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Theorycrafting: Urbanmech designs -- what can you make it do?


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#1 Vechs

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Posted 15 July 2012 - 02:11 PM

I am working on the assumption that we have a single ballistic hard point in the right arm, and a single energy hard point in the left arm. If they add the chassis to the game, it will probably have torso hard points as well. But the two arm points are virtually guaranteed, so that's all I used.

Side question: Why do so many people only pay attention to the stock variants slow engine? Don't all mechs have the potential to be very slow or very fast based on how you customize them? So what's the point of harping on the stock variant?

Here is what I came up with using RemLab:
http://remlab.sourceforge.net/

Basically a very heavily armored, jumping, walking, PPC turret. :)

I think it will have the armor to endure team fights, unlike other light mechs. At 7 tons of armor, it has more armor than some mediums.

Edit: I'm an moron, instead of faffing about with forum formatting on all that RemLab output, why don't I just screenshot it. Herp derp.

Posted Image

Here's a version with some good long range firepower for a 30-ton chassis, and it brings the ammunition to do it all day:

Posted Image

Here is what happens when an Urbanmech has dreams of being a Hollander:

Posted Image

Edited by Vechs, 15 July 2012 - 07:03 PM.


#2 SparkSovereign

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Posted 15 July 2012 - 02:17 PM

Depending on how MWO handles the PPC's stated minimum range, you might have just made an UrbanMech that sucks in an urban environment. On the other hand, almost everyone is going to see an UrbanMech and assume it has an Autocannon, and especially if you're moving at a good pace you'll probably be ignored at long range. If you hang out with a K-2, they might not even realize you're anything special. Looks like a decent support mech, for playing expectations if nothing else.

#3 Damascas

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Posted 15 July 2012 - 02:23 PM

Mine can do a flip,

Also, people focus on the stock variant because if you are just going to modify it then you might as well just get one with a better stock variant and more hard points.

#4 Rychard Starheart

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Posted 15 July 2012 - 02:24 PM

I can stuff a M-40 in it and make it explode.

#5 Vechs

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Posted 15 July 2012 - 02:30 PM

View PostSparkSovereign, on 15 July 2012 - 02:17 PM, said:

Depending on how MWO handles the PPC's stated minimum range, you might have just made an UrbanMech that sucks in an urban environment. On the other hand, almost everyone is going to see an UrbanMech and assume it has an Autocannon, and especially if you're moving at a good pace you'll probably be ignored at long range. If you hang out with a K-2, they might not even realize you're anything special. Looks like a decent support mech, for playing expectations if nothing else.


That's why I went with the PPC over a Large Laser. They said it made sense for LRMs to have a minimum range, but they couldn't really justify the energy weapons or the guns having minimum ranges, so I think PPCs should work at all ranges in MWO.

#6 Redshift2k5

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Posted 15 July 2012 - 02:32 PM

Probably lots of useful builds you could make, once you bring the engine up to, erm, speed

Making use of ton-saving upgrades could certainly turn it from a one trick pony into a much faster, more versatile mech. Try an endo-steel chassis build in RemLab?

#7 Captain Fabulous

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Posted 15 July 2012 - 02:32 PM

Meh. I just bumped up it's movement to 4/6, bumped its armor around 4.5 tons, dropped the small laser, added two tons of AC/20 ammo. Jump jets and heat sinks are all the same.

^Really all you need to ask of an Urbanmech. A 2,000,000 c-bill light tank.

#8 Vechs

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Posted 15 July 2012 - 02:34 PM

View PostRedshift2k5, on 15 July 2012 - 02:32 PM, said:

Probably lots of useful builds you could make, once you bring the engine up to, erm, speed

Making use of ton-saving upgrades could certainly turn it from a one trick pony into a much faster, more versatile mech. Try an endo-steel chassis build in RemLab?


I intentionally stayed with the cheap stuff for this build. The only fancy thing on this model are the double heat sinks. I'll try the higher tech stuff and see what it can do.

#9 Damascas

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Posted 15 July 2012 - 02:35 PM

View PostVechs, on 15 July 2012 - 02:30 PM, said:


That's why I went with the PPC over a Large Laser. They said it made sense for LRMs to have a minimum range, but they couldn't really justify the energy weapons or the guns having minimum ranges, so I think PPCs should work at all ranges in MWO.


Actually I remember reading that they said PPCs might get a min range where they do less damage due to the inhibitor which protects the mechs electronics.

#10 Buck Rogers

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Posted 15 July 2012 - 02:37 PM

I'm really quite certain there are enough UrbanMech threads already :) ...
But, I think the best option for making the Urbanmech better is bigger better lighter autocannons, more ammo, and swapping out the small laser for a medium laser. All easy mods that should work with the hard point system.

With future clan salvage, you can swap the AC-10 for an Ultra AC-20 and be having a really good day. Gauss Rifle could be a great choice later on as well.

#11 ScrapIron Prime

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Posted 15 July 2012 - 02:37 PM

So plan on two Large Lasers instead. No minimum, no problem. :)

#12 Damascas

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Posted 15 July 2012 - 02:41 PM

View PostScrapIron Prime, on 15 July 2012 - 02:37 PM, said:

So plan on two Large Lasers instead. No minimum, no problem. :)


If it enters the game we only know of 1 laser hard point for sure.

#13 Vechs

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Posted 15 July 2012 - 02:46 PM

Oh okay... well that's a shame, I think the PPC is already well balanced against the Large Laser without a minimum range.

I posted a second build with more long range dakka. It's not as mobile, the W-AC5 LL is the real deal walking turret.

#14 Ko Time

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Posted 15 July 2012 - 02:56 PM

Been toying with a fitting involving a UAC-5 and Med Pulse laser.

#15 Miles Naismith

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Posted 15 July 2012 - 03:11 PM

All my builds so far involve endo-steel and ferro-fibrous armor. I figure, if you're in an Urby, you're already expecting to be blown away so the cost won't matter, right?

I did manage to strap a AC/20 onto it, with a medium laser and two tons of ammo.

#16 Vechs

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Posted 15 July 2012 - 07:04 PM

Posted an Urbllander build. The 3.5 tons of armor make me very nervous, but apparently a Jenner runs around stock with 4 tons of armor, and nobody scoffs at that, so maybe it's fine for it's role as a dedicated light sniper.

#17 Captain Fabulous

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Posted 15 July 2012 - 07:15 PM

View PostVechs, on 15 July 2012 - 07:04 PM, said:

Posted an Urbllander build. The 3.5 tons of armor make me very nervous, but apparently a Jenner runs around stock with 4 tons of armor, and nobody scoffs at that, so maybe it's fine for it's role as a dedicated light sniper.


Only the JR7-D uses 4 tons. The F-variant (first production model) has 6 tons of armor instead of the SRM. Most people are more familiar with the D because of its hit-and-run power, but I prefer the F. Survivability > damage.

#18 Kip Wilson

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Posted 15 July 2012 - 07:25 PM

I built an urbanmech design that mounts a thumper artillery piece in place of the autocannon. The extra heatsink, jump jets and a ton of armor were removed to allow the increase in weight for the weapon. :P and its 3025 era legal

#19 xxx WreckinBallRaj xxx

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Posted 15 July 2012 - 07:28 PM

I'm going to fill mine with booze and label it "Steiner's Beer Keg". The tagline would read "Bigger IS better."

#20 Xandre Blackheart

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Posted 15 July 2012 - 09:52 PM

I'll get back to you.

Optimizing an urbanmech is a challenge that I'm just not up to after 3 martinis.





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