Casting call for new RP
#221
Posted 23 July 2012 - 06:46 PM
#222
Posted 23 July 2012 - 06:57 PM
#223
Posted 23 July 2012 - 07:10 PM
EDIT: Forgot to finish a sentence. Woops.
DOUBLE EDIT: CG, feel free to entirely ignore this, my OOC justifications need have no affect on your RPing if you don't want them to
Edited by RogueSpear, 23 July 2012 - 07:12 PM.
#225
Posted 23 July 2012 - 07:17 PM
#226
Posted 23 July 2012 - 07:57 PM
#228
Posted 23 July 2012 - 08:05 PM
#229
Posted 23 July 2012 - 08:18 PM
#230
Posted 23 July 2012 - 08:21 PM
Heck, at the moment, I don't even know if I have approval.
#231
Posted 23 July 2012 - 10:08 PM
RogueSpear, on 22 July 2012 - 01:29 AM, said:
I have zero problems playing a mech with missiles, it's not *too* hard to stick an LRM5 or 10 on anything I decide to take. I'd prefer to take a mech on the heavier side, I simply just don't like the look of any of the light and medium mechs available in 3031, and I'm not sure if any of the ones I like had been released by 3049 - I'll need to check.
I could always play a jaeger again, giving us some AA support. The JM6-A replaces the AC5s with a pair of LRM15s and 2 tonnes of armour. If we can justify it, I can swap for ferrofibrous and an XL engine, which should give me more than enough weight savings to upgrade the AC2s to Ultra AC5s. Then I could provide both direct and indirect fire from range, and I'd still even have the medium lasers for backup. But I have no idea whether or not I'd have anywhere near enough critical slots for that. At 65 kph it wouldn't be the slowest thing in the world either. I'm just not entirely sure about playing two Jaegermechs in two different RPs - seems a bit fanboyish!
Which, you know, I am, but shut up.
As for extra funds, if we're so skilled for asset retrieval, how about a flight of VTOLs in the salvage role? I'm thinking 6, with at least 2 of them being explicitly heavy lifters, á la Thunderhawk Transporter (http://www.forgeworl...ge/Thawklr6.jpg) style, and the rest being cargo haulers with a small infantry contingent - just enough to go in and grab whatever we're looking for if it's not straight out in the open. With such a dedicated retrieval team, we can justify the extra funds - we always grab the biggest and shiniest thing we kill, and everything that isn't nailed down!
Sorry Rogue, but what you said, just reminded me of a funny quote.
"If we can't steal it, we'll burn it. If we can't burn it, we'll **** it,"
I was friggin here, had a storyline for Chris that would have went through quite nicely, only problem, he dies, and Barrett witnesses it. Though he does go out in style.
#232
Posted 24 July 2012 - 02:55 AM
That wasn´t really easy
#233
Posted 25 July 2012 - 08:54 PM
Edited by Thom Frankfurt, 25 July 2012 - 08:55 PM.
#234
Posted 26 July 2012 - 12:44 AM
I am wondering how a lot of the canon builds work though. Chassis withan XL engine, double heat sinks, endo steel and ferrofibrous take up a total of 34 extra crit slots - and that's assuming they don't add extra DHS. A mech only has 47-51 free crits (Depending on whether or not you take a lower arm and hand on the arms).
Of course, I don't remember seeing any IS builds with all that come to think of it, generally an XL, DHS, and FF is taken IIRC. It must be the ultra challenging clans who take up only 2/3rds of the crit space for those upgrades I'm thinking of
EDIT: Also, for truly silly, how does an Urbie with an XL engine, 7 tonnes of ferrofibrous, a speed of 86.4 kph, 12 DHS, an ER PPC, 2 Medium lasers and 2 small lasers sound?
And it still has jump jets. Just the basic 2, but I was kind of tempted to swap the two small lasers for a third for 90m of jump.
I'd have preferred to keep the AC, but since my aim was 'silly fast Urbie that can still kill things' this was the most balanced
Puts the BV up to 937, and the cost up to 3,581,500 C-Bills, also known as the cost of a Centurion.
I'd buy it.
"It's just a little urbie, don't worry, he's miles awa-HOLY SH*T HE CAN MOVE!"
Edited by RogueSpear, 26 July 2012 - 12:54 AM.
#235
Posted 26 July 2012 - 10:07 AM
RogueSpear, on 26 July 2012 - 12:44 AM, said:
I am wondering how a lot of the canon builds work though. Chassis withan XL engine, double heat sinks, endo steel and ferrofibrous take up a total of 34 extra crit slots - and that's assuming they don't add extra DHS. A mech only has 47-51 free crits (Depending on whether or not you take a lower arm and hand on the arms).
Of course, I don't remember seeing any IS builds with all that come to think of it, generally an XL, DHS, and FF is taken IIRC. It must be the ultra challenging clans who take up only 2/3rds of the crit space for those upgrades I'm thinking of
EDIT: Also, for truly silly, how does an Urbie with an XL engine, 7 tonnes of ferrofibrous, a speed of 86.4 kph, 12 DHS, an ER PPC, 2 Medium lasers and 2 small lasers sound?
And it still has jump jets. Just the basic 2, but I was kind of tempted to swap the two small lasers for a third for 90m of jump.
I'd have preferred to keep the AC, but since my aim was 'silly fast Urbie that can still kill things' this was the most balanced
Puts the BV up to 937, and the cost up to 3,581,500 C-Bills, also known as the cost of a Centurion.
I'd buy it.
"It's just a little urbie, don't worry, he's miles awa-HOLY SH*T HE CAN MOVE!"
Clan Endo and Ferro only take up 7 crits each. Their DHS 2 crits, and their xl's only two crits in the side torsos..
I must admit I like your Urbie build, but it just doesn't have that lovely Urbie feel to it.
#236
Posted 26 July 2012 - 10:52 AM
Seems legit.
How about the same Urbie, with 10 DHS, 86.4 kph, endo steel, an LBX-10, a tonne of slug and another of cluster, 60m jump range, 5.5 tonnes of armour and a small pulse laser sound?
Effectively, the R-63 that loses the small laser with an XL engine and endosteel, with the weight savings going into a larger engine.
The truly terrifying build I came up with was an 11/17/3 Urbie that still managed to mount a small laser without compromising the armour. That's an urbie with 183.6 kph top speed.
If I could add another 5 tonnes to the design I'd drop it to 172.8 kph and give it the LBX and a small laser...
I have a beautiful image in my head of an Urbie running down and ramming a fleeing Dasher...
#237
Posted 26 July 2012 - 11:54 AM
Of course that doesn't mean I wouldn't roll in one.
#238
Posted 26 July 2012 - 12:04 PM
A fast Urbie is unnatural, but the way I see it is the Urbie is the Designated Shenanigans mech. So long as you're committing some form of mental atrocity, it's all good
#239
Posted 26 July 2012 - 01:32 PM
The Tombstone Barbershop Quartet must be unleashed!!!
Edited by Thom Frankfurt, 26 July 2012 - 01:32 PM.
#240
Posted 26 July 2012 - 01:41 PM
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users