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Superheavy Class Battlemechs


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#21 Scratx

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Posted 25 April 2018 - 04:55 PM

Tripods, indeed.

http://www.sarna.net...res_(BattleMech)

http://www.sarna.net...don_(BattleMech)

http://www.sarna.net/wiki/Triskelion

No need to look at superheavies solely. Triskelion is a 75t heavy tripod. Timeline-wise it's a dead letter, though.

#22 Spare Parts Bin

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Posted 25 April 2018 - 05:26 PM

Very interesting thread. I never knew about tripod Mechs. In TT I fought quatriped Mechs.

#23 Variant1

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Posted 25 April 2018 - 06:14 PM

Id love to see quads and tripods it would be sweet, buuuuuuuuuuuuuuuut.......... They would be pretty weak since they are slow and would be easy light food if not guarded. PVE ai content for sure. If they would make them playable would require addind 1-2 extra legs for coding. Maybe once mw5 comes out some extra funding can come in for that, but it would have to be alot of funding for it to be worth it.

#24 Brain Cancer

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Posted 25 April 2018 - 10:12 PM

View PostSpare Parts Bin, on 25 April 2018 - 05:26 PM, said:

Very interesting thread. I never knew about tripod Mechs. In TT I fought quatriped Mechs.


Tripods didn't show up until WizKid's did their whole Dark Ages clicky-tech thing, and were only statted back into tabletop afterwards. These are designs that don't show up until the next century from where MWO is now- we still have a good chunk of the FedCom Civil War era, then the Jihad, and finally after everything settles down into a relative peace, the HPG Blackout happens and we're watching people fighting with converted Industrial and AgroMechs while a badly disjointed military-industrial complex tries to get back in shape. The Republic (Terra-centered new state) basically has all the technical spoils from the Word of Blake, plus a period of peace and quiet while everyone else is fighting thanks to some kind of freaky FTL-drive disrupting tech that effectively seals off anyone coming in.

#25 STEF_

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Posted 25 April 2018 - 10:23 PM

View PostBrain Cancer, on 25 April 2018 - 10:12 PM, said:


Tripods didn't show up until WizKid's did their whole Dark Ages clicky-tech thing, and were only statted back into tabletop afterwards. These are designs that don't show up until the next century from where MWO is now- we still have a good chunk of the FedCom Civil War era, then the Jihad, and finally after everything settles down into a relative peace, the HPG Blackout happens and we're watching people fighting with converted Industrial and AgroMechs while a badly disjointed military-industrial complex tries to get back in shape. The Republic (Terra-centered new state) basically has all the technical spoils from the Word of Blake, plus a period of peace and quiet while everyone else is fighting thanks to some kind of freaky FTL-drive disrupting tech that effectively seals off anyone coming in.

You explained very well why, after Civil war, BT became a very thrash thing.

From which, I happily flied away.

#26 Requiemking

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Posted 25 April 2018 - 10:25 PM

View PostPrototelis, on 24 April 2018 - 05:47 PM, said:

They should add them in as different VIPs in escort, armed to the teeth and ready to blow up some reds.

I would give that role to the Rattler. Why not make the VIP a rolling fortress with no less than three Long Toms......

#27 Anjian

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Posted 26 April 2018 - 02:40 AM

Posted Image



Got a few of these from the Dark Age kits in still unopened boxes. Beautiful models, they look better on the flesh than on the photo. Keeping them and hoping their collectible value goes up over time.

If I remember the story goes, the besieged Fortress Republic turned on monsters like these and mechs like the Peacemaker to get back at rebellious militias, encrouching Clans restarting their crusade and Houses looking to regain their lost territory.


Edited by Anjian, 26 April 2018 - 02:45 AM.


#28 Karl Streiger

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Posted 26 April 2018 - 04:19 AM

View PostStefka Kerensky, on 25 April 2018 - 10:23 PM, said:

You explained very well why, after Civil war, BT became a very thrash thing.

Hah good laught, its impossible to have more trash but in the time from 4th Succession War til Civil War.

#29 STEF_

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Posted 26 April 2018 - 05:31 AM

View PostKarl Streiger, on 26 April 2018 - 04:19 AM, said:

Hah good laught, its impossible to have more trash but in the time from 4th Succession War til Civil War.

your opinion, man.

Pretty happy HBS will continue to publish expansions for BT to cover what for you is trash.... and for me it's honey.

#30 Metus regem

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Posted 26 April 2018 - 07:30 AM

View PostKarl Streiger, on 26 April 2018 - 04:19 AM, said:

Hah good laught, its impossible to have more trash but in the time from 4th Succession War til Civil War.



Let's just all agree, that the universe needs a good solid re-boot, with things that actually make some sense.... preferably with less factions going full potato...

I always thought it was funny how the AFFS went from one of the best standing fighting forces in the BT universe (through training, equipment and numbers) to being a laughing stock 'cause plot.... I mean for frack sakes, the Taurian Concordat started beating on them like the AFFS forgot how to fight....

#31 Brody319

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Posted 26 April 2018 - 07:47 AM

Personally I'd like to see them in a PVE gamemode. The super Heavy being like a boss fight for like two lances to fight.

#32 Athom83

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Posted 26 April 2018 - 08:37 AM

View PostKarl Streiger, on 25 April 2018 - 07:03 AM, said:

at least we don't need 76 Davion Cruise Missiles to level a building, but ehm other story.

The assaults are already huge targets - even bigger targets with punny TT based hitbox armor - well no no no no.

However some of the 100t Mechs like Fafnir or Archangel would behave much better with additional 5tons. (4 Heavy Gauss Rifles... for the win Posted Image ...ok the maximum of Heavy GaussRifles would be 6 (because they are so big they can have HGRs in the arm - and 2 in each torso....

I think this shows very very clearly why TT construction rules should never ever have been considered for a computer game.
(GIve the Fafnir 105t- and you can have a XL and a HGR and you don't die with 1 torso shot of.

Eh, in TT rules you can't have HG crit slots in the arm. The 'lore' being it would shear off the arm when the gun fires because of the recoil.


View PostSamantha Rbnsn1990, on 25 April 2018 - 04:04 PM, said:

Is that a 3 legged mech?

Yes. There are several of them in BT/MW. 2 superheavies, 1 heavy, and 1 light. Though that light mech is 35 tons and only has 1 energy hardpoint... so...

#33 Karl Streiger

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Posted 26 April 2018 - 10:49 AM

View PostAthom83, on 26 April 2018 - 08:37 AM, said:

Eh, in TT rules you can't have HG crit slots in the arm. The 'lore' being it would shear off the arm when the gun fires because of the recoil.

The Hera Version of the Ares want to speak with you

View PostMetus regem, on 26 April 2018 - 07:30 AM, said:



Let's just all agree, that the universe needs a good solid re-boot, with things that actually make some sense.... preferably with less factions going full potato...

I always thought it was funny how the AFFS went from one of the best standing fighting forces in the BT universe (through training, equipment and numbers) to being a laughing stock 'cause plot.... I mean for frack sakes, the Taurian Concordat started beating on them like the AFFS forgot how to fight....

Yeah for sure.
Let the coward Kerensky and his stupid followers die at influence or eaten by Aliens.

Edited by Karl Streiger, 26 April 2018 - 10:50 AM.


#34 Lugin

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Posted 26 April 2018 - 11:04 AM

View PostAthom83, on 26 April 2018 - 08:37 AM, said:

Eh, in TT rules you can't have HG crit slots in the arm. The 'lore' being it would shear off the arm when the gun fires because of the recoil.


That's true for the standard weight classes, but not superheavies.

Interstellar Operations, p163 said:

Additional Weapon Rules: Superheavy ’Mechs may ignore the torso-only mounting restrictions applied to Heavy Gauss Rifles (standard and improved), and may place these items in the arms if desired. Superheavy ’Mechs may also mount up to two items of industrial equipment per body location (see pp. 241-249, TM), even if the item normally has a one-per-location limit.


#35 Brain Cancer

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Posted 26 April 2018 - 11:30 AM

View PostStefka Kerensky, on 25 April 2018 - 10:23 PM, said:

You explained very well why, after Civil war, BT became a very thrash thing.

From which, I happily flied away.


To their credit, once the tabletop folks got their hands on things, they've been doing their best to kill off the most ridiculous stuff while getting the rest properly statted out. It's why the post-DA stuff has been on hold for so long, fixing the tremendous mess left behind is a big effort in terms of writing properly.

#36 Storming Angel

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Posted 26 April 2018 - 11:49 AM

They could just add new superheavies and maybe give them a top speed of between 55kph and 62kph that way they can still shift and sort of keep up with the team

Obviously new weapons for them as well. Although i think it would best to increase pvp to 15v15 if they are going to be introduced maybe 15v15 only for that class and limit them too three per side or something so they get a large escort group.



#37 FupDup

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Posted 26 April 2018 - 11:53 AM

View PostStorming Angel, on 26 April 2018 - 11:49 AM, said:

They could just add new superheavies and maybe give them a top speed of between 55kph and 62kph that way they can still shift and sort of keep up with the team

Obviously new weapons for them as well. Although i think it would best to increase pvp to 15v15 if they are going to be introduced maybe 15v15 only for that class and limit them too three per side or something so they get a large escort group.

Getting a superheavy up to 62 kph is going to be pretty hard due to the engine formulas (i.e. impossible). Keep in mind you can't use any engine over 400 even on supers.

To get a regular 100-ton mech up to 64 you need the full 400 rated engine. If you go up to even 105 tons you're going to only just barely make that mark (61.7 kph with 400 engine), but that would be a very inefficient use of a superheavy. I haven't done the exact maths but my first inkling is that a 125-tonner with a 375 engine would be the most optimal.

#38 Brain Cancer

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Posted 26 April 2018 - 12:38 PM

54+ kph puts them at least in the range of slower-but-not-slowest assaults, and the extra critspace means that unlike assaults, you could squeeze endo+ferro onto them without too much trouble.

I don't expect superheavies getting up to heavy speeds even at the most extreme engine loads.

#39 Spare Parts Bin

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Posted 26 April 2018 - 05:03 PM

I would LOVE to attack a Super Heavy VIP. I almost feel bad attacking an unarmed target.So an AI target that shoots back would be fun.

#40 50 50

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Posted 26 April 2018 - 06:26 PM

View PostPrototelis, on 24 April 2018 - 05:47 PM, said:

They should add them in as different VIPs in escort, armed to the teeth and ready to blow up some reds.


One on each team.
Stomp towards each other and blow each other up.
Both teams on escort and can give their super heavy an advantage by dealing out damage to the enemy super heavy.





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