Would You Field A Mwo Build In Tabletop Battletech?
#1
Posted 23 February 2018 - 04:48 PM
Tabletop is turn based. Many mech builds in Battltech are generalists, equiped to fight at multiple ranges, against not just mechs, but vehicles or infantry. Weapon fire hits randomized locations on mechs. Standing still and firing is perfectly acceptable, especially from wooded hexes. You as a player are normally controlling multiple mechs which work together to support each other.
Mechwarrior Online is real-time. MWO has higher heat caps, faster reload times, and less effective heatsinks. Mechs tend to be specialists. Experienced pilots can easily pinpoint specific parts of a mech, if you stand still and fire you are asking to be cored/headshotted. Players control only one mech at a time and teamwork is not a given.
With all these differences, is there a MWO build you use which you would field in tabletop? (Engine ratings, ammo location or heatsinks may differ due to official Battletech mech construction rules).
I love my custom Cataphract 3D with 2 LB10s and 4 medium lasers. I normally play stock 3025 mechs in tabletop though so I have not had a chance to try it out.
#2
Posted 23 February 2018 - 06:14 PM
#3
Posted 23 February 2018 - 07:02 PM
https://mwo.smurfy-n...1b376db008a7f7a
- decrease the build XL engine down to 245 and add more jump jets
- existing 5 medium pulse lasers would work well for the mech and it is already well armored
A jumping light that moves 7/11 and armed with pulse lasers would be a great backstabber.
Edited by SilentScreamer, 23 February 2018 - 07:14 PM.
#4
Posted 23 February 2018 - 11:46 PM
I welcome suggestions for MWO builds, they will be run with their stock versions as a control in determining both performance and cost efficiency. Of course, due to limitations the MWO builds need to use a tabletop compatible engine.. So weight times 2 is the minimum engine size, + its weight = each increment of engine available.
Megamek can handle simultaneous turns and through mods, the accuracy issue can be mitigated.
#5
Posted 24 February 2018 - 12:06 AM
Since Closed Beta the minimum (with exception of YLW) are 4 TICs
Till HSR broke the piloting skill in MWO (aand SRMs) I used a Atlas D mod that was super flexible in MWO as well as in TT.
300 STD, Gauss, 2 PPC, 1 LPL, 2 SRM6s 14DHS
Edited by Karl Streiger, 24 February 2018 - 12:09 AM.
#6
Posted 24 February 2018 - 01:12 AM
Koniving, on 23 February 2018 - 11:46 PM, said:
I welcome suggestions for MWO builds, they will be run with their stock versions as a control in determining both performance and cost efficiency.
Sounds interesting, but since most stock builds in MWO use standard structure and standard heatsinks I would consider changing your control from the MWO "stock version" to simply a similar tonnage mech with double heatsinks (endo optional) and a similar build.
So instead of comparing the Firestarter build I posted to the FS9-S stock build, use MegaMek to make your control a Havok, Longshot, Ostscout OTT-9S, Tiburon or the best example I can find the Venom (http://www.sarna.net/wiki/Venom).
#7
Posted 24 February 2018 - 01:18 AM
SilentScreamer, on 24 February 2018 - 01:12 AM, said:
So instead of comparing the Firestarter build I posted to the FS9-S stock build, use MegaMek to make your control a Havok, Longshot, Ostscout OTT-9S, Tiburon or the best example I can find the Venom (http://www.sarna.net/wiki/Venom).
You'd be surprised. Battletech's stock mechs usually slaughter MWO's "meta" builds in BT....
Single heatsinks aren't such a hinderence in BT. In fact, MWO's mechs are excessively cooled to the point of blatantly wasted tonnage, and so loaded with ammo that when they explode they take out entire city blocks and dozens of mechs around them...
And that's without including "Stackpoling."
Not to mention your average MWO build has a base cost of 35 to 60 million cbills and impossible upkeep..
What many people don't realize is MWO offers -- before skill nodes or quirks -- between 3 and 19 times the damage rate and heat of their Battletech counterparts in a 10 second time slice.
For example the RAC/5 in Battletech with its 30 damage in 10 seconds... is only half of what what an AC/20 does in MWO. And the RAC/5 only generates a maximum of 6 heat in 10 seconds.
Small and medium lasers are colder in BT per damage rating, but only net 1/3rd or less damage in 10 seconds compared to MWO's versions.
So when you plug MWO mechs into BT... they just don't work. Smaller weapons don't magically shoot faster and do loads more damage than bigger weapons. That added speed is nice, but if you're actually using it because of the way the mechs flail around as they move (since they're a lot smaller; Atlas in MWO is 17.8 meters tall, Atlas in BT lore is less than 14 meters, and in BT tabletop mechs are assumed to be approximately 12 meters tall give or take). Not to mention the issues of tripping, sliding, falling over, etc.. Walking through a ground fire adds +2 units of heat which in BT is 6.67% heat. Probably the only thing meta mechs can ignore is the heat and issues with melting heatsinks, but most of them can't fire enough for it to matter.
The only remotely effective MWO build is the LRM boat.... and the laser vomit.
Edited by Koniving, 24 February 2018 - 01:36 AM.
#8
Posted 24 February 2018 - 01:46 AM
Koniving, on 24 February 2018 - 01:18 AM, said:
In TT Battletech, single heatsinks are actually kinda terrible compared to doubles, which is why almost every 'Level 2' (old tech/rules levels system) design used doubles.
Going from 3025 era / Level 1 to 3050+ era / Level 2, double heat sinks were the single biggest upgrade, with a bunch of stock mechs in TRO3050 being hobbled due to their usage of single heatsinks.
Eg, the Atlas AS7-K that had 20 single heatsinks with a 300XL engine; if it had double heatsinks it could have fit the same weapons with a 300 standard engine.
Or the Grasshopper GHR-5J; it had 22 single heatsinks. It could swap them out for 22 double heatsinks, but that would have left it badly oversinked; it would have been better off with 17 doubles and a second ER Large Laser.
That's not to say effective TT mechs can't be made with single heatsinks, but almost always doubles are better.
Koniving, on 24 February 2018 - 01:18 AM, said:
Not really; most MWO energy boats are undersinked compared to what they'd require in TT.
Eg, take this meta laser vomit Hellbringer; 2x Heavy Large Laser, 5x ER Medium Laser, 24 double heatsinks. In TT, that'd be 61 heat generation versus 48 heat dissipation.
Koniving, on 24 February 2018 - 01:18 AM, said:
That is incorrect; MWO mechs aren't any more expensive than TT counterparts that run LFEs or XLs. Eg, the Hellbringer above would only cost 17.7 million cbills in TT.
And it is a rare mech to be in the 35-60 million cbill range; the only stock TT mech to be in that range that doesn't have an XXL engine is the Executioner, which varies from 35.2 to 36.8 million cbills.
Edited by Zergling, 24 February 2018 - 01:46 AM.
#9
Posted 24 February 2018 - 04:12 AM
Koniving, on 24 February 2018 - 01:18 AM, said:
That's a lie. DHS are probably one of the most destabilizing tech changes in Battletech - If you were only able to use one piece of Tech 2 equipment, you'd be a fool to choose anything besides DHS.
Quote
Depends. Missile and Autocannon boats, maybe. Energy boats are often grossly under cooled.
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That's probably the biggest problem going from MWO to TT. Excessive Ammo+Crit System=Boom.
#10
Posted 24 February 2018 - 07:08 AM
Like Karl's Atlas or the FS9 build I posted above, what mechs do you use in MWO that you would also field in a tabletop game?
Edited by SilentScreamer, 24 February 2018 - 07:54 AM.
#11
Posted 24 February 2018 - 07:10 AM
Last edit:
Decided to spoiler it.
Edited by Koniving, 24 February 2018 - 08:22 AM.
#12
Posted 24 February 2018 - 07:46 AM
Timber Wolf Delta
Warhammer 6R
Bushwacker X2
Now in MWO my Warhammer and bushy super stock builds.
#13
Posted 24 February 2018 - 08:29 AM
One MWO build I made that I do field in BT is a modified Blackjack 1.
XL 180 engine. Twin UAC/5s. In the translation I trade some of the excess ammo for twin pairs of small pulse lasers on the side torsos (part of that tonnage came from bringing the armor back down to a more canonical amount). Later on over the course of a campaign I traded the SPLs and another ton of ammo for a pair of large shields mounted to the mech's front side torsos, which effectively bring the mech's armor up to a similar amount to that of MWO (after you divide the MWO amount by 2 to fit BT).
Based originally on this build.
(there's a bit of time that's particularly funny, standing next to an unaware enemy and shooting his allies briefly.)
(That Hellbringer in Solaris with the Solaris stuff..)
Edited by Koniving, 24 February 2018 - 09:06 AM.
#14
Posted 24 February 2018 - 03:50 PM
Tbh, the construction rules in tabletop offer a lot more options regarding weapons, armour and equipment.
Some medium w/XXL engine, supercharger, triple strength myomers, meelee weapon in each arm could just run into the back of most MWO builds and (on a good roll) onehit them.
For people who never played TT, I'll give you the TL;DR: on how that build works:
XXL engines are even lighter than XL engines, but take up even more space and generate more heat. The supercharger is like MASC, increasing movemement speed. Engine heat and other heat sources (e.g. some torso mounted medium lasers) trigger the heat treshold on triple strength myomers, which doubles the damage of meelee attacks while active. The result is a fast machine that runs around like a light while punching like an assault.
Edited by Exilyth, 24 February 2018 - 03:50 PM.
#15
Posted 24 February 2018 - 04:09 PM
Charge damage with full movement is a massive 112 damage in 5 point clusters... then comes the made attack....
#16
Posted 24 February 2018 - 06:32 PM
But apart from that, MWO definitely encourages some 'mech building habits that wouldn't be advisable in tabletop.
Off the top of my head:
- running less than a full complement of JJ's
- less than full head armour (I regularly do this in MWO)
- I have lots of brawler builds which would be grossly oversinked in tabletop. They still overheat quite easily in MWO, especially on hot maps.
- at least for me, too much ammo. In tabletop, for example, I like to have about 12-16 salvos for my missiles (maybe less if it's a bracket build like Crusader). In MWO I tend to feel 25 salvos is a reasonable minimum.
#17
Posted 24 February 2018 - 11:16 PM
Koniving, on 24 February 2018 - 07:10 AM, said:
I recommend using Solaris Skunk Werks instead, which is what I am using.
Koniving, on 24 February 2018 - 07:10 AM, said:
They can, but it counts as a custom modification to an existing design or a new design.
Koniving, on 24 February 2018 - 07:10 AM, said:
Now under Battletech, yes the build is fine. You'd have 19 heat left over after firing your weapons.
If you mathematically broke down the shots over time for real time, you'd also not reach 30 threshold, though depending on how you fire them you could get close. Bit of patience would be needed on the user's side. That's assuming front loaded lasers. Non-front loaded it'd be quite a bit easier.
But as I said, Laser vomit's about the only build style that's largely effective in tabletop.
In my statement earlier, I'm talking largely from the experience of building ballistic metas into tabletop (as should be evidenced by the kabooms), especially AC/2 builds but ballistic builds in general and some of PGI's made-up heroes.
Never really doubted that a laser vomit would work out. Did doubt the price though.
I'm familar with Solaris 7 rules, but I practically never use them.
Under standard TT rules, the MWO Hellbringer build is undersinked because with both Heavy Large and ER Medium Lasers having 15 hex range, it would want to fire all weapons at once, but because it can't it is inefficient compared to a build that can.
Eg, to avoid heat buildup the MWO build would only fire on of its Heavy Large Lasers along with all five ER Mediums, for 45 heat generation vs 48 heat dissipation, and put out 51 damage per turn.
If I were designing that build for TT, I'd drop to a single Heavy Large and increase to six ER Mediums and 25 double heatsinks (and 2 tons left over for other stuff, like ECM or AMS).
That would result in 50 heat generation vs 50 heat dissipation, and put out 58 damage per turn.
But then, if I were designing a build to be powerful in TT, I wouldn't be using Heavy Large Lasers to begin with, because of their +1 to hit penalty.
If I wanted a laser vomit build with 15 hex range, I'd instead build it with 10x ER Medium Lasers, 26 double heatsinks and 1 ton left over.
That would give it 52 heat generation vs 52 heat dissipation, and 70 damage per turn, without the Heavy Laser +1 to hit penalty.
Koniving, on 24 February 2018 - 07:10 AM, said:
Battletech's price is Cost: 22,576,000 C-bills.
Alright... what did they change in this update of Megamek it used to be 26m cbills, I know this because I've done a lot with that..
Dire Wolf was 32 mil in the Mek Lab.
Cost: 28,975,000 C-bills
God damn it. Megamek what did those guys do to you with this update?
Sarna posts the price at 29,250,000.
I know Megamek counts in the economy based on the year and established rates, but I'm in the lab outside of the game for building factory-produced models under construction rules rather than customized models under retrofitting rules so I shouldn't be seeing the economy flexing out here. What's it doing?
....Why the hell would they base the lab prices on the production year?
Ok... it kinda makes sense.. but damn I wish they'd stop changing ****. Also Atlas K shouldn't have changed, its production year was 3052...
What the hell did they base it on before that? ....Screw it, whatever. Now I got a lot of excel sheets to go through and 'update'. Dipsticks.
Meh.
Near as I can tell, they updated to use exactly calculated cbill costs, which is what SSW uses.
Koniving, on 24 February 2018 - 07:10 AM, said:
It doesn't; stock Atlas K has a BV 2.0 of 2175. If the engine is changed for a standard 300 and 20 standard heatsinks for 10 doubles, it has a BV of 2374 (plus 0.5 tons to play with).
#18
Posted 25 February 2018 - 05:46 AM
#19
Posted 25 February 2018 - 12:19 PM
Bombast, on 24 February 2018 - 04:12 AM, said:
Neg. Triple strength myomers would be my choice every time. What's a little heat when it powers your mech?
Anyways, let's talk battlemechs. I actually rather enjoy my 2035 drop deck for FP, and Whilst the engines don't quite synch up, I've retooled my battlemaster, slapped on an SRM 6, an cleaned up the excessive ammo count. I offer the BLR-1G. Slow, short ranged, brutal. Or the MAD-3R Which had a 275 engine, but had to gear down to fit construction rules.
But yeah, you really hafta change the heatsinks and ammo count to translate. And the partial engine thing messes me up every time too. I suppose I could try and translate some of my non tier one stuff.
Edit: For instance, this SHD-5M deliberately downgeared in MWO to 'keep up' with quickplay pilots. Honestly.... I don't think doubles are even necessary in table top.
Or maybe something like this? RGH-2A, but that's one expensive engine with not much ammo. But it's one of the few that doesn't hurt as much to up engine rather'n down gear like I hafta do to fit most of my builds back to table top build considerations.
~Leone
Edited by Leone, 25 February 2018 - 06:27 PM.
#20
Posted 26 February 2018 - 09:20 PM
Koniving, on 25 February 2018 - 05:46 AM, said:
You can export SSW designs to .mtf format, which is what Megamek uses.
Koniving, on 25 February 2018 - 05:46 AM, said:
It'd be a customised mech, requiring the use of the customisation rules, but it is allowed in the rules.
The alternative is to just call it a new design entirely.
Note that flaws in the BV system heavily overvalue most variants of the Hellbringer.
The first flaw is armor is undervalued (so the mech's BV isn't as low as it should be for such an underarmored design).
The second flaw is undersinked designs are overvalued.
Third flaw is that various pieces of miscellaneous equipment inflate BV even when they are useless (like ECM when opponent doesn't any systems it can interfere with, or AMS when opponent doesn't have any missile weapons).
The Hellbringer Prime has a ridiculously high BV of 2654 because it is hit by all 3 of those flaws, when it deserves a BV somewhere in the range of 1700 or less.
Most other Hellbringer variants are similarly overvalued in BV, meaning TT players that are aware of this usually don't actually bother with stock/non-customised Hellbringers in BV games (the Hellbringer B might be a maybe due to only having a BV of 1592)
Like, look at the Flashman FLS-8K, which only has a BV of 1779. It has 13.5 tons of armor, same 5/8 speed as the Hellbringer, 30 heat dissipation, triple standard large laser and quad medium laser.
While it does have the handicap of an Inner Sphere XL engine, I'm fairly confident that if that was thrown up against a Hellbringer Prime, it would come out on top most of the time.
Like, the Flashman can fire 2x Large and 4x Medium Lasers without heat buildup while running, producing a damage output of 36 per turn.
The Hellbringer Prime can only fire one ER PPC and two ER Medium Lasers while walking without building up heat, for a damage output of just 29 per turn.
Hell, the Flashman could drop one of its three Large Lasers, change the XL to a LFE, upgrade to Endo-Steel, change the rear firing Medium Laser to forward firing (giving it 5x Medium Laser to shoot forward), drop the Flamer and Anti-Missile System, add one more Double Heatsink, and finish with an extra half a ton of armor.
It would then have a BV of 1695, less than original design yet most likely superior. And it would most definitely wreck the Hellbringer Prime when built like that.
If I wanted a design comparable to the ER PPC + ER Medium build on the Hellbringer Prime, I could take a Clan 65 ton chassis, 5/8 movement with XL engine, endo-steel, 13 tons of standard armor, 2x ER PPC, 3x ER Medium Laser, 24 double heat sinks, producing a BV of 2532.
That design ends up being able to continuously fire its weapons (for 51 damage per turn), far more armor than the Hellbringer Prime, while still having having less BV!
Koniving, on 25 February 2018 - 05:46 AM, said:
Then there's a bug with the mechlab program you are using, because changing from XL to standard with no other changes should definitely be causing an increase in BV.
Koniving, on 25 February 2018 - 05:46 AM, said:
Min/maxing is one of the reasons the Battle Value system was introduced, although it has only some effect at preventing it.
Typically, players that don't want min/maxing nforce 'stock canon designs/variants only' rules. Tournament rules strictly require this, and further prevent players from using each unique variant more than once in their force.
One of the things I like doing with TT is going through Technical Readouts and trying to improve all the designs in there, while still retaining their individual flavor.
It isn't strictly min/maxing, as I'm not creating designs from scratch, but it is definitely similar to what many players dislike.
Edited by Zergling, 26 February 2018 - 09:34 PM.
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