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Ok.. ready? Zombie Apocalypse: Which Mech or Battle Armor do you take?


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#281 shortpainter

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Posted 13 June 2012 - 06:05 PM

On page 240 of the Zombie survival guide it says to use a Firestarter if possible.

#282 Atlai

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Posted 13 June 2012 - 06:07 PM

View Postshortpainter, on 13 June 2012 - 06:05 PM, said:

On page 240 of the Zombie survival guide it says to use a Firestarter if possible.

Firestarter = Best Zombie mech

#283 Atomfire

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Posted 13 June 2012 - 06:18 PM

Grenadier, can't eat you if they can't though the armor, just pack it with the standard small laser and you won't have any ammo problems.

Edited by Atomfire, 13 June 2012 - 06:19 PM.


#284 shortpainter

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Posted 13 June 2012 - 06:26 PM

Ya know, I think think the Charger may have found its niche.

#285 Nitrome04

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Posted 13 June 2012 - 06:30 PM

To be honest, probably the simplest mech there is. The Hunchback. Its one of the light-weight mechs, giving it speed. which will probably help in a zombie apocolypse. Its got a small weapon and ammo capacity, but its speed would make up for that.

#286 Captain Fabulous

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Posted 15 June 2012 - 09:00 AM

View PostNitrome04, on 13 June 2012 - 06:30 PM, said:

To be honest, probably the simplest mech there is. The Hunchback. Its one of the light-weight mechs, giving it speed. which will probably help in a zombie apocolypse. Its got a small weapon and ammo capacity, but its speed would make up for that.



I believe a Phoenix Hawk would be much better suited than a Hunchback. Why?

SPEED
-The Hunchback has a running speed of 64 km/h, approximately.
-The Phoenix Hawk's running speed is 97.2 km/h.
Speed goes to P-Hawk.

WEAPONS
-The standard Hunchback's armament is an AC-20, two medium lasers, and a small laser.
-The standard Phoenix hawk has a large laser, two medium lasers, and TWO machine guns.
Armament is pretty much a tie.

AMMUNITION
-One ton of AC-20 ammo is 5 shots.
-One ton of Machine gun ammo is 200 shots. Not to mention the fact that machine guns are designed on mechs to take out foot soldiers, AC-20s are designed to rip mechs apart.
-An AC-20 by itself generates 7 heat.
-Two machine guns together generate NO heat.
Ammo-based weaponry goes to P-Hawk.

JUMPING
-A P-hawk has six jump jets, allowing it to jump 60 meters.
-A typical Hunchback cannot jump at all.
Jumping goes to P-hawk.

#287 Hanged Man

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Posted 15 June 2012 - 09:10 AM

Put me down for standard Elemental armor with a Micro Pulse Laser. No ammo to worry about, it's got ups, unarmed zombies aren't tearing through ferro-steel, and it's still small enough to get anywhere I need to be.

#288 Mar Helmer

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Posted 15 June 2012 - 09:17 AM

Fire Moth D (aka Dasher to you stravags). 162 km/h (216 km/h with MASC engaged), five ER Medimum Lasers, a Targeting Computer, and a Flamer. It lacks Jump Jets and has thin armor but I don't think either would matter much against zombies as long as you stay mobile.

#289 Rodney28021

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Posted 15 June 2012 - 11:51 AM

View PostMitchellTyner, on 28 December 2011 - 10:18 PM, said:

agree with firestarter

"Kill it with fire!"

Firestarter, 4 fusion engine powered flamers in all weapon arcs, jumpjets and fast run, with machine guns and 2 medium lasers for those stubborn zombies. Kill them with fire 4 times faster. Burn zombie burn.

#290 reluctantmartyr

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Posted 15 June 2012 - 05:18 PM

Everyone keeps saying the mg only has 200 rounds per ton but that clearly is not the case. As with burst fire type autocannon, the mg "shot" is actually a burst of fire able to inflict 2 points of damage to a mech's armor. Assuming it is around the caliber of say a .50 cal, an mg would annihilate an unarmored human with even a single round to the chest. Also keep in mind that the round will easily pass through one rotting walker into anything behind him, ricochet off pavement/walls/what have you, and possibly even fragment. Rattle off a couple "shots" with an mg into a crowd and you have decimated most of them and scattered the group quite soundly.

I'd keep it simple and go for a SDR-5K. Medium laser for that longevity, a pair of MG's for a simple weapon system that I can not only maintain, but even repair or work on, and MG ammo would be insanely easy to come by seeing as it is used on the foot soldier scale. Mech is fast and has jump jets if i am willing to risk the jump. If needed I could ditch the jets and just use the space as storage. Mech is also Star League era, so parts would be easy to come by and it's a proven, timeless design.

Also, as I researched this, I found that many battlemech sized MG's are actually 20mm. That round would blow any human body apart no
matter where it hit them. Engaging a horde would actually create a red fog ha.

EDIT: Add in that my spider has hands. If i didnt need them, I'd go Firestarter all the way

Edited by reluctantmartyr, 15 June 2012 - 05:20 PM.


#291 Beazle

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Posted 15 June 2012 - 06:10 PM

View PostStormeris, on 04 May 2012 - 05:14 AM, said:

Id take scorpion, replace its PPC with as much flamers as i can, and besides its a quad - four legged stomping goodness


This, but i'd keep the PPC.

4 feet = twice the zombie stompin fun.

#292 Bagheera

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Posted 23 April 2013 - 02:36 PM

Posted Image

Speed? Check
JJs? Check
No ammo dependency? Check
Hands? Check
Oversized powerplant? Check

Fighting the Undead with mech named after the Undead? Priceless.

#293 Noesis

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Posted 23 April 2013 - 04:12 PM

Posted Image



#294 joedawg39s

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Posted 23 April 2013 - 05:44 PM

Zombie survival hunchback

hands, speed, flamers, and 2 large lasers for non zombie fights. I also left 7 tons and 16 crit spaces for supplies and if its allowed some kind of half A**ed interior living space. Also the hunchback is common so spare parts would be around.

If we have to stay stock, the Flashman is a good choice although no hands, fast with a flamer and enough lasers to kill anything else.
The Cyclops CP-10 HQ would be an interesting choice assuming you had the crew to assemble it you could make a base anywhere. It would be even better if you could somehow turn the HQ into a living space that it just carried around on its back and didn't have to deploy. If you can only have one mech though it would be slow and way under gunned to drive off raiders.

Cicada 2-B in a second if it had arms. Also the Hussar HSR-350-D could be cool if I could swap a med laser out for a flamer, perfect layout to punch zombies.

Gotta be the spider 5-D though, flamer, speed, jump jets and hands. Assuming you don't run into a lance of recon mechs should be survivable.

Also the battle mech flamer is 100% a good choice for zombies. It dosen't run out of ammo since it just taps into the reactor and burns super hot. Steel melts at around 2,600 °F at the the lowest so to do damage to a mech your looking at that high of a temperature at least (and we have super crazy future steel armor). acetylene/oxygen flame burns at about 6,330 °F so I would assume around the temperature for the flamer. A gasoline fire (which is I'm guessing where the don't light zombies on fire thing comes from) probably would burn around 1600 °F. So by those numbers you are going to be incinerating not burning zombies. Then even if you don't believe that once they are on fire what are they gonna do, hurt your paint job? Once the flamer is off of them without the extra heat they will burn at a much lower temperature, nothing close to hot enough to damage your mech.

Also melee weapons are cool but kind of a waste of tonage, the X tons of arm/hand/gun barrel you already have would work just fine.

Edited by joedawg39s, 23 April 2013 - 05:46 PM.


#295 Felicitatem Parco

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Posted 23 April 2013 - 07:13 PM

Alright, new rules: You can Mechlab what you want to now, but it still has to be 3050-valid!

To be honest, I have fallen in love with the Swayback, so I'd use my 250-Std, EndoSteel Hunchback-4P with an ERPPC, 2ML, and a Flamer in the hunch, 2ML in the arms, and a ML in the head... with, like, 17 or so DHS. That gives me free ammo, long-range ability, 5ML for short-range, a Flamer for everything (;-), and hands.

#296 dal10

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Posted 23 April 2013 - 07:54 PM

http://mwo.smurfy-ne...6cb52dbad768c3e

missiles against mechs, decent speed, lasers for zombies, enough said.

#297 Nathan Foxbane

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Posted 25 April 2013 - 10:47 AM

FS9-S1 Firestarter, because nothing quite says "Kill it with fire!" like a Firestarter would be nice for a light. Plus it has JJ, and ECM, what is not to love?
Personally I would use a Merlin, there is nothing a MLN-1A Merlin cannot do in a pinch.

#298 Felicitatem Parco

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Posted 25 April 2013 - 06:36 PM

View PostNathan Foxbane, on 25 April 2013 - 10:47 AM, said:

Personally I would use a Merlin, there is nothing a MLN-1A Merlin cannot do in a pinch.

... except pick up a crate.

I always say Mech Hands would be needed in an apocalypse because you don't know when you'll have to build a structure or carry equipment... it could be on a moment's notice. I wouldn't want to rely on other people to drive a truck full of my stuff if there's a bug-out event.

#299 BlackYoshi1230

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Posted 26 April 2013 - 12:00 AM

Clan: Either a Stormcrow Primary (no ammo dependency, runs relatively cool, and can outrun anything as long as there's no cliff), a Nova Primary (same reasons, but has jets).

I.S.: Probably a modified MAD-3L (with LLs, MLs, and MGs). That way, if those zombies are slower than UrbanMechs, I can LL them from a hill. If I overheat, they're not going to bite their way through the legs or breach my glass (that is of course, if there's no mutations making Brutes or other godforsaken strains). If running is an absolute priority, I'll salvage my nearest Commando or Jenner.

Aww... MFBs aren't even ready in the next ten years. Oh well, I can always escort a convoy of passengers.

#300 Biruke

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Posted 26 April 2013 - 02:11 AM

This build is enough: SDR-5D
no overheating, jumpjets, ecm.





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