So now that Mechlab is about to roll around, I've been messing with Solaris Skunk Werks. In keeping with the idea that MWO might have hardpoints, I've keep the weapons in the same slots and in the same category. In addition, I've only been using confirmed mechs.
A nice brawler Dragon that I set up swapped the AC/5 for an AC/10 with two tons of ammo. I got rid of the LRM10 for an SRM4 with a ton of ammo. That thing can bark and bite.
Another fun one that I've used in Mechwarrior 2 Mercs a few times for fun is the AC/20 Urbanmech (yeah yeah, not a confirmed mech). I strip the extremely useless 11th heat sink, lose the jump jets, drop the AC/10 and a ton of armor and add an AC/20 with two tons of ammunition. Another small variant on this version also changes the small laser for a medium laser, although that requires me to lose some more armor, or a ton of AC/20 ammo.
So what about you all? What designs have you been working on?
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Crit Commander
Started by Orzorn, Mar 23 2012 11:24 AM
9 replies to this topic
#1
Posted 23 March 2012 - 11:24 AM
#2
Posted 23 March 2012 - 11:29 AM
I totally customized the hell out of an Ostscout by painting it all pink with light bluish accents. Now I just need to get some fake fluffy cat ears...
#3
Posted 23 March 2012 - 11:36 AM
No designs.
I've just made a DOCX file that outlines my proposed button mappings for the game. Have been working over it to ensure that the most critical and often used of functionality is within the easiest to reach location.
I've just made a DOCX file that outlines my proposed button mappings for the game. Have been working over it to ensure that the most critical and often used of functionality is within the easiest to reach location.
#4
Posted 23 March 2012 - 11:41 AM
I hope the Assassin is in this game... I'll probably run the ASN-21 when I don't know what to expect. Otherwise, I have two variants/refits:
Drop SRM-2 for another LRM-5
Drop LRM-5 for an SRM-4 + Ammo
Easy mods that work. Could do medium laser spam or the traditional large laser but I don't like being cheesy.
Drop SRM-2 for another LRM-5
Drop LRM-5 for an SRM-4 + Ammo
Easy mods that work. Could do medium laser spam or the traditional large laser but I don't like being cheesy.
#5
Posted 23 March 2012 - 11:41 AM
I still have a ton of designs from MW2: mercs in my head, I should probably put those in Skunkwerks some day.
#6
Posted 23 March 2012 - 11:51 AM
Used the Grand Dragon as the basis for a heavy scout/scout killer;
Grand Dragon X DRG 7KX
Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E
Production Year: 3049
Cost: 13,631,360 C-Bills
Battle Value: 1,443
Chassis: Unknown Standard
Power Plant: Unknown 360 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
1 ER PPC
2 Medium Lasers
1 Beagle Active Probe
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 99 points 6.00
Engine: XL Fusion Engine 360 16.50
Walking MP: 6
Running MP: 9
Jumping MP: 4 Standard
Jump Jet Locations: 1 LT, 1 RT, 1 LL, 1 RL 4.00
Heat Sinks: Double Heat Sink 14(28) 4.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 192 12.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 29
Center Torso (rear) 8
L/R Torso 14 21
L/R Torso (rear) 7
L/R Arm 10 20
L/R Leg 14 25
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Beagle Active Probe CT 0 2 1.50
Medium Laser RT 3 1 1.00
Medium Laser LT 3 1 1.00
ER PPC LA 15 3 7.00
Free Critical Slots: 30
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 14
6/3j 2 2 1 0 3 0 Structure: 3
Special Abilities: PRB, RCN, ENE, SRCH, ES, SOA
Grand Dragon X DRG 7KX
Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E
Production Year: 3049
Cost: 13,631,360 C-Bills
Battle Value: 1,443
Chassis: Unknown Standard
Power Plant: Unknown 360 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
1 ER PPC
2 Medium Lasers
1 Beagle Active Probe
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 99 points 6.00
Engine: XL Fusion Engine 360 16.50
Walking MP: 6
Running MP: 9
Jumping MP: 4 Standard
Jump Jet Locations: 1 LT, 1 RT, 1 LL, 1 RL 4.00
Heat Sinks: Double Heat Sink 14(28) 4.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 192 12.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 29
Center Torso (rear) 8
L/R Torso 14 21
L/R Torso (rear) 7
L/R Arm 10 20
L/R Leg 14 25
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Beagle Active Probe CT 0 2 1.50
Medium Laser RT 3 1 1.00
Medium Laser LT 3 1 1.00
ER PPC LA 15 3 7.00
Free Critical Slots: 30
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 14
6/3j 2 2 1 0 3 0 Structure: 3
Special Abilities: PRB, RCN, ENE, SRCH, ES, SOA
#7
Posted 23 March 2012 - 11:58 AM
Moving to Table Top since this is more Battletech (generic) than Battletech (MechWarrior: Online) specific.
#8
Posted 24 March 2012 - 03:18 AM
I just put together a JM7-F with a bigger engine to get it up to a 5/8.
Had to ditch the TarCom but with the RAC/5s it wasn't a big concern anyway. I love 5/8 Heavies.
Had to ditch the TarCom but with the RAC/5s it wasn't a big concern anyway. I love 5/8 Heavies.
#9
Posted 27 March 2012 - 07:57 AM
Everything here on the forums points to a hardpoint system. I would imagine that it has to be something like the NBT-Hardcore mod for MW4 It's simply the best way of keeping the highest number of weapons viable and playable. It also severly limits boating options.
Honestly the crit system for me on the TT leads to one thing: Fast Clan ERLPL Boats with a Targeting Computers. Such configs were the bane of my club the last time we played BT.
Honestly the crit system for me on the TT leads to one thing: Fast Clan ERLPL Boats with a Targeting Computers. Such configs were the bane of my club the last time we played BT.
#10
Posted 31 March 2012 - 05:05 PM
I recall the TT rules being altered to reduce the disgusting cheese of CLPL + TargComp.
It's simpler to just not play with Clanners. Or douchebags specifically.
It's simpler to just not play with Clanners. Or douchebags specifically.
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