Founders: how are you building your prime variants?
#21
Posted 27 June 2012 - 10:41 PM
I took a jenner. I like the idea of the scout/spotter/assisting little mech and its vital role to your team. I'll probably build it for speed with some lasers stuck on to soften up targets, maybe take out an arm/leg.
#22
Posted 27 June 2012 - 10:56 PM
#23
Posted 27 June 2012 - 10:59 PM
#24
Posted 27 June 2012 - 11:04 PM
16 Double Heat Sinks
2 PPC
AC/20 w/ 4 tons of ammo
2 SRM-6 w/ 2 tons of ammo
#25
Posted 27 June 2012 - 11:28 PM
#26
Posted 28 June 2012 - 12:27 AM
#27
Posted 28 June 2012 - 12:32 AM
The present variants may be ineffective.
#29
Posted 28 June 2012 - 01:36 AM
That being said I'm going for something like this with my Atlas:
LRM 20+ extra ammo ( 2 reloads)
with Artemis IV
Gauss+ extra ammo (2 reloads)
2 Large lasers
2 medium pulse lasers
AMS
Max armor
The remaining criticals are all heatsinks
Edited by Glythe, 28 June 2012 - 01:51 AM.
#30
Posted 28 June 2012 - 01:51 AM
Glythe, on 28 June 2012 - 01:36 AM, said:
Double Heat sinks are on the available list, but likely on the hard to get list.
#31
Posted 28 June 2012 - 01:54 AM
#32
Posted 28 June 2012 - 02:07 AM
Kanatta Jing, on 28 June 2012 - 01:51 AM, said:
Double Heat sinks are on the available list, but likely on the hard to get list.
I double checked the equipment list and you're right DHS are there..... but how can there be a hard to get list? Don't you buy everything with CB? Are DHS going to be insanely expensive?
#33
Posted 28 June 2012 - 02:16 AM
1 Gauss Rifle (w/ 2 tons of ammo)
2 PPC
1 LRM-15 (w/ 2 tons of ammo)
20 HS
15 tons of FF armor
A recipe for awesomness, if you ask me. Though I'm thinking about downsizing the LRM-15 to 10 to allow 2 more heatsinks if the machine runs too hot.
In the unlikely case this turns out to be dissatisfying, there's a whole lot of other things I can do with the Atlas. Gotta love that mech.
EDIT: Now if we have double heatsinks available, that will make much cooler things possible, such as:
1 Gauss Rifle (w/ 2 tons of ammo & CASE)
2 PPC
1 LRM-15 (w/ 2 tons of ammo & CASE)
AMS (w/ 1 ton of ammo)
15 DHS (30)
19 tons of FF armor
And it shouldn't even run that hot...
Edited by XTRMNTR2K, 28 June 2012 - 02:48 AM.
#34
Posted 28 June 2012 - 02:23 AM
27 HS
2x Med Las
2x Large Las
2x LRM 15 /w 3T of ammo (12 shots per launcher)
19T armour.
Jenner
10 HS
4 JJ (-1 jump jet from standard)
4x Med Las (no srm launcher from standard)
ECM
6T armour (50% more armour than standard)
Catapault
325 Engine (25% more speed)
5 JJ (+1 Jump Jet)
11 Double HS (They should be available, and even if rare, brawler Catty is just too funny)
4x Med Las
2x SRM 4
1T ammo (12 shots each launcher)
13T armour. (+3T compared to standard)
Hunchback
11 HS
10.5T armour
Gauss Rifle + 2T ammo
3x Med Las
Edited by Hayes DuSid, 28 June 2012 - 02:52 AM.
#35
Posted 28 June 2012 - 02:26 AM
nektu, on 28 June 2012 - 01:54 AM, said:
No. Small Lasers.
Type: Ferret Technology Base: Inner Sphere / 3039 Ruleset: Standard (5th edition) Tonnage: 30 Cost: 4,875,715 C-bills Battle Value: 623
Equipment Mass Internal Structure: Endo Steel 1.5 Engine: 270 7.5 Type: Fusion XL Walking MP: 9 Running MP: 14 Jumping MP: 0 Heat Sinks: 10 [10] 0.0 Gyro: Standard 3.0 Cockpit: 3.0 Armor Factor: 105 7.0
Internal
Structure Armor
Value Head 3 9 Center Torso 10 15 Center Torso (rear) 5 L/R Torso 7/7 10/10 L/R Torso (rear) 4/4 L/R Arms 5/5 10/10 L/R Legs 7/7 14/14
Weapons and Ammo Location Crits Tons Small Laser H 1 0.5 Small Laser CT 1 0.5 Small Laser CT 1 0.5 Small Laser LT 1 0.5 Small Laser LT 1 0.5 Small Laser LT 1 0.5 Small Laser LT 1 0.5 Small Laser LT 1 0.5 Small Laser LT 1 0.5 Small Laser RT 1 0.5 Small Laser RT 1 0.5 Small Laser RT 1 0.5 Small Laser RT 1 0.5 Small Laser RT 1 0.5 Small Laser RT 1 0.5
Fast little critter who inhabits the rear arcs of heavy and assault mechs... and you can field a half dozen of them for half the price of an atlas.
#36
Posted 28 June 2012 - 02:57 AM
That said, I think ammo is going to be a problem especially if double armor stays put. The simple solution is to put in a like size XL engine which gives you more weight and effectively doubles your heat dissipation.
Granted they are still considering if XL engines in the side torsos will destroy the mech or not, but if you are running against an organized opponent that concentrates firepower, it won't matter anyway. 1 v 1, then yeah I consider an XL engine to be somewhat of a disadvantage.
So basically I intend to drop XLs in my mechs. Oh the Jenner and Hunch, I will probably up their movement speed, max out armor and then look at ammo, and if there is anything left, either equipment or and extra medium laser.
The Cat, well I am not too keen on that but its what I got, so again an XL engine, drop the JJs cuz I won't be using them much at all and if I need them well I already screwed up anyway. With that tonnage, max armor, up the LRMs and pack as much armor in there as I can, drop the med lasers and put in large lasers. Its fire support, might as well give it some. Also ECM would be nice.
The Atlas, gauss rifle for AC/20, XL engine if I can still fit the cannons in, one large laser in place of two mediums, and extra ammo for the LRM and SRM, and gauss or AC depending. Maybe some equipment like ECM and AMS if I can.
#37
Posted 28 June 2012 - 03:06 AM
Hawker, on 28 June 2012 - 02:57 AM, said:
That said, I think ammo is going to be a problem especially if double armor stays put. The simple solution is to put in a like size XL engine which gives you more weight and effectively doubles your heat dissipation.
Granted they are still considering if XL engines in the side torsos will destroy the mech or not, but if you are running against an organized opponent that concentrates firepower, it won't matter anyway. 1 v 1, then yeah I consider an XL engine to be somewhat of a disadvantage.
So basically I intend to drop XLs in my mechs. Oh the Jenner and Hunch, I will probably up their movement speed, max out armor and then look at ammo, and if there is anything left, either equipment or and extra medium laser.
The Cat, well I am not too keen on that but its what I got, so again an XL engine, drop the JJs cuz I won't be using them much at all and if I need them well I already screwed up anyway. With that tonnage, max armor, up the LRMs and pack as much armor in there as I can, drop the med lasers and put in large lasers. Its fire support, might as well give it some. Also ECM would be nice.
The Atlas, gauss rifle for AC/20, XL engine if I can still fit the cannons in, one large laser in place of two mediums, and extra ammo for the LRM and SRM, and gauss or AC depending. Maybe some equipment like ECM and AMS if I can.
XL engines have 3 weaknesses and the HS are not automatically double heat sinks no.
1. They take up more crits
2. They can lead to your mech shutting down if it's L and R torso's get shot out
3. They often cost more than the ENITRE rest of your mech including equipment.
Repair bills will be funny.
#38
Posted 28 June 2012 - 03:07 AM
And, at least on the tabletop, XL engines don't have 10 double heat sinks integral. All 'Mechs have a minimum of 10 heat sinks, single or double, but the number of heat sinks you can have integrated into the engine depends on the engine rating (i.e. its size). Higher rated engines can accommodate more sinks before you have to start allocating critical slots (1 for every single, 3 for every double). The 35 ton JR7-D Jenner has a standard 245 rating engine. It still requires 1 heat sink to be allocated critical slots. I believe it's every 25 "point" jump in rating adds 1 more sink capacity to your engine. They still take up 1 ton, regardless.
As Hayes DuSid said, they're also much more expensive (4x the cost of a regular engine of equivalent rating) and take up 6 more critical slots (3 in each side torso in addition to the 6 already in your center torso).
Also worth noting is that (with a few exceptions), heat sinks in a 'Mech must all be of the same type, single or double.
Edited by Derek Icelord, 28 June 2012 - 03:10 AM.
#39
Posted 28 June 2012 - 03:31 AM
#40
Posted 28 June 2012 - 03:40 AM
If I change any of them it might be to try out a Guass Rifle in place of the AC20 on my Hunchback. That might be better on maps with poor cover or open stretches of vulnerable land.
Ginoxy, on 27 June 2012 - 10:56 PM, said:
A lot of people including myself don't know the ins and outs of the MW time table. Try to realize that. I only know myself because I read the Mech and weapons list in MWO and go from there. I've no idea what is "tech 2", "tech 3", or "ComStar" Mechs. I assume pulse lasers came later as they aren't being mentioned in this game list.
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