed by the Spider.

#13 Arnold J Rimmer

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Posted 20 January 2014 - 06:12 AM

View PostDadrick, on 20 January 2014 - 03:23 AM, said:

The variant equiped with ECM also has BAP for some reason, so they would cancel each other out.

Since when do ECM and BAP on the same mech cancel each other out?

Re: OP, I like the 3050 HSR. It reminds me quite forcefully of a baby Marauder :P I love the feet on the 3145 as well. Imagine taking a kick from that thing?

#14 DaZur

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Posted 20 January 2014 - 07:42 AM

I cast my ballot for the 1st pics "shorty" arms...

The long ones to me begin to look more "organic" / alien life-form 'esk... IMHO.

#15 Dadrick

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Posted 20 January 2014 - 08:23 AM

View PostArnold J Rimmer, on 20 January 2014 - 06:12 AM, said:

Since when do ECM and BAP on the same mech cancel each other out?


There were changes to how ECM and BAP work if they are both mounted on a mech at the same time. I believe these were to official notes;

Beagle Active Probe

- Now counters ECM within 150m.
- BAP will only counter 1 enemy ECM 'Mech within its range
- A Mech that equips both ECM and BAP will only receive the sensor range bonus and the ability to detect powered down Mechs from BAP. Other BAP features gets overridden

#16 Bishop Steiner

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Posted 20 January 2014 - 11:01 AM

View PostDadrick, on 20 January 2014 - 03:23 AM, said:

I like the updated design you've got there. It's a huge improvement over to TRO artwork, that's for sure!

I'm not sure I'd want to pilot one of these things in MWO though. The prime variant has only 1 energy hardpoint which is in the CT. The variant equiped with ECM also has BAP for some reason, so they would cancel each other out. None of the variants for this mech come with Jumpjets. With all that in mind, I feel like the poor Hussar would be completely outclassed by the Spider.

well, actually you can run them together, or for separate missions. The ECM is good shielding and disruption, but the BAP is useful for the scouting side. Remember those rules are MWO rules, the design is a TT design.

Also, I should probably post my variant specs. The Hussar II (nicknamed velociraptor by it's pilots.)

is based off of the venerable Hussar, and sparing no expense, it is built almost entirely of Clan Tech components. Endo Steel w/ Triple Strength Myomer. 5 tons of Ferro-Fibrous Armor. A 360XXL engine and Small Cockpit. A Clan-tech Extended range Large Laser, limited jump capability (60 meters) and an Angel ECM suite all allow it to massively outperform it's predecessor. But the final component is what makes it the deadliest fast raider and head hunter in the Republic's arsenal: the resurrected Chameleon Light Polarization Shield and Null Signature System. The Void system was considered, but rejected due to it's lack of usefulness at high speed.

It's a design I made for the RotS for Fortress Republic. Much as I love CBT, I have to accept that for a chance to be in the TROs, I have to design 3145 era stuff, too.

Edited by Bishop Steiner, 20 January 2014 - 11:02 AM.


#17 Nathan Foxbane

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Posted 20 January 2014 - 12:43 PM

It's like the Spector's psychotic little step brother. Pity NullSig and CLPS take up leg slots or it could have had Talons. What quirks would you give it and would it have a Bloodhound variant?

Edited by Nathan Foxbane, 20 January 2014 - 12:48 PM.


#18 Bishop Steiner

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Posted 20 January 2014 - 12:52 PM

View PostNathan Foxbane, on 20 January 2014 - 12:43 PM, said:

It's like the Spector's psychotic little step brother. Pity NullSig and CLPS take up leg slots or it could have had Talons. What quirks would you give it and would it have a Bloodhound variant?

well, this version is for open field use, hence the Chameleon vs the Void. And because of that, It has the quirk Improved Targeting: Long Range, to make even more use of that laser. I could definitely see a city assassin version, but I would probably remove the large laser, and the BloodHound, go with more JJs and maybe even slow it down and give it like 4 clan heavy medium lasers, and a bunch of clan mG. See if I could add claws.

#19 Fury9er

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Posted 20 January 2014 - 02:40 PM

Your art is getting better all the time :rolleyes: I love the detail and polish on the latest pic, I think your stuff would be great in a TRO :(

#20 Arnold J Rimmer

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Posted 20 January 2014 - 03:57 PM

View PostDadrick, on 20 January 2014 - 08:23 AM, said:

There were changes to how ECM and BAP work if they are both mounted on a mech at the same time. I believe these were to official notes;

Beagle Active Probe

- Now counters ECM within 150m.
- BAP will only counter 1 enemy ECM 'Mech within its range
- A Mech that equips both ECM and BAP will only receive the sensor range bonus and the ability to detect powered down Mechs from BAP. Other BAP features gets overridden

The BAP counters one ECM - equipping both does not give you two 'counter points'. The ECM will override the BAP's counter ability (or vice versa, same end result). They do not cancel each other. Having both will hide you from enemy detection and give you 25% extra sensor range and target info gather speed, but if you meet two enemy ECM units you'll only be able to counter one.





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