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150/160T Quad Gauss Ppc Mech. (Clan)


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#1 Arugela

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Posted 20 April 2020 - 06:23 PM

See second post for new stats. Did this part incorrectly.

150 ton Clan mech. The point is to make this layout fully viable: https://mwo.smurfy-n...7933d8f6235fb00

Videos in that mech: https://www.dailymot...m/video/x542owc
https://www.dailymot...m/video/x54di9y

It could be named after this: https://prehistoric-...ium-angustidens The largest bear beleived to have existed.

Name: Arctotherium or Angustidens. Or AA bear?! Maybe Arctangus

To do this it would have 2 slots added to each of the 12 slot items.(la,lt,center,rt,ra) and 1 to each of the 6 slot portions of the mech(rl,head,ll).

Example:
12+2=14(RL,RT,CT,LT,LA)
6+1=7(Head,RL,LL)
14*5=70
7*3=21
70+21=91

Edit: This would need another 12 slots to work. Did the math wrong.

Example:(correct configuration)
RT, RL, LL, LT, CT = 14 slots each
Head = 7 slots each
LL, RL = 13 slots each
103 Total!


The hardpoints could be like the KDK-3 or similar. Possibly 4x1E in(head,LA,RA,Center) and 2x2b(rt,lt).

Ideal setup:
CERPPC in each of the 1e slots. cgauss in each of the ballistics hardpoints.
Cerppc: 8 slots, 24 tons
Cgauss: 24 slots, 48 tons
Armor: 912 = 27.36t standard, 24.0768 ferro.
Base weight: Standard 15, endo: 7.5
Engine: ***xl = ? 320 = 18.5t plus 2 heat sinks. (10 slots, 18.5 tons, 2 tons heat sinks.)
TCVII: 7 slots, 7 tons
------------------------------
MascV: 5 slots, 5 tons**
Class 0 Jump Jets x1: 2slots, 2tons****
AMS: 1 clams
BAPS: 1

**MascV covers all superheavies from 105-200t. It has 20% bonus to speed.
***Engine is either fixed at 320 or a max of 350(or 400 if needed for speed.). Absolute max speed would potentially be base 37.33 and 44.8 with masc. 40.13 with 48.16 with masc with a 350 engine with speed skill applied. A 320 engine would get 34.1 with 40.92 with masc. And 36.66 with 43.99 with masc if all speed skills are applied. If allowed up to xl400 it could get base 43 and 46 with skill boosts. 20% each with masc.
****Class 0 Jump jets are assumed to cover all 105-200t mechs and have the same stats as class one except for one extra slot. (2 slots, 2 tons)

Weight:
Base weight: endo: 7.5
Armor: 912 = 24.0768 ferro.
Cerppc: 24 tons
Cgauss: 48 tons
TCVII: 7
XL320 = 18.5+2 heat sinks.
19t (18.9232 rounded up with armor removal))* 15 tons of ammo after jj, clams, cap, and masc installed.

Slots:
103 base
-25 base internals
-8 Cerppc
-24 Cgauss
-10 xl engine
36 slots ramaining
-7 fiber-ferros
-7 endoskelleton
22 remaining
-7 targeting computer VII
15 slots remaining* 11 slots of ammo after jj, clams, cap, and masc installed.

*possible 2 x jump jets as a new class zero (2slot,2t each) and new class masc(5slots, 5t) Edit: Reduced to 1xjj, 1xbap, 1xclams, 1xmascV. This is the same weight and slot usage as above. And removed mascV from the design.

So, a 150t mech would have an XL320 engine with 15 tons of gauss ammo and 12 double heat sinks.

This puts a 200t mech into perspective. It's just to give it a bigger engine and heat sinks potentially. It's not as severe as it looks. Although It probably adds a lot of versatility. I think the need for tonnage goes up as it gets larger just to get proper outfitting done. This is with current potential layouts also. Although ones that are on the fringes and not supports. But it would basically allow superheavies to boat the big things we see now from the looks of it. I wonder if they wouldn't also be specialized also. They may need to be to be functional and not waist tonnage or slots. Looks like it would be a lot of fun to play though.

The hardpoints could be placed for balance. You would have to put either Gauss in a combo of arms or torsos with the PPC in left over places or in remaining space in the head or center torso. Or they could be evenly distributed in the arms and torsos as duel weapons with shared height. It would still be preferable to have room for a single 7xTC though. It could have custom layouts of the head items or CT in order to make room. Or Pile things onto the arms and put it into one of the arms or torsos. Actually with the 2 additional slots in the torsos and arms you could fit two gauss into a single torso. This would leave room without fudgeing with the internals more. But would leave room for variants. It would also make 2 slot head and 4 slot CT weapons a possibility. Edit: With the new layout the TC7 can fit in one of the legs now.

Armor layout:
Head: 18
RA,LA: 102
CT: 186
RT,LT,RL,LL: 126

Total: 912

Structure layout:
Head: 15
RA,LA: 51
CT: 93
RT,LT,RL,LL: 63

Total: 462

With the new slot layout giving so much room in the legs it's probably easier to give a PPC and 1 gauss in each of the arms and torsos. Although different setups could be used for different results. This would probably be the ideal clan mech. Not sure what other layouts would look like with different hardpoints. A jump jet version would be interesting. Assuming this one doesn't have them already available. Maybe they could be class 0 with 2slots and 2tons each. It could hold 1-2 of them.

Mech Quirks:

20% heat reduction on CErppc's*replace with projectile?
20% heat reduction on CGauss*replace with projectile?
*20% heat reduction projectiles? (or just CERPPC)
23% range increase on CGauss or Balistics.
8% heat reduction lasers? (I assume this applies to both cerppc and clams.)
AMS Quirks:?
50% AMS heat reduction(only if 2 are allowed and the bap is remove. Else remove entirely.)
X% AMS increase in fire rate?
X% AMS Increased range?

*If heat reduction to ERPPC works with lasers and ballistics you could add 20% heat reduction to ballistics and another 8% to lasers and free up some potential skill points. Not sure on the needed balance.
**Not sure if bonuses are additive or multiplicative. Google seems to indicate skills and quirks multiplcatively. I'm assuming quirks are additive to themselves. I'm assuming heat reduction lasers adds to heat reduction ams for laser ams.

Skills with above quirks: https://kitlaan.gitl...%20Capabilities
Without Jump jet skills: https://kitlaan.gitl...mor%20Structure
Max Defense: https://kitlaan.gitl...ch%20Operations
No weapons: https://kitlaan.gitl...ensor%20Systems
Agility: https://kitlaan.gitl...00000#s=Agility
All Arounder: https://kitlaan.gitl...%20Capabilities
Skills might look like this: https://kitlaan.gitl...%20Capabilities
Or without velocity and full jj focus: https://kitlaan.gitl...00000#s=Weapons
*Velocity or extra cooldown can be swapped out for 4 points to get advanced zoom if needed. It's probably good to have on any build.

I would add advanced zoom to this if it isn't compensate sufficently with TCVII. Laser heat reduction could be increased by 2% to compensate if needed.
Range: 1071-2042 on both gauss and ppc.(max)

If the ammo boost gives each ton 2 extra shots that gives it 120 rounds and 1800 damage with gauss.

If velocity is not desired in the weapons tree they can be removed and the jump jet tree can be filled in with those points.

If desired 1 or 2 ams slots could be added onto the mech. Laser ams would be fantastic on this thing. Some of those points could be redirected towards the structure tree and the ams skills. Quirks could be added to support this is ams is added. A lack of AMS may be good for balance though. Or 1-2 ams may be needed for survival in factio play. Especially laser ams.

If this has speed like the omega. It goes 32kph with a 300 engine. That means this may move at around 34.1kph. And with a 20% mask bonus to movement it may burst at approx. 40.9kph. speed bonuses could get it up to 36.66kph and 43.99kph with masc.

I think that is fairly balanced. https://www.sarna.ne...on_(BattleMech) If this were in game it would have damage 100. This would have only 120. Although if that is indicative of the speed then this may go at around 46kph base with around 55 burst with masc(assuming 20% bonus). It's probably somewhere in the middle.

Edited by Arugela, 26 April 2020 - 09:26 PM.


#2 Arugela

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Posted 21 April 2020 - 06:11 PM

Edit: Just saw the rule for superheavies that slots take half the slots rounded up... And I had the wrong value for the slots at some point. Redoing.

This looks like a 160t mech now.

(*150 version: Going for 150t and half ammo to shrink this mech down to it's minimal size. Pure quad gauss ppc.)
(**150 version without hand actuators for +2 slots.)

Slots: 50%
78 max
-19 base internals (**-17, -2 no hand actuators)
-4 ppc
-12 gauss
-7 c-xxl engine
-4 TC7
-1 cap
31 remaining. (**33 remaining)
-4 ferro
-4 endo
23 slots remaining(*23)(**25 remaining)
-2 Clams
-2 cams (*/**remove)
-1 cams ammo (*/**remove)
-4 LRM 5(*/**remove)
-4 LRM 5 ammo(*/**remove)
-0 DHS (*-1(2)/or3 DHS)(**-3) (*14 preferably 15 total. **15 total.)
10 slots for guass ammo (*20)(**20 )

Weight:
Base weight: endo: 16 (*/**15)
Armor: 968 (30.25 standard, 25.208333... ferro) (*916(28.625standard,23.8541666...ferro))
Cerppc: 24 tons
Cgauss: 48 tons
TCVII: 7
1 cap
39.5t (39.791667 ) (*/**31.1458334)
XXL325 = 15+3 heat sinks. (*XXL330 = 15.5+3 heat sinks(or320 14.5+2).)(max 360?)(more tonnage can be gained via adjusting arm components like hands or arm actuators.)(**320 14.5+2 with no hand actuators)
21.5 (20.791667 rounded up with amor) (*13(12.6458334) 3 tons for 2xclams and one DHS and 10t for gauss ammo.)(**15(14.6458334))
- 2 clams
- 1 cams (*/**remove)
- .5 cams ammo (*/**remove)
4 LRM 5(*/**remove)
4 LRM 5 ammo(*/**remove)
-0 DHS (*-1(2)/or3 DHSDHS)(**-3 DHS) (*14 preferably 15 total. **15 total.)
10t remaining for guass ammo.

Alternatively I could remove things and go with 10 tons of gauss ammo in half ton slots. This would give 10 tons for a better engine. At which point the 400xl could be used.

Hardpoints:
4 laser (4 Cerppc)
4 balistic (going for 4 CGauss and 10 tons of guass ammo.)
4 ams (2 Clams + 2 CAMS)(*/**reduce to 2 ams (2 clams))
4 Missile (4 LRM 5 plus 4 tons of ammo)(*/**remove)

Armor layout:
Head: 24
RA,LA: 104 (*100)
CT: 192 (*180)
RT,LT,RL,LL: 136 (*128)
Total: 968 (30.25 standard, 25.208333... ferro) (*916(28.625standard,23.8541666...ferro))

Structure layout:
Head: 15
RA,LA: 52 (*50)
CT: 96 (*90)
RT,LT,RL,LL: 68 (*64)

Total: 487 (*461)


Mech Quirks:

20% heat reduction projectiles
23% range increase on CGauss or Balistics.
9% heat reduction lasers? (I assume this applies to both cerppc and clams.)(*/**remove)
30% reduction of cooldown on LRM5(*/**remove)
AMS Quirks:?
25% AMS heat reduction (if rate of fire is added would this need to be increased?)(*/**30%)
Structure:
No more than 7-27 points of armor added to various locations. Maybe give an arm or a leg 7 points.(*modify as needed.)

*This would perfectly fit in a 150t superheavy with just qaud gauss ppc and ams if needed. 150t may be the minimum size if you consider slot usage.

https://kitlaan.gitl...00000#s=Weapons ? You could potentially take the 20 points from mech operations and move them into structure to max it out. But you would need to replace the ammo with sufficient heat sinks. Each of which are 1/1 in a superheavy.

*150: https://kitlaan.gitl...00000#s=Weapons

Edit: I did all the armor weights wrong too. Relearning the game still. 8) Shouldn't have generalized it at 0.03 per ton. Also probably did the armor amounts wrong too. it's fixed now. I think. BTW, it weighs 0.03125 per ton and you divide by the percentage for ferro. X/1.2,1.12,1.06.

https://mwomercs.com...ld-have-on-mwo/

https://steamcommuni...06248635600315/

If this is correct they would move at:

160: 320/160=2*16.2=32.4kph*1.075=34.83kph max (This could be modified to go up to 400xxl(40.5/43.5375) possibly. But with lots of empty slots.)
150: 330/150=2.2*16.2=35.64kph*1.075=38.313kph max (**320/150=2.1333..*16.2=34.56kph*1.075=37.152kph max)

Should 320 be max engine rating?

**150 tonner with no hand actuators(or only 6 hand preinstalled slots) could add and extra heat sink for the increased heat of walking and XXL engines. Not to mention to account for map heat. Didn't take that into account. The extra slots could also allow an extra heat sink for 15 total. I didn't take into account walking heat or environmental factors. But this mech would have a lot of room to add components. Especially double heat sinks.

If I'm understanding the numbers right. The 150t with 15 heat sinks can move and fire clams with no problem and fire two shots of double quass ppc before using up the bar. And only in maps past .5 heat penalty would it need to consider going down to 66% throttle to not take a possible tiny shutdown on even the hottest maps. throttling to 66% speed would help with getting three volleys off though. But it requires ams is not fireing.

Using this for heat stats: https://wiki.mwomerc...cts_of_Movement

150 ton with no hand actuators skill points(Both 150t versions actually): https://kitlaan.gitl...ensor%20Systems

Note for skills: You can swap out magazine capacity for gauss charge as desired. Either 1 or two points worth.

This could be balanced the rest of the way with yaw and yaw speed and other properties of the mech.

This mech is also a counter to itself. At 180 ct armor it can get 180 damage to ct with three volleys which is doable if no ams is fired. So, the 150 ton variant is fairly balanced against itself.

I would think it would make a good boss for special matchs or even maybe a playable mech in faction warfare.

I wonder if this could be made into an omni mech(with 320 c-xxl engine) for a few variants or if it needs the engine open for adjustment for other builds on this chassi. Edit: I might be wrong about this. It may need different engines for different builds.

Other layout could be quad Uac/10's, heavy large lasers.

Slots: 50% (150t no hand actuators.)
78 max
-17 base internals
-4 HLL's
-8 Uac/10's
-7 c-xxl engine
42 remaining
-4 ferro
-4 endo
-4 TC7
-1 cap
29 remaining
-20 DHS
11 slots ammo or clams.

Weight:
Base weight: endo: 15
Armor: 968 (30.25 standard, 25.208333... ferro) (*916(28.625standard,23.8541666...ferro))
CHLL's: 16 tons
CUac/10's: 40 tons
55t (55.1458333... )
320 c-xxl 14.5+2 DHS
39 (38.6458333 rounded up with amor)
-20 DHS(32 total)
-7 TC7
-1 cap
11t remaining for guass ammo or clams.

144 effective alpha. Lots of ammo. Instant Faction play boss or large player mech?

320/150=2.1333...*16.2=34.56kph*1.075=37.152kph max)

As it appears to not need more than 320 engine potentially, this could become a superheavy omnimech. Although other builds could possibly utilize a different engine. Not sure if the lower DPS would be useful though. Or what other builds could use it. Being omnimech might open up more with hardpoint options and viable builds for the tonnage.

Outside of game mechanics limitation, maybe it could get on all fours for a higher run speed to get to battle then stand up and be a biped at the normal engine speeds. Runs like a bear then stands up like a bear to use it's weapons. The guns could be in the ST's or in actuator things off the back or back of the arm. Maybe it could even shoot while on all fours. Either it could fire all 8 weapons or just half of them and do dual guass ppc while running. While running on all fours it has a 50-100% speed bonus, but a massive reduction in anchor turn and other stats. And it's back armor would be extremely vulnerable unless back weapons could lay back over the back as protection giving the back armor literally the protection of the front CT/ST's instead of the rear value. But this would be remove if the guns are fires or if anything but the arm weapons are fired. This means that some weapons would need to be in the head/ct and ST's to be usable and they would be on actuated mounts or something that can rotate back to make protective armor. They could be gyroscopically balance to one position. If standing they are all forward firing. If on all fours the arms stay in one position as the bear lowers it's body. The other weapons also go forward but act like bay doors and close to res on the back and form full back armor taking hits for the Rear armor. Holes could exist to get shots in, but it could have very good coverage. so, they could act like LRM hatches as far as game mechanics go. Arm weapons would act like shoulder mounts and simply maintain forard fire as to not need an actuator. Or be part of the shoulder actuator or an existing part. Or weapons are simply useless while running. Run mode regardless could add a means to get behind hills and other things for cover. Run mode could also effect dissipation or other things as a balance mean. AMS position could be in a way that it can or can't be used while running. The head ams maybe be usable while running, but the CT ams may not. It would depend on the stats. The head ams maybe able to cover the back as well while in run mode. The chest may only be able to shoot at things from a low position from the sides from under the mech in run mode. But possibly still usable. the arm guns could also rotate with the shoulder to be in position to forward fire still while running. Not sure about the ST weapons. Unless all weapons are in the shoulders/arms.

Hardpoints: (?)
RA/LA: 1xBalistic, 1xEnergy (each)
RT/LT: 1xBalistic, 1xEnergy (each)
Head, CT: 1xAMS (each)

If an arm is destroyed run mode bonus if halved. If both arms are destroyed it gets normal movement speed but can use run mode. Or can't get into run mode anymore to crouch.

Here is another possible type of visual design. Just take away a few hand guns:

https://www.amazon.c...89329830&sr=8-3

Edited by Arugela, 12 May 2020 - 04:32 PM.






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