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You Have 5.5 Tons.(Update2.5)


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#1 Koniving

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Posted 03 February 2019 - 02:12 PM

Update 2.5: Check last page. Completed, time/cost for modifications to each model if the mech were not designed to simply pick up and swap its loadout with ancient Terran Hegemony weapons.
Location and Briefing information posted. As opposed to running the test series with every single loadout, I've opted for a far more efficient running applicable/unique loadouts for each scenario. (For example the basic obstacle course, since most designs did not put in any enhancements to the engine such as a supercharger or additional fuel, there's no need to run every single model through it).

Update #2, basic fluff edition! (Build rules updated with the nuances discovered while building all the already proposed models for testing.)

Somewhere between 2700 and 2800, a number of college students at an unspecified Elusian city university on the planet Nirasaki and brief employees of Blue Heron Collective's local computer branch together with a pair of engineers got together with the help of a local automative industry leader to try and get into the then booming battlemech business by competing in the least opposed element of the field there was, the Ultralight. This new Battlemech was set to be called the "Asuka", which could be interpreted to mean "the scent of tomorrow" or "to fly like as a bird." The second is perhaps better considered as a metaphor representing symbolism for "freedom." However, it would fail at being either of these things.

(Note: It is a temporary name but despite its obvious source, it fits incredibly well).

Ultimately numerous issues stalled their 15 ton 'could be' Battlemech as something of a laughing stock due to a number of premises that were as yet still several centuries ahead of their time and the overall lack of funds meant that the project was going nowhere beyond the pair of prototypes...in the military industry. At the defense expo the Asuka's greatest two flaws were revealed despite near perfect execution of the planned display. Poor armor especially on the arms and its reliance on archaic and abandoned Terran Hegemony weapons. Both of these could easily be fixed if the company only had the investment of some interested parties. But in the end their display was the polar opposite of the Mackie's debut, a single modern tank utterly humiliated and disgraced them without firing a single shot.

However despite a flop that nearly brought them to preparations to file for bankruptcy, the phone rang with a small order..then a few more, each requesting limited numbers. Baffled, they began small production runs on the Asuka exactly as it was.

As it turned out one of the two transport trucks carrying the pair of Asuka prototypes had made a series of an unauthorized side trips. It began with a bathroom break. This was followed by a series of other small stops which amounted to it being over two hours late. The series of small seemingly inconsequential events had actually led to the Asuka performing a small number of feats that apparently put it into the local news. From there it jumped into national news to planetary and on the Lone Star Province's interplanetary news as a small scrolling marque headline.

At the time in terms of the area of law enforcement, the overall leading contender was the Coventry Peacekeeper Series Copper SecurityMech with the most common being the CPK 19. For fire rescue, no genuine competitors seemed to stand out. As such, the at-the-time unarmed Asuka doing humanitarian acts -- such as assisting a cat out of a tree by means of directly handling the cat without any harm done to it and moving the wreckage of a recent crash in order to clear the way for traffic (and subsequently its transport truck) without causing additional damage -- was amazing news. The industry leading competitor already had some qualms such as being "overarmed" even when using rubber bullets and tear gas, accidental death, excessive use of force, and property damage with its 40+ mph running speed.

However, despite these and several more small orders, the Asuka would fall on hard times as the company's plans to improve the design never happened between the Amaris Civil War and media attention on the latest securitymechs such as Guard in 2914.

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Posted Image
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Appearance: The Asuka's roughly average to small in height for a 15 ton mech, though 3044's General Motors-built GM-3A Pompier Firemech is almost twice its height. Its designers were inspired to make the Asuka become the "opposite of the Trooper" (later known as the Flea) and its 13+ iterations of many flaws before finding mild success. Instead of relying on obscene speeds believed to cause physical harm to pilots being jostled around as if riding a Terran Bull, it relied on concepts such as ambushes and versatility to be rapidly reequipped for the situation as needed.

As such it has large feat providing a higher than standard degree of stability. Its disproportionately long arms possess an astonishing range of motion at the time rivaled only by the Quickdraw. Between this and its broad shoulders and bulged chest area, some at the military expo referred to it as the "Monkey mech," the "Orangutan", and the it was once called "Whiny Gorilla" due to the shrieks and pleading cries of Prototype #2's pilot during the humiliating display at the Expo.

The pilot is seated in an open air cockpit, with a knight's helmet-like visor that can be lowered to offer protection or kept up to offer maximum situational awareness. This was never intended to be the final design and the pilot is required to wear hearing and eye protection. The Neural-helm, though extremely basic, could have been considered revolutionary if anyone from the Star League actually got their hands on it. However when seen at the expo, potential investors believed it to be fake. By comparison was little more than a basic motorcycle helmet, rather than the large, clunky neural helm commonly seen in Battlemechs where a condensed 130 degree FOV screen and HUD to make up for in ability to move the neck. The disorientation often felt by first time mech pilots would be nowhere to be found for first time Asuka pilots. The caveat, however, was that its functionality was also largely stripped. No HUD, no real sensor suite, no fire control system. Just set of three small flat monitors that provided very basic functionality during an age where holographic displays were more common.

Support:
For what it lacks in sensors and advanced equipment, it is partnered at the bare minimum with a command car that provides an external set of eyes and ears as well as carries the equipment the Asuka itself lacks. For long distance transportation, the Asuka has a transport truck which takes up two standard lanes, and can be airlifted by a special low-cost VTOL craft as well. Asukas typically operate in pairs and their loadouts sometimes reflect this.

Equipment is usually seen mounted in the form of backpacks, attachments between the shoulder-and-head, and in hand-held weapons. This equipment was originally discontinued and kept in various surplus storage areas for one or more centuries, many from before the age of the Battlemech and simply refurbished as cheap placeholder weapons as a proof of concept. Some minor improvements and small third party tweaks have created some newer designs, but none of these would ever be considered good enough to raise any eyebrows that mattered.

Design quirks:
Postivie:
Hyper-Extending Actuators (to reflect the range of motion)
(Stable is implied, but also negated by the dumbed down neural helm).

Modular weapons
(Conditional)
Jettison-Capable Weapons (Arm weapons only; weapons in each arm are treated as one weapon, with weapon+ammo massing 3 tons or higher counting a weapon in both hands.)
(Place any "disposable" one use weapons in the torso.)

Neutral:
Fine actuators. (Similar to Vestigial Hands, has only a role playing/objective/fluff-based value.)

Negative:
Non-standard parts (easy explanation of how they haven't been completely dismantled to use in other mechs).
Exposed Actuators (also added to reflect how the range of motion is possible. If using on real tabletop, this refers to lower leg actuators and lower arm actuators, aka knees and elbows. No such distinction can be made in Megamek at this time.)
Poor Life Support (It is an open air cockpit and lacks air conditioning and only offers the basic cooling vest...and nothing else. Not a problem during normal police duties, but really bad during combat.)
Poor targeting (Long) (In addition to lacking a fire control system, the weapons uses the iron sight approach with a camera placed on top, displayed on either the left or right monitor. This sight has no range adjustment indicators.)
Bad Reputation (military markets and mercenaries, and virtually anywhere outside of the Lone Star province, and within the Lone Star Province after 30k.)


Conditional:
Exposed Ammo Feed (applies to any 'central ammunition' stored in the torso that supplies weapons in both hands). (For some reason it isn't listed on Sarna.net, despite being directly referrenced under Static Ammo Feed)


-------------

Speed: 2/3. (The same speed as the Urbanmech) Can push 4 with sprinting for very short periods. (Can hit 5 if given a supercharger).
Fuel Cell engine.
Heatsinks: 1 (note: sprinting generates 3 heat, going flanking speed generates 2).
Fuel economy base: Not yet determined, possibly in update 3?
Machine has 1 ton of commercial-grade armor as a base, with the weakest points being the arms themselves and the head and the strongest point being the front center torso.

If you would like to participate in creating variant loadouts, please adhere to the following basic rules.

Rules:
*IS tech only.
*The mech is 15 tons, keep this in mind when considering equipment where the mech weight factors into the item's final weight, and note that BT always rounds up when rounding.
*Do not design a completely new mech (change leg count, weight limit, engine, etc).
*A supercharger is permitted, it is half a ton but desperately needs the inclusion of a second heatsink or even third heatsink.
*An incremental increase of armor is permitted. The specifics are not necessary, but be aware that it carries commercial grade armor (high points per ton, virtually any vehicular/mech weapon can get a through armor critical.).

*Increases in armor is treated as a temporary loadout change.






*Any equipment and weapons should be reasonably able to be found within the Terran Hegemony/lower end Star League tech to 3050 and is encouraged to include items no longer actively use by the military such as one shot (OS) missile launchers, Rifles, Mortars, shields (despite the year introduced issue) and melee weapons, as well as one-shot variants of missile launchers. It can use any available ammunition, such as smoke and tear gas SRMs, as well as the Vehicular Grenade Launcher.
*Timeline exceptions are made for basic concepts that make basic sense, i.e. "a sword."
*Creative interpretation of game and equipment rules is encouraged, such as using a retractable blade being used as a placeholder for a "baton" that can be put away and pulled out.
*Disposable weapons are permitted. For example an "OS" SRM-2 carried as a disposable "LAW"
*Any energy weapons require the cost of (UPDATED) 10% of the overal energy weapon's bulk per weapon, rounded up to the nearest half ton.

*The use of energy-powered weapons will greatly reduce the machine's fuel economy.

*It is highly recommended any energy focused builds factor in a second or third heatsink, as 5 heat above the given number of sinks will have a chance of melting it.






*Any equipment and weaponry is encouraged make sense in a given role of either guard duty or enforcement against civilian hostilities or potential terrorism, though many civilian industrial mechs are both heavier and stronger than it.
*Equipment loadouts are also encouraged to explore non-police concepts such as fire rescue and disaster relief. Also welcome are "retired" loadout concepts such as other civilian industrial applications.
*Equipment or weapons placed in the torso will be semi-modular but cannot be changed quickly, limiting the machine's flexibility in missions. Please give care to consider what you supply it with.
*Weapons placed in arms will be modular/jettison capable. This means they will be able to be swapped out very quickly, can be put down and picked back up or even thrown as needed.

*For any weapons placed in the arms, the weapon will be handheld. Handheld weapons are modular/Jettison-capable (can be swapped out quickly or dropped whenever needed) and should have the ammunition in the same side..

*Weapons combined together in one arm, including ammo if supplied and in total weighing less than 3 tons it will be in the form of a single-handed weapon with multiple barrels. (Think Phoenix Hawk)

*If the weapon(s) placed in a single arm has a combined weight of 3 tons including ammunition, it must be held in 2 hands, with the weapon slots placed on one arm and the ammo slots in the other.

*If a single source of ammunition supplies weapons on both sides it must be placed in the CT, where it will be worn like a backpack. Ammo not self contained with the handheld weapon will have an exposed ammo feed. Think the APU in Matrix 2 and 3.






*No environmental sealing, the cockpit has open air.
*No ejection system unless the design is for a "retired" Asuka "job".
*Additional protection in the form of equipment is permitted, such as armored cowls, shields, or any other external protection you can find within Battletech's expansive equipment.
*No tracks or wheels. While such navies are cool it goes against this specific design's established fluff.
*There is no longer any searchlight or locked cargo space. You are welcomed to add these things.

You have 5.5 tons. How would you equip it?

Edited by Koniving, 03 March 2019 - 12:54 AM.


#2 Karl Streiger

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Posted 04 February 2019 - 12:38 AM

Well... 5ton idustry mech - you are searching for a 5ton primitve proto arn't you?

#3 Koniving

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Posted 04 February 2019 - 12:46 AM

View PostKarl Streiger, on 04 February 2019 - 12:38 AM, said:

Well... 5ton idustry mech - you are searching for a 5ton primitve proto arn't you?

Nah, the mech's 15 tons currently.
What I'm looking for is ideas of what people might arm it with, given the restrictions.

Without any weapons or additional equipment beyond the searchlight and half ton cargo space, the mech has room for 5 tons of equipment/weaponry.

#4 The6thMessenger

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Posted 04 February 2019 - 12:55 AM

2 SLs on the torso with the 1-ton of energy-pod (2-Tons), 4 MG and 1 ton of ammo distributed at each arms (3-tons). RL10 on Cargo for emergency.

#5 Koniving

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Posted 04 February 2019 - 01:09 AM

View PostThe6thMessenger, on 04 February 2019 - 12:55 AM, said:

2 SLs on the torso with the 1-ton of energy-pod (2-Tons), 4 MG and 1 ton of ammo distributed at each arms (3-tons). RL10 on Cargo for emergency.

Welp, there's one setup. Uses the 5 (and a half) tons. And technically in 3050, the RLs are introduced. Would probably be the Terran Hegemony version though which is slightly less accurate, considering age of the mech and timeline I'll be using it. With the MGs mounted in the arms, then each pair of MGs would be occupying the hands, likely linked to the ton of ammunition attached to the back. Exposed ammunition feed.

Can actually see that.

For a rough idea of its appearance.
Posted Image

Arm weapons would be placed in the hands, similar to firearms. Anyone else feel free to be creative, just remember you've got 5 to 5.5 tons to work with.

#6 Koniving

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Posted 04 February 2019 - 01:52 AM

To rob some other ideas from another security mech design I've got but scaled down... here's a few.

Machine gun as a hand-held weapon with underslung Small Rifle. A light MG would actually give the desired damage/effect difference, but the year kinda restricts us. 1 ton SR ammo, half ton MG ammo, weapon being 3.5 tons means it would be two handed. (in total, consuming 5 tons between weapon and ammo) Cargo left empty.

As above, but two MGs one in each hand with a central ton of ammo. One single shot Vehicular Grenade Launcher mounted underneath each MG. (3 tons) SRM-2 (OS) mounted left torso, (2.5 tons)

Mine Dispenser (left torso cargo space), comes with 2 landmines. Small shield (2 tons) left arm. Mace (#*1 per 10 tons, at 15 tons.. Mace is 2 tons). And with the remaining ton, after a lot of deliberation, a 1 ton extended fuel tank to make up for the additional fuel consumption of melee combat. (Also had the idea of supercharger [half ton] and a half ton fuel tank).

There are of course many other options out there.

#7 Grus

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Posted 04 February 2019 - 08:16 AM

Just give me my elementals allready!

#8 Jonathan8883

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Posted 04 February 2019 - 08:23 AM

It's plainly an urban brawler rather than an open-field design, despite the lack of jumpjets.
No mention of heat, so...

Torso mounts: 4 small lasers (2 tons+1 ton energy adapter) = 3 tons
Arm mounts (handheld):
LA: Flamer with ammo (1 ton)
RA: 2x mech-grade MG + 1/2 ton ammo (1.5 tons)

In HBS-Battletech damage, that's a close-range alpha of 80 in small lasers, +5 flamer, +30(?) in MG crit-seeking damage, plus some heat inflicted. At over 100 damage inflicted, it is quite competitive with an Urbie or Panther, although only at short range and with low endurance. The lack of FLPPD also means that damage will be spread, but on the other hand, you're more likely to always hit something.

The expectation is that any Mech fights will be short, close range ambushes against BugMech-equipped pirates or raiders, and that the pilot will be deployed with supporting infantry or armor assets.

The spread of weapons makes it effective against enemy armor (lasers+flamer), light vehicles (lasers), or enemy infantry (flamer+MGs). As long as nobody does the pants-on-head idiocy of deploying a BattleMech with lethal weapons for riot control, you're good. This being BattleTech, I suggest pasting a copy of the Ares Conventions to the inside of the cockpit and reminding the pilot "Just say No to War Crimes!"

Edited by Jonathan8883, 04 February 2019 - 08:28 AM.


#9 Bombast

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Posted 04 February 2019 - 08:33 AM

Hatchet (Great big hunk of metal) (2 tons)(Left Arm)
Vehicle Flamer + 1ton ammo (1.5 tons)(Right Torso)
Machine Gun +1ton ammo (1.5 tons)(Right Torso)

Lowtech fluff mech or get out.

#10 MechaBattler

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Posted 04 February 2019 - 02:36 PM

2xVehicular Grenade Launcher mounted in torso with tear gas or flashbang.
Hand held Fluid gun in the right arm.
Barricade Shield, using cheaper materials, it is wide and tall. Serves as makeshift barricade. But it is also weaker, not designed for heavy combat.

Intended more as anti-riot loadout. Standing side by side with shields interlocked, they can shutdown entire streets, while firing tear gas to disperse rioters. If the riot is persisting or pushing against the shield barricade they use their fluid guns and flashbangs to forcibly disrupt the rioters. Allowing for riot police on foot to mop them up.

Edited by MechaBattler, 04 February 2019 - 02:43 PM.


#11 Koniving

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Posted 04 February 2019 - 04:59 PM

View PostJonathan8883, on 04 February 2019 - 08:23 AM, said:

It's plainly an urban brawler rather than an open-field design, despite the lack of jumpjets.
No mention of heat, so...

Torso mounts: 4 small lasers (2 tons+1 ton energy adapter) = 3 tons
Arm mounts (handheld):
LA: Flamer with ammo (1 ton)
RA: 2x mech-grade MG + 1/2 ton ammo (1.5 tons)

In HBS-Battletech damage, that's a close-range alpha of 80 in small lasers, +5 flamer, +30(?) in MG crit-seeking damage, plus some heat inflicted. At over 100 damage inflicted, it is quite competitive with an Urbie or Panther, although only at short range and with low endurance. The lack of FLPPD also means that damage will be spread, but on the other hand, you're more likely to always hit something.

The expectation is that any Mech fights will be short, close range ambushes against BugMech-equipped pirates or raiders, and that the pilot will be deployed with supporting infantry or armor assets.

The spread of weapons makes it effective against enemy armor (lasers+flamer), light vehicles (lasers), or enemy infantry (flamer+MGs). As long as nobody does the pants-on-head idiocy of deploying a BattleMech with lethal weapons for riot control, you're good. This being BattleTech, I suggest pasting a copy of the Ares Conventions to the inside of the cockpit and reminding the pilot "Just say No to War Crimes!"


Given the age of the mechs I could see a shorthand about the Ares Convention being in there, but many don't realize that as soon as the first shot was fired in the first Succession War... the Ares Convention became a left shoulder item (tossed out) and it wasn't until the 3rd Succession War that a series of unwritten rules began to surface, similar to the Ares Convention but never formerly written or signed. (MECHWARRIOR RPG 1st edition, introduction section) (will edit with the proper name and page number and a snapshot tomorrow when home, am at work.)

Side note you are right I failed to mention heat. Or the result of 6th's build. I wish I did it on purpose because I was looking for a few unintentional flop ideas as that helps to build fluff. This said it wasn't intended.

In addition to the power amplifier...and reduced fuel economy...one more issue comes to mind.

As a fuel cell engine and not an ICE... heat does in fact matter. Fuel Cell comes with and is only mandatory to have a single heatsink which it has. That's it, just one. So an additional heatsink or two would be required for any practical use of an energy weapon.

For a single small laser... 2.5 tons is the minimum investment (including the first small laser). 2

I also didn't want to shut down any builds either, for the reason mentioned above.

This said... Solaris 7 (and HBS BT), 6th's build idea works but the lasers need to be spaced out (HBS) or reduced in power output via TacOps (I think) for Solaris.
In a ten second time slice... using both small lasers in the same turn will fry the heatsink about 40% of the time if the mech also moves in the same ten seconds when using both lasers. The basic 10 second time slice can't account for less than 1 unit of heat..which is why it works in Solaris (all heat is multiplied by 4 and cooled to the amount of heatsinks available an equal 4 times speed, so reducig power output by 2 would have rounded up 2 units of heat with 1 cooled per 2.5 seconds, spacing the shots out by 5 seconds and no movement and you are fine) and HBS BT (as 1 heat is a factor of 5 or 3...can't recall now... and heatsinks dont melt in hbs bt).

4 small lasers as in your own build can still work in a Solaris times lives turn and spreading it across 17.5 seconds. But in practical reality you have a Nova situation. Impractical to use all 4 but those are really there for targeting multiple enemies in reduced power output (allowing rapid fire) or as redundancies. Given that this is commercial armor, (which gives very high points per ton but has a B.A.R. half that of industrial armor/military armor) any vehicular firepower is almost 75% likely to score 1 through to 3 armor crits. An MG with burst fire is probably gonna net anywhere up to 9 crits in a single 10 second timeslice. So redundancies are good even if they can't be used together.

An improved cooling jacket fixes the heat issues... But given the cheap nature of the mech, akin to certain 2750 mechs the cooling jacket would be timed to uses before reducing in quality to a standard..and possibly further degrading. Ideally they would never be so overused to have that issue. But it would of course...cheese it up bad.

Another minor thing with so many weapons permanently installed it really limits options. Though I suppose it's less permanent and more of a rough modification job.

Vehicle flamer is smart. No fuel consumption to power it. No power amplifier necessary. Would be hot as sin but smart financially.

Even with the benefit of an improved cooling jacket the risk of using it...well I had some Nin Kei security mechs (another original think Ed 209) with a vehicle flamer. It had 3 heatsinks but it still melted them all over time and gradually became a time bomb. This was from not realizing just how hot it was. Ammo ejected to avoid explosive risks, pushed it for all the distance I could. No ejection capabilities. Almost made it to the edge of the map for rescue, but the pilot cooked alive...victim of the heat of his own flamer. So quite a safety hazard. But given some tweaks it could work.

Melee weapons seem to be fairly efficient.

Looking forward to more.
These are going to be tested both against each other and other police mechs as well as some basic industrial/farming mechs.
(Also... one of this specific mech which I am temporarily calling the Asuka, was body slammed (failed a grapple and taken down with so much force it skid 30 meters into another hex) by a Loader King last night. Industrial mechs are so much fun!!!)
(Loader King is the "original" Roughneck before they made a Battlemech out of it.)

Edited by Koniving, 04 February 2019 - 05:27 PM.


#12 Koniving

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Posted 04 February 2019 - 05:29 PM

View PostGrus, on 04 February 2019 - 08:16 AM, said:

Just give me my elementals allready!


Will include elementals for fun in a test fight. Though more likely this mech would fight power/battle armor.

#13 Koniving

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Posted 05 February 2019 - 09:29 PM

Just a quick update.

Rules adjusted to account for heat.

Being too hot isn't as fatally bad as I originally described. The heatsink taxing rule of Advanced tabletop has a leniency of 5 over the current heatsink value. So as long as the heat is 5 or less in a given turn it won't be devastating. This mech is basically gonna have to stall and wait after firing more than it can handle.

Also remaking the mech without breaking a rule (forcing a small cockpit), I am still able to get 5.5 tons but without the searchlight or empty cargo bay. The original post is being edited to reflect this.

#14 The6thMessenger

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Posted 06 February 2019 - 12:56 AM

View PostKoniving, on 05 February 2019 - 09:29 PM, said:

Just a quick update.

Rules adjusted to account for heat.

Being too hot isn't as fatally bad as I originally described. The heatsink taxing rule of Advanced tabletop has a leniency of 5 over the current heatsink value. So as long as the heat is 5 or less in a given turn it won't be devastating. This mech is basically gonna have to stall and wait after firing more than it can handle.

Also remaking the mech without breaking a rule (forcing a small cockpit), I am still able to get 5.5 tons but without the searchlight or empty cargo bay. The original post is being edited to reflect this.


2 SLs on the torso with the 1-ton of energy-pod (2-Tons), 4 MG and 1 ton of ammo distributed at each arms (3-tons). RL10 on Cargo for emergency (0.5 ton). Single JumpJet-V (0.5-ton).

#15 Koniving

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Posted 06 February 2019 - 01:11 PM

View PostThe6thMessenger, on 06 February 2019 - 12:56 AM, said:


2 SLs on the torso with the 1-ton of energy-pod (2-Tons), 4 MG and 1 ton of ammo distributed at each arms (3-tons). RL10 on Cargo for emergency (0.5 ton). Single JumpJet-V (0.5-ton).

(That's 6 tons. I lost the extra ton from the bug I did a workaround with, and now that it's undone in order to have the 5.5 tons free I had to drop and lose the cargo space and the searchlight as well as drop half a ton of amorr. As such, the weight is still just 5.5
I'll take it as sans rocket launcher, then, to make it different from your first suggestion?)

#16 The6thMessenger

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Posted 06 February 2019 - 06:04 PM

View PostKoniving, on 06 February 2019 - 01:11 PM, said:

I'll take it as sans rocket launcher, then, to make it different from your first suggestion?


Eh. Either.

#17 Koniving

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Posted 09 February 2019 - 01:14 AM

Alright. I'm here.
I want to point out that you're all free to list as many build ideas as you want, the original goal was the design is intended to be (at least as far as what the arms carry) nearly as flexible as an omnimech, akin to the Mercury and the Thorn's right arm. As such many builds are welcome, though I encourage them to be related in some way to better reflect being loadout options as opposed to completely new mechs.

After fixing the bug in Megamek and subsequently removing the forcefully inserted small cockpit, using a single ton of armor I was able to get 5.5 tons to work (so the mech is 9.5 tons unequipped).
As such I'm plugging in the builds.

View PostThe6thMessenger, on 04 February 2019 - 12:55 AM, said:

2 SLs on the torso with the 1-ton of energy-pod (2-Tons), 4 MG and 1 ton of ammo distributed at each arms (3-tons). RL10 on Cargo for emergency.


Something interesting happened.
The energy amplifier only cost half a ton. So I plugged the search light back in. Feel free to edit if you want.
(Heat potential: 4.75.)
(Cost: 724,590 C-bills)

Asuka 6th Mess1 is born. (Note due to what is below, it's been renamed to simply 6th Mess.)

View PostThe6thMessenger, on 06 February 2019 - 12:56 AM, said:


2 SLs on the torso with the 1-ton of energy-pod (2-Tons), 4 MG and 1 ton of ammo distributed at each arms (3-tons). RL10 on Cargo for emergency (0.5 ton). Single JumpJet-V (0.5-ton).


I tried to make this. Due to an unexplained rule or bug, I am locked out of jumpjets. My only guess is that the mech lacks sufficient power for a functional jumpjet, as attempting to do so with a fusion engine can allow for a two jumpjets. I don't know what the reason is as I am unaware of any such restriction, one should be able to carry as many jumpjets as one can walk and my walk speed is 2. Even with nothing else on, seems it can't be done with a Fuel Cell engine. Is there something about the fuel cell?

:(
Probably for the best anyway, the minimum heat generated by a jump is 3... it wouldn't be able to risk any real movement after the jump for 30 seconds if it wanted to cool down, and once hitting 5 heat the pilot risks frying the only heatsink and turning it into a time bomb.

View PostJonathan8883, on 04 February 2019 - 08:23 AM, said:

Torso mounts: 4 small lasers (2 tons+1 ton energy adapter) = 3 tons
Arm mounts (handheld):
LA: Flamer with ammo (1 ton)
RA: 2x mech-grade MG + 1/2 ton ammo (1.5 tons)

The expectation is that any Mech fights will be short, close range ambushes against BugMech-equipped pirates or raiders, and that the pilot will be deployed with supporting infantry or armor assets.


Built as described. Asuka variant Jo8883 made. Somehow despite removing the extra half ton of equipment I put on 6th messenger's build, yours used all the tons. (Just to be sure I built it again from the ground up... somehow it used up all the tons.)
(Heat potential: 9.)
(Cost as described: 728,221 C-bills)

Made a second version as I'm pretty sure what the results will be; stripped 2 SL for an extra heatsink, dubbed Jo8404
Heat Potential: 7 (and this is the only variant listed here with 2 heatsinks).
Cost: 706,953 C-bills

But yes it would be deployed with a vehicle and some feet on the ground, that'll come with update 2 coming soon, which is also going to include fluff.

----------------

View PostMechaBattler, on 04 February 2019 - 02:36 PM, said:

2xVehicular Grenade Launcher mounted in torso with tear gas or flashbang.
Hand held Fluid gun in the right arm.
Barricade Shield, using cheaper materials, it is wide and tall. Serves as makeshift barricade. But it is also weaker, not designed for heavy combat.

Intended more as anti-riot loadout. Standing side by side with shields interlocked, they can shutdown entire streets, while firing tear gas to disperse rioters. If the riot is persisting or pushing against the shield barricade they use their fluid guns and flashbangs to forcibly disrupt the rioters. Allowing for riot police on foot to mop them up.


Megamek currently doesn't have support for either (flashbang or tear gas), but with console commands such can be simulated. Smoke does something similar enough. For fun I have one with smoke and thought of one for chaff but I really wanna see what happens with an incendiary grenade. Meh, why not?

Had an option for choosing between front and rear facing; I chose front for now.

But in building it, fluid gun needs fluid gun ammo (so 3 tons there). I could 'invent' a barricade shield for 1 ton, for example, but whether it works as intended would be questionable so I put in the light shield to represent it. I had to sacrifice a vehicle grenade launcher, so there's only one. It is incendiary for right this second.

Variant name: MB Riot
(Heat potential: 2.25)
(Cost of build as described, with one GL not two: 760,903 C-bills)

View PostBombast, on 04 February 2019 - 08:33 AM, said:

Hatchet (Great big hunk of metal) (2 tons)(Left Arm)
Vehicle Flamer + 1ton ammo (1.5 tons)(Right Torso)
Machine Gun +1ton ammo (1.5 tons)(Right Torso)

Lowtech fluff mech or get out.


Hatchet for a 15 ton mech is only 1 ton. Keep in mind its damage is also much lower than that of the hatchet man...
A Mace is 2 tons...
MG + ton of ammo 1.5 tons.
Vehicle flamer + 1 ton of ammo
Got a ton and a half free but you were only looking to plug 5 tons. Swapped hatchet for a mace, and put in the half ton cargo space just to occupy it for now.

Variant: Bombast
(Side note the year cut me off the Mace, so I put the hatchet back. So I re-dropped the cargo space for a retractable blade; just pretend its a baton that can be pulled out in an emergency. Edit as you see fit.)
(Heat potential: 5. 2 for movement, 3 from vehicle flamer.)
(Total Cost with hatchet, 1 MG + 1 ton of ammo, 1 Vehicle flamer + 1 ton of ammo, 1 retractable blade:
702,803 C-bills)
_____________

If you see your mech and an issue with your build, please make your changes soon. These, the ones I also posted from myself, and a couple of others from other mentions are going to be tested in a series of relatively short megamek-run missions which include the following:
  • Time and cost consumed to go from the stripped Asuka "Base" (9.5 tons) to your conceptual design.
  • Navigation under some various conditions in a crowded urban environment which includes through streets with traffic, into and around crowded areas, through parking lots and general areas near and through buildings as well as other hazards.
  • Basic combat handling tests (against a copy of itself for both close and long range)
  • Handling a crowd within which there may be some hostile elements.
  • Handling an industrial mech whose pilot is drunk. (Will be chosen by dice throw from a selection of 15 ton and 20 ton mechs, with the 15 ton ones used for poorly armed Asuka concepts and the 20 tons for the heavily armed Asuka concepts).
  • Handling a terrorist attack.
  • Pursuing a single subject.
  • Dealing with a Guard security quad mech.
  • Fighting as a pair against a single Locust 1V or a Tarantula ZPH1
For obvious reasons, some of the proposed concepts will fail in some areas and excel in others. Do not be discouraged, this is normal.
(Unrelated note: The "new characters" in the current Patlabor series that have replaced Asuma and Izumi Noa are actually named in the original television series, entered as aliases for staying at an inn by the show's version of Japanese FBI while using them as bait to throw off other agencies trying to sniff out a Russian defector. Just thought it was really interesting, so far nothing I found on the internet seems to point this fact out.)

#18 Koniving

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Posted 09 February 2019 - 05:08 AM

Some plugs from other locations:
"K(urita) Guard"
Credit: Anonymous
Lance in 1 hand.
Light Shield in another.
Extended Fuel (1 ton)
Additional heatsink
Supercharger, to bump its speed.

Heat: 2 (with 2 heatsinks) [in reality with the way it is intended to fight, it would easily generate 3 to 4 for short bursts].
Cost: 1,029,874 C-bills

Variation of the above.
Drop the extended fuel and the heatsink, carry a medium shield. Couldn't do; trying to equip a medium shield automatically bumps the mech up to 20 tons, apparently there's a minimum mech requirement on the medium shield.

"Mortar"
Credit: My wife.
Inspired by mortar carrying soldiers and apparently a little bit by VC4...
Mech Mortar/1 (carried by one arm)
2 tons of ammo (an apparently wide assortment available) (carried by the other)
1 extra heatsink (on the CT)
Recon camera (on the head, to provide long range data to help with aiming, as it can provide high resolution imagery up to 18 km, as such even half that is 300 hexes, in other words if it can find a good vantage point it could spot for itself and lob away.)

Heat: 3
Cost: 739,634 C-bills

"Billy Club"
Credit: A steam user talking with me while we're both trying out the mech game "Into the Breach" by the makers of FTL.
A joking name was given to this as the idea is actually based on a "Bobby", a British police officer that typically carries a club. However from the loadout, this sounds like a samurai with a shield.

Sword (I'm aware of the technical date, but the concept of swords on battlemechs might be an idea nobody has for a long time, the idea of one on a mech not much larger than power armor isn't all that far fetched).
Shield (carried by the opposing arm).
Extra heatsink (to handle the heat generated by any intensive maneuvers)
Armored Cowl (1 ton, worn on head. Note this isn't the 'quirk' but an actual thing. Additional protection to the head from rear and side attacks valued at 3 units of military grade armor; appears as a ceremonially decorative helmet).
0.5 additional tons of armor, represented by armor plates on clothing covering the mech (similar to this)

Heat: 2 (worth mentioning that any mech that relies heavily on sprinting and advanced maneuvers is likely to generate 1 to 2 additional heat beyond what MekLab states when those maneuvers are performed).
Cost: 738,078 C-bills

Special note: "Distracting," a more doctrine / historic / ceremonial setup, this would be in exceptional condition and clothed and stationed less for actual use but instead for appearances as a promise to the people. When this goes into use, all eyes are on it. (You can see why it was 'based' on a Bobby, and why it seems more like a ceremonial samurai or perhaps a paladin)

"SWAT"
Credit: Koniving
Additional 0.5 tons in armor.
1 MG and 1 Light Rifle in a hand-held "gun", with half ton MG ammo and 1 ton Light Rifle ammo.

Heat: 3
Cost: 709,287 C-bills

"SWAT2"
Credit: Koniving
As above. Trade Light Rifle for Mech Mortar/1, remains in the underslung format of the original.
Remaining ton is spent between a Remote Sensor Dispenser and a half ton extended fuel tank.

Heat: 3
Cost: 758,828 C-bills

"SWAT3"
Credit: Front Mission / Left Alive inspiration
+0.5 tons armor.
2* SRM-2 (One Shot; 1 ton each). (Think of it as a disposable "LAW", can be pulled out, fired and dropped.)
Machine gun and half ton ammo equipped as a hand-held gun.
Additional heatsink*2? (Need to go back and look at this later to be sure I jotted it down right)

Heat: 4 (6)
Cost: 787,359 C-bills

"Rescue"
Credit: Patlabor's TV series, the rescue labor....that didn't rescue anyone because it got stuck.
Spot Welder (for both WEL-DING!! and cutting) (2 tons)
Vehicle Flamer (half ton) + coolant flamer ammo (1 ton; creates a 'freeze gun' that puts out fires and cools other things off).
(Spot welder and vehicle flamer can be dropped in favor of a fluid gun and fluid gun ammo with the free ton put to use elsewhere).
2 (0.1 ton) 20 meter extending ladders, one per shoulder so that rescue personnel can climb to high areas.
Paramedic equipment (stored in cockpit so that the pilot if needed can leave to provide aid) (0.25 tons)

Heat: 5
Cost: 762,666 C-bills

Special note: (14.95 tons).
Special note 2: One hand removed for spot welder.

____

Additional challenges added to the mini-campaign of small challenges:
*Rescue a cat in a tree. (Inspired by a random thought of Isao Ota from Patlabor using his weapons to fry the tree, and the Jo8883 variant above firing everything at the tree to cut it down and the subsequent carnage that'd ensue as more damage is done to the mech itself than to the tree..and the cat still being stuck.)
*Assist local authorities in the rescue of subjects in a burning building.
(Given the nature of these, they are much simpler than the Corsair challenges I have in another thread and as such I can do them first. It doesn't require reading through hundreds of 'trial runs' done by AI to find interesting examples).

Edited by Koniving, 09 February 2019 - 05:43 AM.


#19 Koniving

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Posted 10 February 2019 - 01:19 PM

Update 2 is up (replacing much of the original post)
Mini-Fluff shorthand, minimal support concepts (naturally depending on the mission it can have more/escalating support, but typically the bare minimum is a pair of them, a pair of command cars, and the two transport trucks or the airlift).
Slight update on rules, encouraging pointing out that multiple builds, and non-police builds are also encouraged (rescue/fie, construction/etc..)

Edited by Koniving, 10 February 2019 - 01:25 PM.


#20 Zoan

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Posted 15 February 2019 - 10:32 AM

This sounds like an interesting topic, though I am at work so my ability to look up weight values are pretty limited. As such, this is more of just throwing out an idea or two and see what may be useful.

With the drawbacks the mech has, I think a melee weapon and some sort of smoke projection (either smoke grenades, or a flamer-esque piece of equipment that can be used to project smoke to a location) would probably be the most effective. Anything with good enough sensors to target it through smoke is going to have enough guns to cut it apart due to the commercial armor. Anything without those optics (infantry, improvised armored vehicles, industrial mechs, etc) would be at a disadvantage. Smoke could be used to give it cover to close into a target, or to disengage/cover surrounding units.





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