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Can a commando do this?


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#21 Glythe

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Posted 13 July 2012 - 06:39 PM

View PostAstroTiki, on 13 July 2012 - 06:27 PM, said:

Sarna.net

it should answer all your questions


That's going to tell him about weapons but that will be hard for him to use to make a mech.


Ok so here's what I came up with:

4/6 movement
Engine 100 rating XL
(note this is utterly pathetic for a scout)
Armor 6 tons of Endo Steel

LRM 20
2x LRM 20 ammunition (gives you a total of 18 volleys)

Max Heat is 8 with 10 heat dissipation.

Result: not worth it!

You could go with:

7/11 Movement
Engine 175 rating (XL)
Armor 6 tons of Endo Steel

1 LRM 5
1 LRM 10
1 ton of extra ammunition for each

Result: still not worth it as you still have no weapons that would work inside 200m. The first scout to see you would kill you.

You can try if you want but I don't think you'll make a 25 ton LRM boat that will actually work.

#22 mabo

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Posted 13 July 2012 - 06:55 PM

You can also find information on the mechs that have been confirmed to be in game so far (and potential variants) at the MWO wiki here:

http://mwowiki.org/i...title=Main_Page

#23 ManDaisy

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Posted 13 July 2012 - 06:57 PM

Well I came up with this.. its a decent compromise if you want some long range + short range fire power but you'd only be able to harass with it truthfully.


Vlar 125 fusion engine (5/8/0) ~ 80 kmph full speed
10 (standard) single heat sinks
Ferro Fiber Armor
Endo Steel internal

4.5 tons armor, 2 points taken off each location including head, 1 point taken off rear center

Armament:

1 small laser
1 LRM 10 (1 ton ammo)
1 SRM 6 (1 ton ammo)


Oh and I recommend this for building

http://remlab.source...mlab30/mech.lab

Edited by ManDaisy, 13 July 2012 - 06:57 PM.


#24 Ghostrider45

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Posted 13 July 2012 - 06:59 PM

If your looking Books on the Tech side of Mechwarrior then your looking for Battletech Technical readout you can get them at most good book stores if you Have an Ebay account they sale for about 20 to 30 Dollers each you can get them form Amazon .com too!!!

#25 Andrew X

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Posted 13 July 2012 - 07:12 PM

Continuing to mess around ...

It appeared the OP wanted a mech with some speed so he could keep (the new found) range open, and therefore I went for more speed, having a healthy fear of the speed of the Jenner, Cicada, etc:

200 XL Engine for 8/12

Kept the ML, added 0.5t of armor for a total of 4.5 tons
Swapped the SRMS for 2 LRM 5's w/2 tons of ammo (24 shots each)
Added Guardian ECM to help extend time before he shows up on sensors.

All in all, more of a "sniper" build with more endurance through speed, armor and ECM. It won't one shot anything, but you should be able to harass most smaller mechs to death 1 on 1.

#26 Sept Wolfke

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Posted 13 July 2012 - 07:30 PM

View PostXandre Blackheart, on 13 July 2012 - 06:01 PM, said:

If you're looking for a light LRM mech (similar to the Valkyrie) the command is a good chassis to start with.

Since you're not going to need as much speed in a support role, the fist logical step is to reduce the movement to 5/8 from 6/9. But dropping the engine from a 150 to a 125 only gets you 1.5 tons. Dropping it to a 125 XL however nets you 3.5 tons however. This, plus removing both SRMs and the medium laser nets you 3+4+1 ton (8) combined with the engine weight savings is 11.5 tons.

this lets you mount a LRM 5 (left torso) + 1 ton of ammo (3 tons), a LRM 10 (right arm) +2 tons of ammo (7 tons) leaving you with 1 ton left over for armor (because as a support mech you will need it) and a small laser for a defensive weapon (because you will also need it).

This gives you a small profile support mech with enhanced armor, fair speed, and the capability to launch 24 salvos of 15 missiles each. With the small profile and fair speed it makes an excellent addition to a scout lance that can hang back and provide cover for escaping scouts.

you could tickle an Atlas too :(

there are some pretty good recommendations in this thread, but the biggest thing I wanted to point out is that a weapon that uses ammunition does NOT come with a free ton of ammo. the weight of the weapon system is for just the weapon system. all of it's ammo has to be bought separately.

I recommend playing around with skunkworks and some of the mech-building programs which previous posters have given links too. those programs should be automated enough that you won't have to learn much to use them.

good luck with the design, and perhaps I'll see you on the other end of my Atlas' targetting reticle sometime soon!

Edited by Sept Wolfke, 13 July 2012 - 07:36 PM.


#27 MechPorn

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Posted 13 July 2012 - 07:32 PM

Oh Yeah!!!!!

Posted Image



#28 Sept Wolfke

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Posted 13 July 2012 - 07:47 PM

there it is again! *gasp* that urbie's on a rampage, he's running through the backgrounds of more than one thread! I still wanna know how the urbie built up enough speed to break through the background though... maybe it's got an engine swap.

Edited by Sept Wolfke, 13 July 2012 - 07:48 PM.


#29 Tsig

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Posted 13 July 2012 - 08:05 PM

If you really want to and are able to make the needed upgrades to Heatsinks, Engine, and Internals, you can fit an LRM10, an LRM5, 2 tons of ammo for each, and a single Medium Laser without sacrificing anything from the speed or armor.


Still not sure why you'd want to put LRMs on a scout mech, but if that's what you're wanting to do, it's possible. Just know that if you're spotted by a Jagermech and he can reach you with his ACs, you're gonna have a bad time.

#30 Akito272

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Posted 13 July 2012 - 08:10 PM

Although you can beware that you will be commanding a tin can. So prepare you tin foil helmet.

I suggest you take the variant that keeps your speed up. You cant allow the luxury of trading volleys. You have to fire and re position asap or die to counter fire.

#31 grimzod

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Posted 13 July 2012 - 08:32 PM

View PostFaenwulf, on 13 July 2012 - 04:14 PM, said:

Normally a weapon comes with 1 ton of ammo.
How many shots that is depends on the weapon. In the case of the Missile Launchers it also depends on how many are fired each attack (that what the number behind the SRM/LRM stands for).

For exact details on each weapon you should check them out on Sarna. I'm no lexikon on BT Lore and Mechanics, too.

There should also be programs or something similar for making 'Mechs, but I don't know any since I am waiting for that until the game is out and I know what I can do and can't.


'requires' a minimum of 1 ton, TT makes an exception for MG ammo allowingits placement in half tons.

#32 xxx WreckinBallRaj xxx

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Posted 13 July 2012 - 10:19 PM

A Commando has missile racks with SRMs by default so you could indeed drop them for LRMs if you wanted.

Simply put:
Commando default Build=1 Medium Laser, 1 SRM 4, 1 SRM 6
SRM 4 is 2 tons, SRM 6 is 3 tons. Those 5 tons gained from yanking the SRMs could pay for a LRM 10.(Which weighs 5 tons) You would then logically drop all the SRM ammo for LRM ammo. This would be a simple switch in the Mechlab.

I got all of this off of sarna.(A site MWO is revealed to be following very closely)
http://www.sarna.net/wiki/SRM
http://www.sarna.net/wiki/LRM

#33 JP Josh

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Posted 13 July 2012 - 10:29 PM

i want to know will my dear commando be able to crouch while powered up and stils fire its weapons

#34 Andrew X

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Posted 14 July 2012 - 06:39 AM

Hopefully yet another person is now sucked into the design frenzy that is BTech :P

#35 Xandre Blackheart

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Posted 14 July 2012 - 06:48 AM

View PostGlythe, on 13 July 2012 - 06:39 PM, said:

You can try if you want but I don't think you'll make a 25 ton LRM boat that will actually work.


You missed the commando with lrm 5/ lrm 10 and small laser with extra armor?

There are several stock LRM light mechs. They work just fine, you just have to remember that you aren't a missile boat...

Edited by Xandre Blackheart, 14 July 2012 - 06:53 AM.


#36 vettie

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Posted 14 July 2012 - 07:31 AM

View PostXandre Blackheart, on 13 July 2012 - 06:17 PM, said:

Nooo, do it old school with a pen and paper and a red LED calculator!

It's traditional.


Of course then you'll need some handy info -

http://www.scribd.co...5103-TechManual
http://bg.battletech...th_Counters.pdf
http://www.sarna.net...Equipment_Lists



I am not a newbi to video versions of BT, however I have never actuall SEEN the TT game components (other than miniatures on the game store shelves).

these 3 links helped me understand many things that I thought I understood, but they cleared them up nicely, thank you for those links.

I do have a question that I have never really understood how it works.
In MW2 mech labs (say mercs for example) when adding or changing criticals I got that just fine, but I never was sure about the armour section.
So say an ARM of (any) mech has listed 6 / 2. from that I guessed 6 was amount of armour and 2 was internal structure, That part I understood (unless my guess was wrong). Under that (or beside it, cant remember exactly how the vid version was) there would be numbers like 4 / 2 which to me meant how much armour was ACTUALLY there, 4 points plus 2 internal.
Now, if I wanted to put FULL armour in that location (and I had tonnage avail), I would click the '4' or the upper carrot button and the number would change to '5'. But if I clicked again, then number would change from '5' to '6' button the '2' would change to '1'.
It appeared as if my armour allocation was now 6 / 1. I never understood why the "internal" (if that is what the 2nd number is) would lower as the 1st number increased.

Or am I just wrong on my understanding of he armour allocation? I suspect we may see somethign similar in MWO and I want to be I understand the way it works, I like armour, lol gives me that false sense of staying alive longer...

edit
Oh and thanks for your replies, it will be helpful to me.

Edited by vettie, 14 July 2012 - 07:32 AM.


#37 thearticulategrunt

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Posted 14 July 2012 - 07:44 AM

Personally I usually just yanked the rgt arm SRM4 and its related ton of ammo replacing them with a LRM5 and a ton of ammo. Real hitting power, no, capabilities to hit at all ranges and still scout, yes. Would basically give me some light harassment ability at long range without really sacrificing anything else or taking any risks like an XL engine to get there. Just my opinion and old habits though from table top, not sure it would even work the same here.

#38 JHare

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Posted 14 July 2012 - 07:57 AM

For a CP<-2D
Loc Internals | Armor (Rear-if applicable)
Head 3|6
Arm 4|6
Side Torso 6|6 (3)
Center Torso 8|8 (4)
Leg 8/6

About internals - except for the head, you can mount double the armor points as there are internals. So the arms are capable of mounting 8 points of armor each

Weights (tons):
Engine - 5.5
Internals - 2.5
Gyro - 2
Cockpit - 3
Weapons+ammo - 8
Armor - 4

Without modifying anything but weapons:
LRM-15, 1 ton ammo (8 shots) - LRM-15 would do some damage in a light fight if you can hit. But 8 shots is a short battle.

ML,LRM-10, 2 tons ammo(24 shots) - Basically a 25 ton, faster Valkyrie. Probably the best LRM commando you are gonna get. No weak spots

2 ML, 2 LRM-5, 2 tons ammo (24 shots) - Also possible, not a bad design. Dual LRM5s allow for you to lay out some good minefields using thunder ammo.

ML, SRM6, LRM5, 1 ton ammo each.

#39 Glythe

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Posted 14 July 2012 - 09:08 AM

View PostXandre Blackheart, on 14 July 2012 - 06:48 AM, said:


You missed the commando with lrm 5/ lrm 10 and small laser with extra armor?

There are several stock LRM light mechs. They work just fine, you just have to remember that you aren't a missile boat...


He wanted 2 LRM 20 or LRM 15.... my statement was in reference to that not working.

Edited by Glythe, 14 July 2012 - 09:08 AM.


#40 Xandre Blackheart

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Posted 14 July 2012 - 01:39 PM

View Postvettie, on 14 July 2012 - 07:31 AM, said:



I am not a newbi to video versions of BT, however I have never actuall SEEN the TT game components (other than miniatures on the game store shelves).

these 3 links helped me understand many things that I thought I understood, but they cleared them up nicely, thank you for those links.

I do have a question that I have never really understood how it works.
In MW2 mech labs (say mercs for example) when adding or changing criticals I got that just fine, but I never was sure about the armour section.
So say an ARM of (any) mech has listed 6 / 2. from that I guessed 6 was amount of armour and 2 was internal structure, That part I understood (unless my guess was wrong). Under that (or beside it, cant remember exactly how the vid version was) there would be numbers like 4 / 2 which to me meant how much armour was ACTUALLY there, 4 points plus 2 internal.
Now, if I wanted to put FULL armour in that location (and I had tonnage avail), I would click the '4' or the upper carrot button and the number would change to '5'. But if I clicked again, then number would change from '5' to '6' button the '2' would change to '1'.
It appeared as if my armour allocation was now 6 / 1. I never understood why the "internal" (if that is what the 2nd number is) would lower as the 1st number increased.

Or am I just wrong on my understanding of he armour allocation? I suspect we may see somethign similar in MWO and I want to be I understand the way it works, I like armour, lol gives me that false sense of staying alive longer...

edit
Oh and thanks for your replies, it will be helpful to me.


You're welcome, they did take a little time to hunt down, but I bookmarked them because they are very helpful for explaining.

However as for your question about MW2 customization, I can't remember how they represented it, but I do remember thinking that it was a terrible way to do it. At this point all I can tell you is how it's supposed to work.

The techmanual will make it clearer, but essentially the tonnage of a mech determines the number of "internals" or superstructure/skeleton that each mech has. Once your leg (for example) loses all of it's internal points, it falls off. It's destroyed. Internals are checked off in the same manner as armor, but each time internals are hit (not for each one but each time they are hit) any other equipment in that area has a chance of being critically destroyed. (check page 47 in the linked manual for more about internals)

Armor is ALSO based on mech tonnage. Each mech as a theoretical maximum amount of armor it can carry on each section. This is what was confusing about MW2 apparently, because I remember thinking that something was messed up. But according to the TT rules:

"All locations except the head may carry a maximum of twice the number of armor points as they have internal structure points, including any armor placed in rear locations" It goes on to note that the head/cockpit has a maximum of 9 allowable armor points.

(P 54 has more info in the linked manual)

The maximum armor you can assign to say a 25 ton mechs leg is 12, because the base internal for the leg is 6. Armor weighs in at 1 ton for 16 points, so it is a weight factor also - but the Devs have been doubling armor, so be aware that the TT rules are a good guide, but no one can make any 100% decisions until they actually get into the finalized mechlab.

Edited by Xandre Blackheart, 14 July 2012 - 01:47 PM.






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