Most powerful Clan 'Mech ton for ton?
#41
Posted 01 February 2012 - 07:14 PM
55 tons and 97km/h, 2 ERLlasers and 3 ERMlasers, AND enough heatsinks to use them to their fullest extent.
Also there's the B variant with a UAC-20 and 6 ERMlasers.
#42
Posted 01 February 2012 - 07:21 PM
#43
Posted 01 February 2012 - 11:11 PM
Datum, on 01 February 2012 - 07:14 PM, said:
55 tons and 97km/h, 2 ERLlasers and 3 ERMlasers, AND enough heatsinks to use them to their fullest extent.
Also there's the B variant with a UAC-20 and 6 ERMlasers.
Another one for the Stormcrow. Woot!
#44
Posted 02 February 2012 - 06:02 AM
#45
Posted 02 February 2012 - 07:47 PM
Also Check out Config B LBX AC 5 with a Large Pulse Laser and 2 ER mediums its just not something you want to mess with.
Edited by Vincent Vascaul, 02 February 2012 - 07:49 PM.
#46
Posted 04 February 2012 - 11:10 AM
The 20 ton Piranha, designed and built by the Diamond Sharks, could be one of the most powerful light mechs at close to mid range...
2x ER Medium Laser (2 tons), 1x ER Small Laser (0,5 ton), 12 Clan Machine Guns (3 tons)!
15 weapons and only 5,5 tons of weapon-weight, 151 km/h! A nice and interesting ScoutMech for urban warfare against infantry and vehicles.
Edited by The_Birdeater, 18 February 2012 - 04:02 AM.
#47
Posted 04 February 2012 - 11:53 AM
#48
Posted 07 February 2012 - 09:53 AM
Alaric Wolf Kerensky, on 01 February 2012 - 12:24 PM, said:
But what does that even mean? Real-time implies you're working with one of the video games - but which one? We have no data on MWO, and the previous MechWarrior games all balanced things differently, so depending which you pick, a different Clan 'Mech will probably come out on top.
#49
Posted 07 February 2012 - 10:21 AM
Hunchie IIC pound for pound does stupid damage though.
#50
Posted 07 February 2012 - 10:40 AM
I ran with a Golden Age Storm Giant for awhile with a 1.20 dmg ratio. Essentally a Crossbow spliced with a Phoenix Hawk IIC: Two new model UC/ACs 20 and 2 LRM 20s. It was fast too, moving at its 4/6. Covered the long and the short terrifically, opened up some major holes then exploited them with a pair of big crit seekers & out maneuvered most period assaults.
Later upgraded it to a more Steel Viper style arsenal, keeping the LRMs, adding 2 Lg. Pulse, 3 Med Pulse, 2 SRM 6s & Equipment, it was a really fast, very accurate, higher damaging Stalker.
I dislike the 61' Scylla version.
Edited by GrimJim, 07 February 2012 - 10:47 AM.
#51
Posted 07 February 2012 - 10:59 AM
#52
Posted 07 February 2012 - 11:02 AM
#53
Posted 07 February 2012 - 11:18 AM
Edited by DragonClaw, 07 February 2012 - 11:21 AM.
#54
Posted 07 February 2012 - 11:26 AM
Garth Erlam, on 07 February 2012 - 11:02 AM, said:
I will enjoy this mech when the Clans come. I enjoy a Adder C in MWLL which has 6 ERML... THAT is deadly... 12?!? OHhh feel the pain as I feel the heat!
Honestly though I would have 6 groups for a Nova, 4 groups of 3 ERML each for heat managament, 6 lasers on another for a half alpha strike and then a final group for a alpha strike which will probably kill me, but with luck kill them too
#55
Posted 07 February 2012 - 11:34 AM
#56
Posted 07 February 2012 - 11:53 AM
Garth Erlam, on 07 February 2012 - 11:02 AM, said:
Not to try and contradict one of the moderators here...but Heat has to be a factor too in such a
decision, right?
If you can't fire most of your weapons (75%+) without possibly shutting down then that fire-power
doesn't count for much IMHO. One shot wonder.
The Nova Prime can barely fire more than half its weapons without overheating in a major
way...and don't even THINK about jumping at the same time.
It IS a good mech however, the normal load-outs just don't thrill me.
Several of the mech's mentioned by others also have the same problem (Warhawk Prime anybody?)
Weapons load counts for diddily if you can't fire it.
But that's just my opinion.
Edited by Felix Dante, 07 February 2012 - 11:54 AM.
#59
Posted 07 February 2012 - 02:08 PM
as they say quanity is its on quality, the larger a mech is the more it can resist damage and mount better weapons, I been playing BT for a while using the battle value system BV to balance IS vs clan mechs, typically in a EQUAL BV BATTLE the clanners tend to have mediums while the IS can field heavies and assaults, while the clanners can manuver very well they cant take midranged and close in shots against heavier mechs. I have taken a Awesome with the 3 ppcs against several clan meds and won. It wasnt pretty and they did get soem back shots on me but i can kill them before they kill me simple because i have more hit boxes on my mech.
in my mind the better mech is a 85 ton assault, they will be slow but are cheaper to field BV wise, have simmilar armor as assaults, can mount simmilar weapons and can take a lot of damage, they tend to be slow, 3/5 ground speed and mount standard engines, but can do the work of a assault for about 20% to 30% of the BV value.
for the table top game, higher tonnage but lower tech weapons, works better, the Blood Kite is a great example, standard weapons LRMS SRMS, and ER large lasers it wont head cap a assault but its lower in BV makes it easier to bid in a assault mech
#60
Posted 07 February 2012 - 04:03 PM
Bane 3 - 8 LRM 15's and 19 DHS, how ever it does have a staggering 16 tons of ammo, but you burn through one a turn. Average damage is mid to high 50's with a Max of 120 how ever that is highly unlikely.
Bane 4 - 2 Ultra 20's with 6 tons of ammunition, 3 ATM 6 racks with four tons of ammunition and an ER Large, but it only has 17 dhs. ball park damage using High Explosive ammo for the ATM's is 70's assuming 2/4 ultra shells hit with a possiable 134 with an over heat of 6.
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