Founders: how are you building your prime variants?
#61
Posted 09 July 2012 - 05:58 AM
#62
Posted 09 July 2012 - 06:22 AM
Mass: 65 tons
Chassis: Hollis Mark II Standard
Power Plant: 260 Magna Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: 13 Tons
Armament:
4 SRM 6s
1 Large Laser
Ammunition: 3 tons SRM
I am considering changing this up, the brawling capability is certainly there but is 11 salvoes enough for a whole battle? With just the LL as a backup and the JJs stripped out I would be fighting on the same level as a light without the electronic systems and a bit less speed.
Edited by Damascas, 09 July 2012 - 06:26 AM.
#63
Posted 09 July 2012 - 06:53 AM
#65
Posted 09 July 2012 - 06:57 AM
AC/20
2x Medium lasers
2x Small lasers
Max out the armor as much as I can
Anything left goes towards AC20 ammo and speed boosts.
If I have the tonnage to get away with then I'll upgrade the small lasers to 2 additional medium lasers.
#66
Posted 09 July 2012 - 07:00 AM
#68
Posted 09 July 2012 - 07:14 AM
...under tabletop rules. Can't boat MGs in MWO, I'm afraid, because of the hardpoint system.
P.S.: According to a recent Dev statement, the Catapult currently only has one missile hardpoint per arm, so no quad-SRM6 either. Though these values may still change during beta... they changed before.
Edited by Der Zivilist, 09 July 2012 - 07:16 AM.
#69
Posted 09 July 2012 - 07:18 AM
Butane9000, on 09 July 2012 - 07:06 AM, said:
And it won't kill anything, except maybe a Raven.
I would not be so sure, an Atlas with an XL engine can mount around 40 MGs, their range is short, but in urban combat you are looking at almost 80 dmg with no heat. That would make light mechs cease to exist and worry anything else quickly. The problem is of course the hard point system which will likely reduce that number.
Der Zivilist, on 09 July 2012 - 07:14 AM, said:
...under tabletop rules. Can't boat MGs in MWO, I'm afraid, because of the hardpoint system.
P.S.: According to a recent Dev statement, the Catapult currently only has one missile hardpoint per arm, so no quad-SRM6 either. Though these values may still change during beta... they changed before.
I was afraid of that, thanks for the info though.
Edited by Damascas, 09 July 2012 - 07:18 AM.
#70
Posted 09 July 2012 - 07:29 AM
Hunchback: trade AC20 for AC10 with extra ammo and maybe upgrade the reactor or put on more medium lasers
Catapult: hmm see if the jumpjets for for me, if not, i put them out for more LRM ammo
Atlas: nearly the same as the Hunchback, drop the AC20 for AC10, maybe i take out the Medium lasers and SRM to replace them with Large lasers ... oh when i'm doing this, i have to put in a LRM15 ... instead of the LRM20
#71
Posted 09 July 2012 - 07:43 AM
From some of the video's it seems the spread is smaller on the 10's and this might lead to more hits per missile fired. So I was thinking that if I could just fire more often and do more damage. This game does not seem in any way about 1 shot kills, so being able to really do concentrated damage seems like a plus and you have the time to fire more than 3 times before you get hit twice and die. That would also allow me to put in some extra ammo.
I am also interested in seeing what the different targeting systems do and how they affect the LRM's. However this is all speculative because I won't know how it plays until it comes out :/
I was also thinking depending on the crit slots available, I might drop down to the 10's and only 2 med lasers and then put in some Streaks in for the scout mechs that sneak up on you. Once again testing needs to be done but maybe streaks could handle the scouts better and I would still have the 2 med lasers. The only thing is I had read in a previous thread that they only have Ssrm2's but once again won't find out what is officially in the game till Aug 7th so.
I may also get rid of the JJ and put in some heat sinks to fire the 4 meds more. I understand the Cata is long range but I saw in the video's that those damn scouts def piece you from behind and that firing those med's run the cata hot (as seen in the "heavy" dev video). I do not like worrying about controlling heat when squishing fleas (not literally but MABY if the flee ever comes out!) :-P
A forum mod had mentioned in a thread that the founders version of a mech had less critspots and hardpoints (I do not belive this. He is only a mod and he did not link any dev statements confirming his statement) but once again IF it is true then I might just run stock.
From the video's I have yet to see jumpjets being needed on a Cata. The LRM's fire up and then come from the top so why bother jumping if you can just fire over things? There is no reason to be ontop of a building or a hill when you can be behind it and not get hit. I gues it would depend if your scouts are getting the Missle lock for you.
Those are just the things i've been thinking about.
#72
Posted 09 July 2012 - 07:58 AM
XL engines screw you in the survivability department in a major way, in my experience so those are out.
ferro fibrous and endo steel are really for lighter mechs that have the critical space, once you start getting into double heatsinks, you start seeing your crit table slots rapidly diminish, so at most I'm planning on using, at most, one or the other of these pieces of advanced tech.
the streak SRM2 is a nice piece of equipment. from what I've seen, SRMs are looking kinda like 'dumb missiles' that kinda have a 'saturation spread' as far as their hit strategy goes. adding a guidance system to SRMs seems like it'd be nice - I'll probably use some of the tonnage freed up by using doubleheatsinks to turn SRM racks into stacks of streak SRM2's
CASE is in.. one of those mandatory kind of things. I'll be interested to see how the mechanics of ammo explosions pan out in-game. in tabletop, if you take an ammo explosion, you just take the mech off the field as it's vaporized completely. In MWO will this be the same, or will ammo in an arm, for example, just take the arm off in an explosion. this is a pretty big factor in mech design strategy, so we'll have to wait and see. it could diminish the value of CASE if an ammo explosion without CASE ceases to vape the mech if ammo is stored in an arm.
#73
Posted 09 July 2012 - 03:23 PM
Sept Wolfke, on 09 July 2012 - 07:58 AM, said:
Vaporize is a bit strong unless your mech has ammo spread across multiple locations that chain react with each other. If that's the case then you're building it wrong. It will definitely mangle your mech. Personally, I like to put ammo weapons in the arms with their ammo, when I can. An ammo hit removes the arm, ammo, & weapon that used the ammo but not much else. Then, I tend to run pretty light on ammo weapons.
If you ever put ammo in a torso slot, you should CASE it. Way too easy to trash something important there.
#74
Posted 09 July 2012 - 03:41 PM
(assuming heat scales are similar to TT, that means 2 Lg at range or 2 SRM + 1 Lg at close range)
Jenner - hightech and expensive - 2 x PPC, XL Engine, Endo Steel, Double Heatsinks
(this model doesn't have Jump jets, but I may try to fit some in even drop down to Lg Lasers if it can't handle the heat)
#75
Posted 09 July 2012 - 04:10 PM
#76
Posted 09 July 2012 - 04:11 PM
#77
Posted 09 July 2012 - 06:40 PM
Does anyone know if that is possible? And any reason it wouldn't be good/fun?
<Hides behind building - jumps out> Peek-a-boo! Duel AC20's say "Hi"!
#78
Posted 09 July 2012 - 07:11 PM
#79
Posted 09 July 2012 - 07:34 PM
So in 3049 tech i guess you could get:
CAT-3GRY-X
Mass: 65tons
Power Plant: Magna 260 13.5 tons
Walking MPs: 4
Running MPs: 6
Jumping MPs: 4
Heat Sinks: 13DHS
Standard Armor: 12 tons standard
Endo Steel Chassis: 3.5 tons
Weapons and Ammo
PPC x2
SRM-4 w/artemis x2 (could swap for 4 streakSRM-2's)
2 tons SRM-4 artemis capable ammo
CASE x2
Cost
6,504,410 C-Bills
BV
1,515
(totally gonna run this if possible)
Edited by Fiest, 09 July 2012 - 07:35 PM.
#80
Posted 09 July 2012 - 08:28 PM
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