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Centurion variants


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#41 Jonas

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Posted 03 May 2012 - 02:59 PM

View PostMaddMaxx, on 03 May 2012 - 06:22 AM, said:


I put this build in a Lab. Unless I missed something, the combo of XL Engine and ES does not leave 10 Crits open anywhere for the AC20. The most one location has is 9 crits open to place gear....?


The way I did it in the TT game is I removed the lower arm actuator ( which is the wrist joint, before the hand actuator ) thus giving me ten critical spaces in the right arm.

The CN9-D Centurion has 23.5 tons for weapons, with 8.5 tons of armor.
weapons :

RA : 1 x AC/20 @ 14tons & 10 CS
LT : 2 x LRM 5 @ 2 x 2 tons & 2 CS
CT : 2 x Medium Lasers @ 2 x 2 tons & 2 CS
RT : 2 tons AC-ammo & case @ 2.5 tons 3 CS
RT ; 1 anti-missile system @ 0.5 tons & 1 CS
RT : 1 ton AM-ammo & case @ 1.5 x ton & 2 CS
LT : 1 ton LRM-ammo & case @ 1.5 tons & 2CS
Total : 24 tons
Armor : is now reduced to 8 tons even ( losing 8 points of protection )
Heat sinks 10 DBL ( 300 XL divided by 25 = 12 so all all of them are integral )

Going by the rules I now add the endo steel to any open critical space, as long as I have 14 so unless my math is off ( which it could be ) this configuration should work

I did at one time replace the weapons & engine with Clan Tech, once I did that the extra space freed up the tonnage to get back the armor + a little more and I used the rest for ammo, I also dropped the anti missile system and replaced it and its ammo with T-S-M.

I also did build a Centurion with out the Endo Steel, but with Clan weapons using the same weapon set up but added T-S-M.

Edited by Jonas, 03 May 2012 - 03:14 PM.


#42 Rjkk

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Posted 03 May 2012 - 03:20 PM

Posted Image
Thank you all who have replied with your preferences, I've enjoyed reading all of the comments.
It seems to me (and correct me if I'm wrong) like those of us who enjoy the Centurion mostly stick to the canon variants and just fiddle with the little details. Again, I appreciate all the feedback, and I look forward to seeing all my brothers in Centurion arms in MW:O in the near future!

#43 Yeach

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Posted 06 May 2012 - 11:27 AM

View PostJonas, on 03 May 2012 - 02:59 PM, said:


The way I did it in the TT game is I removed the lower arm actuator ( which is the wrist joint, before the hand actuator ) thus giving me ten critical spaces in the right arm.



I disagree with this.
Removing the lower actuator is too much of a modification IMO that it is not a Centurion anymore.
Also we should note that MOST Centurion configs don't have max armor.
That is defining "character" IMO between a Centurion and a Hunchback.
http://mwomercs.com/...__fromsearch__1
http://mwomercs.com/...__fromsearch__1

#44 EDMW CSN

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Posted 06 May 2012 - 05:52 PM

Max armor could be considered a trade off, you are always losing something after all. But yeah removing the lower arm is kinda drastic. You probably need a factory or an "A team" tech force at the minimum in a maintenance bay to be able to re-calibrate that arm right.

#45 Orzorn

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Posted 06 May 2012 - 07:44 PM

View PostOrzorn, on 03 May 2012 - 10:09 AM, said:

Heh, thanks for reminding me.

I removed the endo steel (because I didn't have enough crits, and the double heat sinks were light and strong enough) and the normal heat sinks and added 5 double heat sinks instead. I also altered the armor:
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 83 points 5.00
Engine: Fusion Engine 200 8.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 15(30) 5.00
Heat Sink Locations: 2 LT, 3 RT, 1 LA, 1 RA
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Ferro-Fibrous AV - 161 9.00
Armor Locations: 1 HD, 2 LT, 3 RT, 2 LA, 3 RA, 2 LL, 1 RL

Internal Armor
Structure Factor
Head 3 9
Center Torso 16 24
Center Torso (rear) 6
L/R Torso 12 16
L/R Torso (rear) 7
L/R Arm 8 16
L/R Leg 12 22
====================
Not sure why I didn't use double in the first place. I guess I had forgotten the tech of the era, despite the fact that I did remember the ER Large Lasers were available...

Edit: This version gets 96.66667% heat efficiency. Nice!

I ran this through Mechwarrior 2 Mercs and it was a rather beastly design! I managed to tear through a War Hawk, Summoner, and another Summoner rather quickly. When I began running hot, I would switch to my small laser and just constantly fire that for backup fire while I cooled down a bit, which was pretty easy considering just how much heat I dump per second. The LRM let me do a bit of bobbing and weaving as well, and the two ERLas just hit like trucks.

#46 Sassori

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Posted 06 May 2012 - 08:14 PM

Make sure you use the right tech for the ER Lg Lasers, it's easy in the MW series to put clan weapons on there and not notice and clan ER Lg Lasers are significantly better than IS ER Lg Lasers.

#47 Orzorn

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Posted 06 May 2012 - 09:56 PM

View PostChristopher Dayson, on 06 May 2012 - 08:14 PM, said:

Make sure you use the right tech for the ER Lg Lasers, it's easy in the MW series to put clan weapons on there and not notice and clan ER Lg Lasers are significantly better than IS ER Lg Lasers.

No, its easy to make sure you're using the right tech, because you have to click over to a Clan tab to use Clan weapons, and the default tab is the IS tab.

#48 Sassori

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Posted 06 May 2012 - 09:57 PM

I was being facetious, used to see that all the time. IS mech's with Clan weapons :)

#49 Nik Van Rhijn

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Posted 07 May 2012 - 05:03 AM

View PostYeach, on 06 May 2012 - 11:27 AM, said:


I disagree with this.
Removing the lower actuator is too much of a modification IMO that it is not a Centurion anymore.
Also we should note that MOST Centurion configs don't have max armor.
That is defining "character" IMO between a Centurion and a Hunchback.
http://mwomercs.com/...__fromsearch__1
http://mwomercs.com/...__fromsearch__1

I'm not sure that we would have the ability (hopefully not) in the MechLab to remove actuators. With regard to armour, while I agree with the sentiments, unless they limit the amount of armour you can add then people will do so.
If the majority will maximise a mech in the lab then you are forced to do so or fight at a disadvantage. I would imagine that within 24 hours of launch the only people running stock mechs will be those not prepared to pay for upgrades.

Edited by Nik Van Rhijn, 07 May 2012 - 05:03 AM.


#50 MaddMaxx

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Posted 07 May 2012 - 05:58 AM

View PostOrzorn, on 03 May 2012 - 09:11 AM, said:

That's just being obtuse. If you wanted to act like that, this entire forum might as well not exist, because none of the information is final.


And your statement was one noted as FACT. It was not, and you should know better than do that. Otherwise someone may have to correct you, in order to assure that non-factual based "stuff" does not propagate.





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