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sniper mech - dual PPC, guass rifle hunchback


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#61 ScrapIron Prime

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Posted 27 June 2012 - 08:56 PM

70 tons. It's called a cataphract. :huh:

#62 SolisCanis

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Posted 27 June 2012 - 09:01 PM

I make that kind of mech on MW:merc but i have to use an Atlas and use clan tech because of the tonnage. I can fit 2 clan ER PPC's,2 clan LRM15's,a clan guass rifle, AMS system, and an assortment of clan pulse lasers for up close and can rip apart other Atlas's with timed well placed shot before most of what they have is in range, but because MW:O is before the clans the tons needed would mean you could fit the PPC's, a Guass, maybe 2 LRM10's or 1 LRM15, and maybe 3 small lasers but thats on a 100 toner, So i dought a hunchback could do it but it can be done. Also the clan Puma can mount 2 clan ERPPC's and nothing else and is very good as a sniper low profile and fast good at hit and run but again no clan tech yet

#63 HKDemoneye

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Posted 27 June 2012 - 09:10 PM

I made a pretty sweet 90 Ton Mech that I dubbed the LKH-7N ElkHound that sports 2x ER PPC and 2x Gauss Rifles. 4/6 run, and 15 double heat sinks. Pretty good =)

#64 Padic

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Posted 27 June 2012 - 09:12 PM

View PostXandre Blackheart, on 27 June 2012 - 08:55 PM, said:


We need more info on how hardpoints work. If you have a missile hardpoint in your left torso for example, does it really mean you can only put one missile weapon in your left torso, or can you put other stuff? Can you stick another LRM5 in? What if you wanted to squeeze in a small laser? If there's no energy hardpoint are you out of luck? or can you use an undefined crit slot?

I really wish they'd elaborate more on the mech lab.


From what I've read around here, the rules are pretty unambiguous.

You can only place weapons in locations that have an available weapon hardpoint of the appropriate type. If you have half a ton left over, you cannot squeeze in a small laser unless you have an open energy weapon hardpoint somewhere. Aside from that restriction, tons and critical space work normally.

As for the number of hardpoints in a location, you're guaranteed to have at least the same number of hardpoints as the un-modified variant you're modifying started with - but it seems like they are using some artistic license to determine if you score any additional hardpoints as well. In particular, I am willing to guess that mechs with a clear primary weapons (Hunchpack with it's AC/20, Catapult with it's LRM 15's) will have multiple hardpoints of those types - to allow you to downgrade big guns into multiple small guns of the same type.

#65 Xandre Blackheart

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Posted 27 June 2012 - 09:16 PM

View PostPadic, on 27 June 2012 - 09:12 PM, said:


From what I've read around here, the rules are pretty unambiguous.

You can only place weapons in locations that have an available weapon hardpoint of the appropriate type. If you have half a ton left over, you cannot squeeze in a small laser unless you have an open energy weapon hardpoint somewhere. Aside from that restriction, tons and critical space work normally.

As for the number of hardpoints in a location, you're guaranteed to have at least the same number of hardpoints as the un-modified variant you're modifying started with - but it seems like they are using some artistic license to determine if you score any additional hardpoints as well. In particular, I am willing to guess that mechs with a clear primary weapons (Hunchpack with it's AC/20, Catapult with it's LRM 15's) will have multiple hardpoints of those types - to allow you to downgrade big guns into multiple small guns of the same type.


Well that's sort of disappointing. Hopefully they will at least provide multiple hardpoints.

#66 Mahws

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Posted 27 June 2012 - 09:29 PM

They have, take another look at the mechlab video it's covered in detail: http://mwomercs.com/...deo/dPoqjslGcO0

Hunchback 4G:
Right torso:
0 Missile Hardpoints
3 Ballistic Hardpoints
0 Energy Hardpoints

Centre torso:
0 Missile Hardpoints
0 Ballistic Hardpoints
3 Energy Hardpoints - Though with the default engine and gyro there's only two slots of space left over.

Right Torso:
0 Missile Hardpoints
0 Ballistic Hardpoints
0 Energy Hardpoints

Left arm:
0 Missile Hardpoints
0 Ballistic Hardpoints
3 Energy Hardpoints

Right arm:
0 Missile Hardpoints
0 Ballistic Hardpoints
3 Energy Hardpoints

Head:
0 Missile Hardpoints
0 Ballistic Hardpoints
0 Energy Hardpoints

#67 Xandre Blackheart

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Posted 27 June 2012 - 09:33 PM

You listed right torso twice. I'm assuming the one with NO hardpoints is the left torso?

Which means it's only good for ammo and heatsinks...

I dunno. I am uneasy about it.

#68 Derek Icelord

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Posted 27 June 2012 - 09:35 PM

It would be very nice if they gave us 3 hardpoints per weapon type in a section. Dropping say, the Catapult's dual LRMs and putting in 4-6 SRM racks would make an interesting close range brawler.

#69 Phasics

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Posted 27 June 2012 - 09:36 PM

View PostXandre Blackheart, on 27 June 2012 - 09:33 PM, said:

You listed right torso twice. I'm assuming the one with NO hardpoints is the left torso?

Which means it's only good for ammo and heatsinks...

I dunno. I am uneasy about it.


Just consider that if the hard points are too plentiful and flexible you'll see carbon copies of the flavour of the month loadout coming out of every mech every match

#70 Spleenslitta

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Posted 27 June 2012 - 09:36 PM

i very much prefer the Centurion over the Hunchback and i prefer the Trenchbucket over both of them.





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