

Clan Mech Specs?
#1
Posted 24 December 2013 - 08:19 AM
#2
Posted 24 December 2013 - 08:21 AM
#3
Posted 24 December 2013 - 08:23 AM
#4
Posted 24 December 2013 - 08:24 AM
The only information we have is from this post http://mwomercs.com/...gn-perspective/ and most of it is still subject to change.
Stay tuned for more updates as the info is given to us. I'm still waiting for more information before making any purchases of my own.
Edited by Redshift2k5, 24 December 2013 - 08:24 AM.
#5
Posted 24 December 2013 - 10:04 AM
#6
Posted 24 December 2013 - 10:18 AM

Supposedly it has 20 DHS, but they better be super duper Clan DHS because if not, you'll be screwed.
#7
Posted 24 December 2013 - 10:43 AM
NRP, on 24 December 2013 - 10:18 AM, said:

Supposedly it has 20 DHS, but they better be super duper Clan DHS because if not, you'll be screwed.
4 ERPPC and an LRM10!
That is 64 heat for alpha striking in TT!
Surprisingly, even though TT had a flat 30 heat cap, that was calculated after disipation, so if you did not move you could alpha strike with that for 60-70 damage without shutting down....

Hence it's Inner Sphere name translating to Battle Axe

#8
Posted 24 December 2013 - 11:22 AM
#9
Posted 24 December 2013 - 12:25 PM
#10
Posted 24 December 2013 - 12:48 PM
Odd Thomas, on 24 December 2013 - 08:19 AM, said:
http://www.sarna.net/wiki/Clans
http://www.sarna.net...ER_medium_laser
Quote
IS = 5 Minimum Range n/a Short Range Clan = 1-5
IS = 1-4 Medium Range Clan = 6-10
IS = 5-8 Long Range Clan = 11-15
IS = 9-12
http://pages.cs.wisc...ech_design.html
Quote
3050+ Clan technology
Clan technology is the most advanced level 2 technology available. Basically, anything that the Inner Sphere forces can do, the clans can do better (with the exception of C3 computers and Triple Strength Myomer).
Advanced Construction Techniques
Since Clan XL engines only take up 2 criticals in each side torso, instead of 3 like the Inner Sphere version, they are not nearly so bad. A clan mech without an XL engine (such as the Warhammer IIC or Marauder IIC) will still be able to survive longer than a clan mech with an XL engine, in most situations. Also, since the clans do not worry about cost, the role of XL engines in clan mechs is wider than in Inner Sphere ones.
Clan Endo Steel internal structure and Ferro-fibrous armor now take up half as much space as their Inner Sphere equivalents, which enables a lot more mechs to carry both. Unless there are other concerns (like the need to carry lots of heat sinks), most heavy mechs have the critical space for both endo steel and ferro-fibrous armor. It is unfortunate that more FASA-designed mechs do not, but on the other hand, it is fortunate for the person who fights their custom design against official book designs. Also, clan ferro-fibrous armor gives 19.2 points of armor per ton, which is an additional advantage. (Endo Steel is still more efficient, however, but only by a small amount, depending on the size of the mech.)
Clan double heat sinks only take up two criticals, so it is possible to fit them in the legs. This is a Good Idea. Because of their small size, it is possible to fit a lot more heat sinks on a mech - it is not unusual to see an assault mech dissipate 40-50 points of heat. The firepower that this makes possible is incredible. So incredible, in fact, that many people are overwhelmed and do not take advantage of all of the possibilities.
Clan advanced equipment is similar to its Inner Sphere counterparts. In a few cases, an item is smaller and/or has an increased effect (for example, the ECM Suite). Clan CASE takes up 0 tons and 0 critical spaces, which is convenient, and it can fit in the arms, legs and head (although you tend not to see too many mechs with CASE in the head).
Clan weaponry is extremely devastating. In summary, clan weapons tend to weigh less, do less heat, shoot farther, do more damage, and take up less critical space than their Inner Sphere counterparts.
#11
Posted 25 December 2013 - 12:34 PM
luxebo, on 24 December 2013 - 11:22 AM, said:
Is that... three AMS slots on the Kit Fox?

#12
Posted 25 December 2013 - 12:45 PM
Odd Thomas, on 24 December 2013 - 08:19 AM, said:
I would recommend checking Sarna (battleTech wiki, http://www.sarna.net/wiki/Main_Page) but it sounds like the clan mechs are going to take a beating in design implementation when introduced. Going to have to await the final infos from PGI on the matter. Sadly Clan mechs/tech will be a mere shadow of what they are in BT lore if believe what the devs have posted on their introduction.
Edited by xMEPHISTOx, 25 December 2013 - 12:46 PM.
#13
Posted 25 December 2013 - 01:01 PM
luxebo, on 24 December 2013 - 11:22 AM, said:
Aaand Summoner D and Dire Wolf B are the ones with some high-mounted hardpoints.. the rest will have to expose entirely or mostly in order to shoot.
#14
Posted 25 December 2013 - 01:52 PM
#15
Posted 25 December 2013 - 03:32 PM
luxebo, on 25 December 2013 - 01:52 PM, said:
Always if they'll give us the Summoner D.. because it's very likely we won't get it because of that. Basically that one and the Dire Wolf are the only ones I'm interested in, but as far as I know Summoners ran very low armor values @ stock and I bet everyone wants to know which variants and their hardpoints are available.
#16
Posted 25 December 2013 - 06:05 PM
#17
Posted 24 August 2014 - 09:45 PM
#18
Posted 24 August 2014 - 09:51 PM
LOL!

Toffs
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