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,
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,
*possible 2 x jump jets as a new class zero (2slot,2t each)
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:
2
*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
*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.