Urbanmech Arrives On The Battlefield!
#1581
Posted 30 November 2014 - 05:54 PM
#1582
Posted 30 November 2014 - 06:04 PM
#1583
Posted 30 November 2014 - 06:16 PM
IraqiWalker, on 30 November 2014 - 06:04 PM, said:
yes let it be so the church of urbie agrees with this let the porfecy be made true
#1584
Posted 30 November 2014 - 06:19 PM
Edit: Medieval Age Urbie
Edit II: Here's a TT version of the "Urbie" in the video. I reworked it to have 2 Hatchet and 2 ER Medium Lasers. Oh and replaced the Jump Jets with Jump Boosters (to give it that authentic jumping/tumbling motion from the video).
Urbanmech UM-R98X
Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages (get it?)
Tech Rating/Era Availability: E/X-X-D-A
Production Year: ????
Cost: 1,694,940 C-Bills
Battle Value: 650
Chassis: Unknown Standard
Power Plant: Unknown 60 Fusion Engine
Walking Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Jump Jets: None
Jump Capacity: 0 meters / 180 meters
Armor: "Barrel" Standard Armor
Armament:
2 ER Medium Lasers
2 Hatchets
Manufacturer: Dwarves
Primary Factory: Under A Rock
Communications System: 1 Loud Ass Drunken Dwarf
Targeting and Tracking System: Iron Sight
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 51 points 3.00
Engine: Fusion Engine 60 1.50
Walking MP: 2
Running MP: 3
Jumping MP: 0 / 6 Jump Booster
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 3 LT, 3 RT, 1 LA, 1 RA
Gyro: Standard 1.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 104 6.50
Internal Armor
Structure Factor
Head 3 8
Center Torso 10 15
Center Torso (rear) 5
L/R Torso 7 11
L/R Torso (rear) 3
L/R Arm 5 10
L/R Leg 7 14
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 ER Medium Lasers RT 10 2 2.00
Hatchet RA - 2 2.00
Hatchet LA - 2 2.00
Jump Booster * - 4 9.00
Free Critical Slots: 13
* The Jump Booster occupies 2 slots in each leg.
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 7
2/6j 1 1 0 0 1 0 Structure: 3
Special Abilities: MEL, ENE, SRCH, ES, SEAL, SOA
Edited by TheSilkenPimp, 02 December 2014 - 02:01 PM.
#1585
Posted 30 November 2014 - 06:43 PM
#1586
Posted 01 December 2014 - 07:48 PM
#1587
Posted 02 December 2014 - 12:49 AM
#1588
Posted 02 December 2014 - 06:29 AM
And I have become the Solaris Champion with it!
#1589
Posted 02 December 2014 - 09:02 AM
sending a locust fleeing for cover at my ac10's wrath as it peeked around the corner, i led my lance (for the 10m or so it took for them to run past me- kinda like Tyrion Lannister leading the charge in Game of Thrones) towards the tunnel side entrance, only to see a LRM centurion hiding alone and unnoticed behind the hill. bravely spider-urbie charged the mere mortal centurion at max speed arriving to find the cent being shot by four other allies who got there first. paralyzed for an instant at the sight of spider-urbie, it vainly turned to the side as i shot it's arm off and it died from the FF all around it seconds later.
now with the match 8-6 in our favor and the enemy hiding in the tunnel, spider-urbie knew what must be done. cheered on by the true believer who had died in his non spider-urbie mech, spider-urbie charged (after being passed by the allied firestarter and locust who were both moving backwards) into the city side of the tunnel where a shadowhawk, victor, direwhale and jager cowered fearfully knowing spider urbie still lived.
the direwhale naturally tried to charge out the other exit in fear, preferring to face the heavies camping at the exit than face spider-urbie's wrath. another ac10 round and the hawk retreated only to die by the firestarter. the victor and jager were now all that was left, spider urbie still bravely charging towards them, one, two AC 10 rounds and the victor fell to the might of spider-urbie. his fate now sealed, the jager died bravely charing the mightiest foe on the field- spider urbie- as the rest of the team focus fired it down from multiple directions just before i could unleash the full alpha of a spider urbie enraged.
final score 12-7, final totals 1 kill 5 assists, 106 dmg and still alive. fear the spider urbie.
#1590
Posted 02 December 2014 - 09:45 AM
#1592
Posted 02 December 2014 - 01:03 PM
I've put together a 'How to build an Urbanmech' guide below, so put one together and go nuts!
Quote
UM-R60: 1E, 1Bm 0M, 2JJ
UM-R60C: 1E, 2B, 0M, 2JJ
UM-R60L: 1E, 1B, 0M, 2JJ
UM-R63: 2E, 1B, 0M, 2JJ
UM-R68: N/A
UM-R69: N/A
UM-R70: N/A
UM-AIV: N/A
UM-R80: 4E, 0Bm 0M, 1ECM, 2JJ
From there, we can build equivalent in the game!
Using a Spider SDR-5K / SDR-Anansi Base:
Using a STD100 Engine +Endosteel to account for the weight difference of the STD100 instead of STD60
UM-R60: UM-R60 / UM-R60
UM-R60C: UM-R60C / UM-R60C
UM-R63: N/A / UM-R63
UM-R63C: UM-R63C / UM-R63C
Firestarter FS9-H / Ember Base:
Using a STD100 Engine, extra weight accounted for within the extra 5 Tons.
UM-R60L: UM-R60L / UM-R60L
Using a Spider SDR-5D Base:
Using a STD100 Engine +Endosteel to account for the weight difference of the STD100 instead of STD60
UM-R80: UM-R80 (Couldn't fit 4 Energy, so have an extra heat sink)
'Updated' Builds, using the upgrades and mods that would be available to the Urbie in MWO.
Only using the Hardpoints available shown in the Stock Loadouts section, or it's not really an Urbie anymore is it!
UM-R60-M: UM-R60-M ('Modern' - AC10 +3T ammo, ML)
UM-R63-S: UM-R63-S ('Superior' - LBX10 +4T ammo, ML)
UM-R22: UM-R22 (2AC2 +3T ammo, ML)
UM-R60L+: UM-R60L+ (AC20 +3T ammo, 2ML)
UM-R60L++: UM-R60L++ (AC20 +4T ammo, 2ML)
If you have any alternate builds, something you've tried differently in the Urbie framework, just post it and I'll add it to the list.
#1594
Posted 02 December 2014 - 01:56 PM
Tanar, on 02 December 2014 - 09:02 AM, said:
sending a locust fleeing for cover at my ac10's wrath as it peeked around the corner, i led my lance (for the 10m or so it took for them to run past me- kinda like Tyrion Lannister leading the charge in Game of Thrones) towards the tunnel side entrance, only to see a LRM centurion hiding alone and unnoticed behind the hill. bravely spider-urbie charged the mere mortal centurion at max speed arriving to find the cent being shot by four other allies who got there first. paralyzed for an instant at the sight of spider-urbie, it vainly turned to the side as i shot it's arm off and it died from the FF all around it seconds later.
now with the match 8-6 in our favor and the enemy hiding in the tunnel, spider-urbie knew what must be done. cheered on by the true believer who had died in his non spider-urbie mech, spider-urbie charged (after being passed by the allied firestarter and locust who were both moving backwards) into the city side of the tunnel where a shadowhawk, victor, direwhale and jager cowered fearfully knowing spider urbie still lived.
the direwhale naturally tried to charge out the other exit in fear, preferring to face the heavies camping at the exit than face spider-urbie's wrath. another ac10 round and the hawk retreated only to die by the firestarter. the victor and jager were now all that was left, spider urbie still bravely charging towards them, one, two AC 10 rounds and the victor fell to the might of spider-urbie. his fate now sealed, the jager died bravely charing the mightiest foe on the field- spider urbie- as the rest of the team focus fired it down from multiple directions just before i could unleash the full alpha of a spider urbie enraged.
final score 12-7, final totals 1 kill 5 assists, 106 dmg and still alive. fear the spider urbie.
I may have to consider buying a spider finally Spider-Urbie sounds epic. Me thinks you need to sell the movie rights to that match of the heroic Spider-Urbie.
#1595
Posted 02 December 2014 - 02:14 PM
nnnnnnnnnnnnnnnnnnnnnnnnnnnn
Why is it 1000MC
What do we think the chances of it being on sale are?
#1596
Posted 02 December 2014 - 02:57 PM
Ovion, on 02 December 2014 - 02:14 PM, said:
nnnnnnnnnnnnnnnnnnnnnnnnnnnn
Why is it 1000MC
What do we think the chances of it being on sale are?
URBANMECH IS IN THE GAME.
Maybe if we buy enough of these, PGI will be convinced to make a playable Urbie.
Now, lemme go see if my landlord will accept rent in several late installments this month...
#1597
Posted 03 December 2014 - 02:04 AM
Virlutris, on 27 November 2014 - 06:06 PM, said:
Had a thought: Urbies would be kind of cool as part of the base defenses on the CW Invasion maps, wouldn't they?
I already suggested this in other thread month ago, but I'll put it in this thread too so PGI might notice it.
In invasion game mode defending team should get one extra respawn each in urbies. Think about the laughs we would get as swarms of urbies saves the day against damaged attackers. Those could actually have a change against attackers at that point. For the attackers it would also be more fun than going against turrets.
Urbies could even be pure stock loadouts. No need to configure them as they are only supposed to be last line of defence within the base itself. So there would not be any need for non-stock engine and no need to figure out how to make sub 100 engines work in mechlab. No need to quirk them to be balanced against other lights.
#1598
Posted 03 December 2014 - 02:15 AM
When PGI releases the Urbie... nobody will complain. It'll be the best release in PGI history.
#1599
Posted 03 December 2014 - 02:41 AM
#1600
Posted 03 December 2014 - 02:54 AM
Lobot, on 03 December 2014 - 02:04 AM, said:
I already suggested this in other thread month ago, but I'll put it in this thread too so PGI might notice it.
In invasion game mode defending team should get one extra respawn each in urbies. Think about the laughs we would get as swarms of urbies saves the day against damaged attackers. Those could actually have a change against attackers at that point. For the attackers it would also be more fun than going against turrets.
Urbies could even be pure stock loadouts. No need to configure them as they are only supposed to be last line of defence within the base itself. So there would not be any need for non-stock engine and no need to figure out how to make sub 100 engines work in mechlab. No need to quirk them to be balanced against other lights.
But... who in their right mind would willingly attack a nest of Urbies? That's suicide.
16 user(s) are reading this topic
0 members, 16 guests, 0 anonymous users