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Design a Mech for MWO*!


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#81 Nik Van Rhijn

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Posted 12 November 2011 - 07:37 AM

In line with my philosophy and the possible environment we might be facing;

Slugger SLG 1R

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-D
Production Year: 3049
Cost: 5,113,500 C-Bills
Battle Value: 1,288

Chassis: Unknown Standard
Power Plant: Unknown 150 Fusion Engine
Walking Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Jump Jets: Unknown
Jump Capacity: 60 meters
Armor: Unknown Standard Armor
Armament:
2 Autocannon/20s
2 Streak SRM-2s
1 Communications Equipment (1.0 tons) (1.0 tons)
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Capabilities:
Designed for close range urban combat and to support longer ranged mechs while
having enough ammo to stick around. A neccessity as it isn't going anywhere
fast, although its jump capability gives it more flexibility. Up close and
personal is what this mech is all about with the capability to take on assault
mechs.




================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 114 points 7.50
Engine: Fusion Engine 150 5.50
Walking MP: 2
Running MP: 3
Jumping MP: 2 Standard
Jump Jet Locations: 1 LL, 1 RL 2.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 2 LA, 2 RA
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 231 14.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 23 35
Center Torso (rear) 11
L/R Torso 16 24
L/R Torso (rear) 8
L/R Arm 12 24
L/R Leg 16 32

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Communications Equipment (1.0 tons) (1.0 tons) HD 0 1 1.00
Autocannon/20 RT 7 10 14.00
Autocannon/20 LT 7 10 14.00
Streak SRM-2 RA 2 1 1.50
Streak SRM-2 LA 2 1 1.50
@AC/20 (10) CT - 2 2.00
@AC/20 (10) RT - 2 2.00
@AC/20 (10) LT - 2 2.00
@Streak SRM-2 (50) RA - 1 1.00
@Streak SRM-2 (50) LA - 1 1.00
Free Critical Slots: 2

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 13
2j 1 1 0 0 3 0 Structure: 6
Special Abilities: SRCH, ES, SOA, AC 4/4/0

Edited by Nik Van Rhijn, 12 November 2011 - 07:37 AM.


#82 Nik Van Rhijn

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Posted 12 November 2011 - 07:56 AM

To go with the Slugger is the Brawler, with a mix of weapons for all ranges. Again the trade off of speed for armour and ammo.

Brawler BRL 1R

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-D
Production Year: 3049
Cost: 5,402,250 C-Bills
Battle Value: 1,308

Chassis: Unknown Standard
Power Plant: Unknown 150 Fusion Engine
Walking Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Jump Jets: Unknown
Jump Capacity: 60 meters
Armor: Unknown Standard Armor
Armament:
1 LB 10-X AC
1 LRM-15
1 Autocannon/10
2 Streak SRM-2s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
A variable range mech designed to work with the slugger and sharing it's speed
limitation


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 114 points 7.50
Engine: Fusion Engine 150 5.50
Walking MP: 2
Running MP: 3
Jumping MP: 2 Standard
Jump Jet Locations: 2 CT 2.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 1 LT, 2 LA, 1 RA
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 231 14.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 23 35
Center Torso (rear) 11
L/R Torso 16 24
L/R Torso (rear) 8
L/R Arm 12 24
L/R Leg 16 32

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LB 10-X AC RT 2 6 11.00
LRM-15 RT 5 3 7.00
Autocannon/10 LT 3 7 12.00
Streak SRM-2 RA 2 1 1.50
Streak SRM-2 LA 2 1 1.50
@LB 10-X (Cluster) (10) RT - 1 1.00
@LB 10-X (Slug) (10) RT - 1 1.00
@LRM-15 (8) RT - 1 1.00
@AC/10 (20) LT - 2 2.00
@Streak SRM-2 (50) RA - 1 1.00
@Streak SRM-2 (50) LA - 1 1.00
Free Critical Slots: 8

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 13
2j 2 3 2 0 3 0 Structure: 6
Special Abilities: SRCH, ES, SOA, AC 1/1/0, IF 1, FLK 1/1/1

Edited by Nik Van Rhijn, 12 November 2011 - 07:57 AM.


#83 Twilight Sparkle

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Posted 12 November 2011 - 09:02 AM

View PostGreenHell, on 09 November 2011 - 10:01 PM, said:

I just figured I'd post this mech for everyone. It's the mech with the highest BV. (At least that I could find on the wiki...)
If you have a mech design that boasts a higher BV, then please post it!

Building munchikin 'Mechs is not hard. It's more an understanding of what has a better BV/ton and Crits/Ton. ER PPCs are very BV efficient. Around 69BV per ton and 206 BV per Crit. Generally, munchkined machines are going to be heavy on the energy weapons because despite heat loads they tend to 'give' the most for their weight and space, especially in the clans where they often have excellent range and damage. You need about 15 tons of Heat Sink per two ER PPCs, but the first 10 tons are free (come with the Fusion engine) making the first few energy weapons ridiculously efficient. To cool all those PPCs (and the jump gets, I needed 14 tons of Heat Sinks after accounting for the free sinks. Even after you have to give tonnage for heat sinks, 5 of those will still fit on the engine due to engine size, meaning you only have to find space for 9 of those double heat sinks. The Targetting Computer simply makes these numbers even more terrible. Filled out with Medium Pulse Lasers for their BVs. Not as effecient as ER Mediums, but I didn't have the space for the ER Mediums. Odds are they'd actually be completely ignored for more targeted shots with the ER PPCs, which could leg, behead, or core literally anything short of a Hardened or Reflective Armor mech in front of them (God help you if it had Blue Shield and Reflective, though: You'd do a maximum 11 damage even with all your PPCs, just 1 point short of beheading anything :)). ER Small and Mediums are more BV filler. ER Medium lasers are, by far, one of the most BV effecient weapons ever. 108 BV for one ton and crit. I only wish I could have had room for more instead of the Medium Pulse Lasers, but crits can be so limiting.

I could probably do worse then this if I tried, but I'm feeling lazy today. By the way, it broke 4000 BV.

Spoiler


#84 feor

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Posted 12 November 2011 - 09:51 AM

Posted Image

Bengal BEN-3G

Mass: 45 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: 4,517,620 C-Bills
Battle Value: 1,237

Chassis: KYE Light Endo-Steel
Power Plant: Vlar 225 Fusion Engine
Walking Speed: 53.75 km/h
Maximum Speed: 86.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Valiant Hyper-weave Ferro-Fibrous w/ CASE
Armament:
1 Diverse Optics ER Large Laser
1 Zeus X LRM-10 w/ Artemis IV FCS
1 Hovertec Quad SRM-4 w/ Artemis IV FCS
1 Diverse Optics Medium Laser
Manufacturer: Kali Yama Weapons Industries
Primary Factory: Kendall
Communications System: Irian Telstar
Targeting and Tracking System: Wassat Aggressor Type 3

Overview:
The Bengal was originally a Star League design, Intended as a lighter, cheaper
companion to the Orion. Capable of outpacing the larger mech, and thus sweeping
ahead to flush enemies into the Orion's path, the Bengal had a respectable mix
of energy and missile weapons, the smaller weight of the mech precluding the
efficient usage of a ballistic weapon.


Serving in limited numbers throughout the Succession Wars, the Bengal was a
popular machine amongst those who piloted it for its range of different weapons
capable of striking at many ranges.


With the technological renaissance brought about by the discovery of the Helm
Memory Core Kali Yama Weapon Industries opened up a small production line to
produce Bengals in limited numbers.


Variants:
Records of the original Bengal loadout are sparse, often thrown into the thick
of the fighting with Orion and Atlas assault groups Bengals had a high loss
rate. (though always ensuring the victory was pyrrhic for its foes) Apocryphal
data points to streak equipped SRM launchers with Artemis equipped LRMs.
There's also suggestion that the Bengal may have made use of Pulse laser
technology. It is clear that the Bengal never made use of non-standard engines,
the vulnerability of the system outweighing the benefits for the Bengal's
assigned roll.


The most common variant of the Bengal used during the succession wars, the
BEN-1G, caried Diverse Optics Large and Medium Lasers with an arm mounted LRM-5
launcher, and a chest mounted SRM rack. The loss of advanced heat sinks and
structural components reduced the capabilities of the mech somewhat, but it
remained a fierce opponent.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 75 points 2.50
Internal Locations: 5 LT, 4 RT, 1 RA, 2 LL, 2 RL
Engine: Fusion Engine 225 10.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double 10(20) 0.00
Heat Sink Locations: 1 RT
Gyro: Standard Gyro 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Ferro-Fibrous AV - 143 8.00
Armor Locations: 1 CT, 3 LT, 3 RT, 3 LA, 4 RA
CASE Locations: 1 LT 0.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 14 19
Center Torso (rear) 9
L/R Torso 11 15
L/R Torso (rear) 7
L/R Arm 7 13
L/R Leg 11 18

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser CT 3 1 1.00
SRM-4 RT 3 1 2.00
Artemis IV FCS RT - 1 1.00
ER Large Laser RA 12 2 5.00
LRM-10 LA 4 2 5.00
Artemis IV FCS LA - 1 1.00
@LRM-10 (Artemis) (24) LT - 2 2.00
@SRM-4 (Artemis) (25) LT - 1 1.00
Free Critical Slots: 5

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 12
5 3 3 2 0 2 0 Structure: 4
Special Abilities: CASE, SRCH, ES, SOA


#85 Hodo

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Posted 12 November 2011 - 09:56 AM

While I like this idea... I quit designing mechs sometime in the early 90s.

I found it too easy to build the "Thousand points of light"

A 100ton mech that moves 4/6/4 XL with 10(D) HS. and 47 © ER Medium Lasers.
and 15 tons of armour. It is a *** I WIN! Mech.

Or the other fun one...

20ton mech that moves 15/30 with a XL engine and a couple of OS Streak SRM2s, and one ton of armor. I named them the "Kamikazi".

Job is to charge any mech at full speed, and hope they core you, so your engine will explode causing MASSIVE damage to them. If not you just hit them with a 30 hex charge....30x2=60pt hit.

Edited by Hodo, 12 November 2011 - 10:00 AM.


#86 Twilight Sparkle

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Posted 12 November 2011 - 10:16 AM

View PostHodo, on 12 November 2011 - 09:56 AM, said:

I found it too easy to build the "Thousand points of light"


To which point, I should have said in my previous post, 'Just because you can, doesn't mean you should.'

#87 feor

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Posted 12 November 2011 - 10:32 AM

View PostHodo, on 12 November 2011 - 09:56 AM, said:

While I like this idea... I quit designing mechs sometime in the early 90s.

I found it too easy to build the "Thousand points of light"

A 100ton mech that moves 4/6/4 XL with 10(D) HS. and 47 © ER Medium Lasers.
and 15 tons of armour. It is a *** I WIN! Mech.


I hope you're only dueling. 47CERMeds will make 235 heat, with 10 DHS it will take you 11 turns for your mech to sink enough heat that it can reactivate (maybe a little less if you find some waist deep water). So unless your opponent's a moron you will not survive the rest of his lance walking around behind you and carving out your insides from the rear.

On top of that, that mech is impossible to build. As described the design is 13.5t overweight and 4 crits short.

Quote

Or the other fun one...

20ton mech that moves 15/30 with a XL engine and a couple of OS Streak SRM2s, and one ton of armor. I named them the "Kamikazi".

Job is to charge any mech at full speed, and hope they core you, so your engine will explode causing MASSIVE damage to them. If not you just hit them with a 30 hex charge....30x2=60pt hit.


Also not feasible under the current rules. For starters the Stackpole rule no longer exists so if they core you you just kinda fall over. And while the charge attack is still a bit scary, it's mitigated by the fact that it's turned into 5 point groupings, and the charger takes the same damage as the attacker.

Edited by feor, 12 November 2011 - 10:33 AM.


#88 Red Pins

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Posted 12 November 2011 - 10:42 AM

:)

...You know you're old when you recognize this stuff and say, "That's a ___!"

That said, Halfinax has recreated the Catapult, my favorite Mech! 4/6/4, 2x15-packs, 4 MLs. I think he's a bit lighter on the armor, though.

GreyGriffen, that's an alternate spelling for the canon Thanatos, a 75-ton Lyran/Fedrat unit.

View PostHaydin, on 12 November 2011 - 01:54 AM, said:


I know about the Thug and Thor, I'm just making a new variant for each. Totally never heard that there was a rampage before though =/ Editing, naming it ravage. Close enough :D


:D

#89 Zakatak

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Posted 12 November 2011 - 10:51 AM

I didn't use the OP link for this, I was just doodling some designs, and this was one I came up with.

Can you guys tell me if this setup is possible? I didn't do the math here, tell me if I am over or under-weight. It's a fast strike mech, design to **** the enemy off with surprise short-range strikes to keep the enemies mind off your friendlies. It is designed to simply not get hit in the first place, and has little rear-armoring that is remedied by a 360 torso twist.

Name: Velociraptor
Weight: 55 tons
Origin: Clan Coyote
Year: 3038
Design: Bi-pedal Omni
-----
Left Torso: SRM-6
Right Torso: SRM-6
Center Torso: Ultra AC/10
Left Arm: ER Medium Laser x2
Right Arm: ER Medium Laser x2
-----
Equipment: GECM + AMS + MASC
Engine: 300XL
Armor: 8 tons Endo-Steel
Heatsinks: 2x DHS
Torso Twist: 360 degrees

I'll see if I can scan the picture and link it here. Again, if somebody could tell me if I am over or under 55 tons, that would be nice. I have to go.

Edited by Zakatak, 12 November 2011 - 10:55 AM.


#90 MagnusEffect

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Posted 12 November 2011 - 12:05 PM

View PostGhost, on 03 November 2011 - 08:37 AM, said:

*Obviously not official in any way.

Posted Image

November 2011 - MechWarrior Online Mech Design Contest!








The rules are pretty simple: Everything but the kitchen sink (and clan tech) up to 3049 is allowed. Submitting is as easy as copy-pasting the text version of the 'Mech's sheet, but you can go way more elaborate in pitching your design. You'll be judged on a variety of criteria (i.e. cheapest, highest average damage per round, etc.), so be creative!


I will give people who post Star League era designs & equipment a bit of leeway, but COME ON!... I think I saw a 3095 design in there. Whatthehellman? I want a personal jet pack, but it ain't gonna happen :)

View PostZakatak, on 12 November 2011 - 10:51 AM, said:

I didn't use the OP link for this, I was just doodling some designs, and this was one I came up with.

Can you guys tell me if this setup is possible?

Name: Velociraptor
Weight: 55 tons
Origin: Clan Coyote
Year: 3038
Design: Bi-pedal Omni
-----
Left Torso: SRM-6
Right Torso: SRM-6
Center Torso: Ultra AC/10
Left Arm: ER Medium Laser x2
Right Arm: ER Medium Laser x2
-----
Equipment: GECM + AMS + MASC
Engine: 300XL
Armor: 8 tons Endo-Steel
Heatsinks: 2x DHS
Torso Twist: 360 degrees

I'll see if I can scan the picture and link it here. Again, if somebody could tell me if I am over or under 55 tons, that would be nice. I have to go.


No Clan tech dude, sorry... not yet anyway. Also, highly recommend using skunkwerks. I just started trying it the other day and it works great. Also reduces chances of "fudging" the math.

Edited by MagnusEffect, 12 November 2011 - 12:16 PM.


#91 wolf on the tide

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Posted 12 November 2011 - 01:07 PM

while you're all busy chatting... i'll just slip in and /steal a 3055 hollander from the mech bay.

:)

#92 Alizabeth Aijou

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Posted 12 November 2011 - 01:24 PM

View Postfeor, on 12 November 2011 - 10:32 AM, said:

For starters the Stackpole rule no longer exists so if they core you you just kinda fall over.

Reintroduced in TacOps, actually.
The engine needs to take 4+ engine crits in the same turn first, though.
So either CT destruction, or LT/CT/RT destruction on XXL 'Mechs.
Then you need to roll 10+ on 2D6.
Or you can initiate a self-destruction sequence, but its unlikely your opponent is willing to remain in any hex containing any of your 'Mechs (you only declare that one mech is self-destructing, not which one).
Destroys all units in the hex, starts a fire there, and units in adjacent hexes take damage equal to engine rating/10, 2 hexes away take engine rating/20 and 3 hexes away take engine rating/40, in 5-point clusters.

So in the example given, it'd do 30 damage in adjacent hexes, 15 damage at 2 hex distance, and 7 damage at 3 hex distance.
It also effectively means that Super-Heavy BattleMechs will only receive 50 damage at the most from such an action, provided you can find a 'Mech with a 500-rated engine.

Quote

...You know you're old when you recognize this stuff and say, "That's a ___!"

Had that a couple of weeks ago @ CBT-Fora, someone made a 100-ton Supernova 4, pretty much.

Quote

I think I saw a 3095 design in there.

Yeah, that one was mine, the Super-Heavy OmniMech, iirc.
My other entry was a bit more serious, btw.

#93 Ghost

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Posted 12 November 2011 - 10:14 PM

Thought I'd try my hand at a quad scout design. Let's just say they call it the Widowmaker for good reason (coughXLenginecough). The 'mech is notoriously difficult to pilot, especially while in flight, as the balance of its jump jets has to be finely tuned many times each second to ensure everything is moving in the same direction. Designed and built on New Avalon as a crash program in the late 3040s by quad-proponent Corean Enterprises with the assistance of NAIS, the 'mech is designed to get in and out of places in mountainous areas and urban zones that would appear to be out of reach of most bipedal designs. With its superior weight distribution it can even perch on rooftops and act as an artillery spotter if necessary. Its high mobility and low profile come into its own when utilized in the forward-observer role it was designed for, while a trio of medium lasers and eight full tons of standard armor mean a pursuing 'Mech will think twice before dancing with the Widowmaker.

Widowmaker WDM-1A

Mass: 35 tons
Tech Base: Inner Sphere
Chassis Config: Quad
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E
Production Year: 3049
Cost: 6,294,600 C-Bills
Battle Value: 1,031

Chassis: Corean IV Standard
Power Plant: Lockheed-CBM Manatwist 245 Fusion XL Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: Rawlings 75
Jump Capacity: 210 meters
Armor: Starshield Standard Armor
Armament:
3 Defiance B3M Medium Lasers
1 Achernar Wunderland Anomaly Beagle Active Probe
1 Corean TransBand-J9 Guardian ECM Suite
1 Nikon Minuteman Remote Sensor Dispenser
1 CherrySeed Bullseye TAG
Manufacturer: Corean Enterprises
Primary Factory: Jeratha, New Avalon
Communications System: Corean TransBand-J9 w/Guardian ECM Suite
Targeting and Tracking System: Corean CalcMaster

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 62 points 3.50
Engine: XL Fusion Engine 245 6.00
Walking MP: 7
Running MP: 11
Jumping MP: 7 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL 3.50
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 LT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor: Standard Armor AV - 127 8.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 11 17
Center Torso (rear) 5
L/R Torso 8 12
L/R Torso (rear) 4
L/R Front Leg 8 16
L/R Rear Leg 8 16

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser HD 3 1 1.00
Remote Sensor Dispenser CT 0 1 0.50
Guardian ECM Suite RT 0 2 1.50
Medium Laser RT 3 1 1.00
Beagle Active Probe LT 0 2 1.50
Medium Laser LT 3 1 1.00
TAG LT 0 1 1.00
@Remote Sensors (1/2) (30) RT - 1 0.50
Free Critical Slots: 11

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 10
7j 2 2 0 0 1 0 Structure: 2
Special Abilities: PRB, RCN, ECM, TAG, ENE, SRCH, ES, SOA

#94 Alizabeth Aijou

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Posted 13 November 2011 - 06:12 AM

Quote

Let's just say they call it the Widowmaker for good reason (coughXLenginecough).

Unfounded, actually.
'Mechs with an XL engine are usually more likely to be salvaged since they're less likely to have the entire CT blown to bits.

#95 HIemfire

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Posted 13 November 2011 - 06:36 AM

View PostAlizabeth Aijou, on 13 November 2011 - 06:12 AM, said:

Unfounded, actually.
'Mechs with an XL engine are usually more likely to be salvaged since they're less likely to have the entire CT blown to bits.


Not entirely. As for salvage, (s)he who owns the field gets the salvage. XL Engines = high chance of bolstering your opposition's forces. especially when coupled with ammunition and C.A.S.E. (pilot lives but the mech is out of commission). I'd rather fight my way off field with a Standard engine and no side torsos than run an Inner Sphere XL and chance giving my enemy a new toy (an expensive one at that. Ow!).

#96 Duffanichta

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Posted 13 November 2011 - 06:47 AM

Heavy: 75 Tons

Medium Armor (reflective)

1AMS

1PPC

1AC10

6SBL

2SRM4

GECM

#97 GreenHell

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Posted 13 November 2011 - 10:47 AM

View PostTwilight Sparkle, on 12 November 2011 - 09:02 AM, said:

Building munchikin 'Mechs is not hard. It's more an understanding of what has a better BV/ton and Crits/Ton. ER PPCs are very BV efficient. Around 69BV per ton and 206 BV per Crit. Generally, munchkined machines are going to be heavy on the energy weapons because despite heat loads they tend to 'give' the most for their weight and space, especially in the clans where they often have excellent range and damage. You need about 15 tons of Heat Sink per two ER PPCs, but the first 10 tons are free (come with the Fusion engine) making the first few energy weapons ridiculously efficient. To cool all those PPCs (and the jump gets, I needed 14 tons of Heat Sinks after accounting for the free sinks. Even after you have to give tonnage for heat sinks, 5 of those will still fit on the engine due to engine size, meaning you only have to find space for 9 of those double heat sinks. The Targetting Computer simply makes these numbers even more terrible. Filled out with Medium Pulse Lasers for their BVs. Not as effecient as ER Mediums, but I didn't have the space for the ER Mediums. Odds are they'd actually be completely ignored for more targeted shots with the ER PPCs, which could leg, behead, or core literally anything short of a Hardened or Reflective Armor mech in front of them (God help you if it had Blue Shield and Reflective, though: You'd do a maximum 11 damage even with all your PPCs, just 1 point short of beheading anything :)). ER Small and Mediums are more BV filler. ER Medium lasers are, by far, one of the most BV effecient weapons ever. 108 BV for one ton and crit. I only wish I could have had room for more instead of the Medium Pulse Lasers, but crits can be so limiting.

I could probably do worse then this if I tried, but I'm feeling lazy today. By the way, it broke 4000 BV.



I didn't build that mech. It's an official variant from the Battletech Wiki page. I just wanted to post it as a measuring stick to see if other people could surpass it, which you did. :D

#98 Agent 0 Fortune

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Posted 13 November 2011 - 03:33 PM

An update to a previous attempt (all standard 3025 tech because that's how I roll)

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Dusk Hunter OWL-1D

Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D
Production Year: 3028
Cost: 4,868,160 C-Bills
Battle Value: 1,243

Chassis: DUN T1 Standard
Power Plant: 240 Pitban Fusion 240 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Maxmillian 43 Standard Armor
Armament:
1 Parti-Kill Heavy PPC
1 Ceres Arms Model T Autocannon/10
2 Martell Medium Lasers
Manufacturer: Majesty Metals and Manufacturing
Primary Factory: Dunianshire
Communications System: O/P 300 COMSET
Targeting and Tracking System: O/P 2000A

Overview:
The Dusk Hunter OWL-1D was introduced in 3028 during the 4th Succession War by
the Majesty Metals and Manufacturing company exclusively for the Magistracy of
Canopus.

Magestrix Kyalla Centrella understood that another Inner Sphere conflict would
bring opportunity for expansion and the Magistracy Armed Forces would need to
supliment its aging and primarily light mech forces with capable frontline
battlemechs. However the Canopus IV plant was already producing Mauraders, the
only option was the Dunianshire plant, however that facility lacked the
resources and production facilities to design and fabricate a Battlemech from
the ground up, and instead based the design on the Shadow Hawk's venerable
Lang T1 chassis leveraging the versatility of the mechs external mount points
to dock larger and more powerful weapons systems.


Capabilities:
The first hurdle was to reinforce the Lang T1 chassis to support the upgraded
armor and armament. Fortunately the simple yet robust Lang 1 chassis relied
heavily on external weapon mount-points which meant that a complete redesign of
the chassis would be unnecessary and only minor reinforcement would be required
to increase structural integrity to support the added weight, the new chassis
was dubbed the DUN T1 in honor of the Dunianshire plant. However the ease of
refitting the chassis created problems of its own. This meant that the Dusk
Hunter would only be able to support two primary weapons systems, the arm mount
bracket and the articulated shoulder mount. This was a huge concern for the
design team, as a heavy front-line mech the Dusk Hunter was expected to bring
firepower on par with other contemporary heavy units.

These mount-point limitations actually lead to an innovated design decision
that accelerated development and production exponentially. Rather than use high
demand integrated components like the Magna Hellstar PPC (Marauder MAD-3R
another Magistracy of Canopus staple), the less expensive and more accessible
vehicle developed Parti-Kill PPC would be used (Manticore tank and Leopard
dropship). The initial Dusk Hunter prototypes retained the battle-proven
Armstrong J11 Autocannon/5, but demand for greater firepower lead to the
controversial decision to incorporate the higher caliber Ceres Arms Model T
Autocannon/10, an unpopular weapon at the time, it was only beginning to see
use in the newly developed Hatchetman (HCT-3F), but was readily available
through Ceres.

Further testing proved the Core Tek 275 fusion engine underpowered for the
increased tonnage, and a debate ensued about this critical component. Majesty
Metals and Manufacturing already produced the Vlar 300 fusion engine, but
moving to larger heavy engine raised two concerns. One, the chassis would need
to be redesigned, something that would take considerable time; two, the impact
on Marauder production and repair. Ultimately engineers looked once again to
the Manticore tank and specifically its 240 Pitban Fusion engine (also produced
on Dunianshire). The 240 Pitban could be mounted in the Dusk Hunter without
reengineering the entire chassis, and would offer same performance as the Core
Tek 275 with a significant decrease in tonnage.

All other components, including targeting, communications, gyro, and Sparrow
300J life support, were retained from the original Shadow Hawk SHD-2H. However
the Pitban LFT-50 jump jets, already underpowered on the Shadow Hawk, were
abandoned completely for the Dusk Hunter.


Battle History:
Following the 4th Succession War, which saw bordering Capellan Confederation
fractured and greatly weakened, The Magistracy of Canopus saw an opportunity
for expansion. Allying with the newly formed Duchy of Andurien (formerly of the
Free Worlds League) the Canopian-Anderian incursion into Capellan space began
in 3030. While the Dusk Hunter OWL-1D distinguished itself on the battlefield,
ultimately logistics and communications issues lead to an unsuccessfully
conclusion to the land grab and the Magistracy forces returned following
significant losses.

However in 3036 the Dusk Hunter saw intense action as the 2 battalions of the
4th Regiment of the infamous Big MAC (The Leo's Demons of McCarron's Armored
Cavalry) invaded Canopus IV in a retaliatory strike. Though taken by surprise
and suffering heavy losses, the defending forces rallied inflicting massive
casualties on the invading force, the MAC was driven off after 3 days of brutal
fighting, they would not return.


Deployment:
Despite the proven effectiveness of the Dusk Hunter, limited productoin made it
an uncommon sight outside of the Magistracy.


Notable 'Mechs & MechWarriors:
Dusk Hunter pilot Ensign Delta Halis of the "2nd Canopian Cuirassiers"
distinguished herself during the surprise attack of 3036 by McCarron's Armored
Caverly". Durring the early hours of the engagement the "Cuirassiers", were
called to support "Raventhir's Iron Hand", commanded by the Magestrix's only
daughter Emma Centrella.

The "Cuirassiers" found the "Iron Hand's" position nearly overrun by assault
mechs. Despite being out of ammo, Halis piloted her Dusk Hunter between Emma
Centerlla's Vulcan and an approaching Atlas. The Dusk Hunters right arm and
remaining primary weapon disintegrated under the withering Autocannon fire.
With her primary weapons unavailable, Halis engaged the Atlas in melee combat
severely damaging the larger mechs leg actuators with a well-placed kick. The
Atlas responded with a thunderous hammer fist to the Dusk Hunters head
crumpling it and the supporting structure, and seriously injuring Halis. Barely
conscious and with numerous broken bones, Halis threw up the Dusk Hunters
remaining arm to fend off a second blow before buckling the Atlas's knee with a
final kick, crippling the massive mech.

Following the engagement Ensign Halis declined medical treatment and requested
only an ammo reload to continue fighting. Eventually Halis was treated for 6
broken ribs a punctured lung, and a fractured orbital socket. For her heroic
efforts she was awarded the Canopus Cluster, presented personally by Emma
Centrella.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 99 points 6.00
Engine: Fusion Engine 240 11.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Single Heat Sink 12 2.00
Heat Sink Locations: 1 HD, 1 CT, 1 LT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 184 11.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 20 28
Center Torso (rear) 7
L/R Torso 14 23
L/R Torso (rear) 5
L/R Arm 10 18
L/R Leg 14 24

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RT 3 1 1.00
Autocannon/10 LT 3 7 12.00
Medium Laser LT 3 1 1.00
PPC RA 10 3 7.00
@AC/10 (20) LT - 2 2.00
Free Critical Slots: 30

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 12
4 2 3 1 0 3 0 Structure: 5
Special Abilities: SRCH, ES, SOA

Edited by Agent.0.Fortune, 13 November 2011 - 03:47 PM.


#99 Sartris

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Posted 13 November 2011 - 09:37 PM

Because I can

Flash FSH-1

Mass: 10 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: F/X-X-F
Production Year: 0
Cost: 8,518,693 C-Bills
Battle Value: 127

Chassis: Unknown Composite Structure
Power Plant: Unknown 260 XXL Fusion Engine
Walking Speed: 280.8 km/h
Maximum Speed: 421.2 km/h (702.0 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
None
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Composite Structure 19 points 0.50
Engine: XXL Fusion Engine 260 4.50
Walking MP: 26
Running MP: 39 (65)
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Gyro: XL 1.50
Cockpit: Small 2.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 0 0.00

Internal Armor
Structure Factor
Head 3 0
Center Torso 4 0
Center Torso (rear) 0
L/R Torso 3 0
L/R Torso (rear) 0
L/R Arm 1 0
L/R Leg 2 0

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
MASC RT - 1 1.00
Supercharger LT - 1 0.50
Free Critical Slots: 32

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 0 Points: 1
39 0 0 0 0 1 0 Structure: 1
Special Abilities: ENE, SRCH, ES, SOA

Edited by Sartris, 13 November 2011 - 09:39 PM.


#100 Alizabeth Aijou

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Posted 14 November 2011 - 07:33 AM

Yeah, I made something like that before.
Might've posted it on CBT-Fora, don't remember for sure.





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