Clan Mech Hardpoint Table
#1
Posted 30 March 2014 - 06:55 PM
#2
Posted 30 March 2014 - 06:55 PM
#3
Posted 30 March 2014 - 07:01 PM
#4
Posted 30 March 2014 - 07:04 PM
Elkfire, on 30 March 2014 - 07:01 PM, said:
It's based off of the canon Tabletop configurations for those mechs.
Currently the pic only shows enough hardpoints to fit their exact stock loadout -- no inflation.
Edited by FupDup, 30 March 2014 - 07:05 PM.
#5
Posted 30 March 2014 - 07:10 PM
FupDup, on 30 March 2014 - 07:04 PM, said:
Currently the pic only shows enough hardpoints to fit their exact stock loadout -- no inflation.
Inflation meaning PGI's additional ones, I assume? I was just curious because I knew it couldn't be Sarna, since Sarna doesn't list hardpoint locations except in a roundabout sort of way. Unless there's a feature of the website I've been missing.
Edited by Elkfire, 30 March 2014 - 07:11 PM.
#6
Posted 30 March 2014 - 07:11 PM
Taking bets now!
#8
Posted 30 March 2014 - 07:32 PM
Elkfire, on 30 March 2014 - 07:10 PM, said:
Yeah, inflation means the extra ones PGI adds for balance/flavor reasons.
I don't know the exact place the pic's creator got it from, but one possible source is the BT encyclopedia:
http://bte.battletechengineer.com/
You can look up the TT record sheets of various mechs and also non-mech combat units (i.e. tanks, aircraft, etc.) there. It also shows the timeline availability of each unit/variant. As an example, here is the Adder Prime: http://bte.battletec...te/pdf/2598.pdf
Note that for some odd reason, the number of internal hitpoints on each side torso and arm are shown as asymmetrical on this site. For the correct number, use whichever side torso has more internal HP (i.e. Adder's left side and arm are supposed to be 8 HP each, not 6). For translating any armor or internal HP values to MWO, be sure to double them or else they will look like they're made of wet tissue paper (and even after doubling, some are still fragile!).
Edited by FupDup, 30 March 2014 - 07:38 PM.
#9
Posted 30 March 2014 - 07:40 PM
#10
Posted 30 March 2014 - 09:04 PM
#11
Posted 31 March 2014 - 12:07 AM
Edited by Mechwarrior Mousse, 31 March 2014 - 12:08 AM.
#12
Posted 31 March 2014 - 01:34 AM
#14
Posted 06 April 2014 - 11:57 AM
Alt. Config. B A missile bombardment configuration, the B configuration carries a pair of LRM-20 launchers for long range engagements. For close combat, the Summoner B has two SRM-4 launchers. A Narc Missile Beacon allows the Summoner to designate targets for missile fire from other friendly units. The Summoner B has further protection through the use of an Anti-Missile System which gives it increased protection from missile attacks. Alt. Config. D A multi-role configuration of the Summoner, the D configuration is armed with a pair of ER Large Lasers for long range combat. These are backed up by a pair of ER Medium Lasers for short range combat. All of these lasers are linked to an advanced Targeting Computer making the 'Mech highly accurate. For anti-infantry combat, the 'Mech has a pair of Machine Guns. A pair of Anti-Missile Systems give the 'Mech protection from missile carrying 'Mechs and vehicles. Alt. Config. F This version of the Summoner carries an Ultra AC/5 and ER Medium Laser in each arm, backed up by a torso mounted LRM-10 and ER Medium Laser.
#15
Posted 06 April 2014 - 12:27 PM
The sources for those spreadsheets is from Solaris Skunkworks, which is just the TT building rules in a Javascript.
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