Atlas 7W Hero Mech (Idea)
#21
Posted 29 December 2012 - 12:22 PM
#22
Posted 29 December 2012 - 05:34 PM
I was thinking Atlas Samsonov (AS7-WGS), Which has one AC20 as per usual, and a PPC in each arm. It also has six extra HS.
I can't think of a more famous Atlas in the canon. It's driven by the obese tyrant warlord of the Draconis Combine's Galedon Military District, who also appears in several books, including my personal favorite, Wolves on the Border.
Edited by ice trey, 29 December 2012 - 05:34 PM.
#23
Posted 29 December 2012 - 08:37 PM
ice trey, on 29 December 2012 - 05:34 PM, said:
I was thinking Atlas Samsonov (AS7-WGS), Which has one AC20 as per usual, and a PPC in each arm. It also has six extra HS.
I can't think of a more famous Atlas in the canon. It's driven by the obese tyrant warlord of the Draconis Combine's Galedon Military District, who also appears in several books, including my personal favorite, Wolves on the Border.
A more famous one?
Marshal Morgan Hasek-Davion might qualify.
#24
Posted 29 December 2012 - 08:43 PM
#25
Posted 30 December 2012 - 06:44 AM
#26
Posted 30 December 2012 - 02:59 PM
CutterWolf, on 30 December 2012 - 06:44 AM, said:
Well, Only Morgan's would have lvl 2 Tech, being that the other 2 (and Cherenkoff for that matter) were all dead before the Helm Core's secrets were unlocked.
#27
Posted 05 January 2013 - 03:50 PM
#28
Posted 05 January 2013 - 05:36 PM
CutterWolf, on 28 December 2012 - 10:28 AM, said:
Started the work up for the load out:
Head:
6 Crits total, 5 for life support/sensors/cockpit. Leaving 1 open crit
CT: 12 Crits total, 4 for Gyro. Leaving 8 open crits. 2 Energy
LT/RT's:
12 Crits total, 2 Ballistic
LA/RA's: 12 Crits total, 4 for Actuators and shoulder. Leaving 8 open crits. 2 Energy, 1 AMS
LL/RL's: 6 Crits total, 4 for Actuators and Hip. Leaving 2 open crits.
Engine: STD 300
Weapons: x2 AC-10 (LT & RT), x2 Large Laser (LA & RA), x2 Med Pulse Laser (CT)
So it breaks down into this: 4 total Ballistic slots, 6 total Energy slots, and 2 total AMS slots
Most wanted mech (dual Gauss!), but I think you could make it less powerful (less energy hardpoints). Or there will be a lot of P2W whining.
#29
Posted 05 January 2013 - 07:40 PM
Great job so far.
#30
Posted 21 January 2013 - 08:04 AM
#31
Posted 21 January 2013 - 11:34 AM
#32
Posted 21 January 2013 - 05:36 PM
FromHell2k, on 27 December 2012 - 09:44 PM, said:
Wouldnt have the crits unless they swap out to a rubbish engine
#33
Posted 21 January 2013 - 07:59 PM
#34
Posted 22 January 2013 - 03:07 AM
XL300
DHS
LA/RA: 2xLL
LT/RT: 2xGauss, 2xA/C2 4T Gauss, 2T A/C2 in any spare locations
CT: Maybe 2ML, or just leave it empty for ammo
Just my thought on a nice constant and low heat dps load out.
#35
Posted 22 January 2013 - 06:43 AM
Having said that, the thing makes me salivate at the thought of playing with it...mother of god.
Edit: Bullocks...wrong thread.
Edited by Steemship, 22 January 2013 - 06:49 AM.
#36
Posted 22 January 2013 - 07:35 AM
Joe3142, on 21 January 2013 - 02:50 PM, said:
Thanks for the mock up Joe. If you could send me both the texture file and UV map I can do it for you.
Edited by CutterWolf, 22 January 2013 - 07:36 AM.
#37
Posted 23 January 2013 - 02:06 AM
#38
Posted 23 January 2013 - 11:55 PM
Odanan, on 05 January 2013 - 05:36 PM, said:
Most wanted mech (dual Gauss!), but I think you could make it less powerful (less energy hardpoints). Or there will be a lot of P2W whining.
It's the 4 Ballistic harpoints that make it OP if anything, personally I feel that they are unnecessary, especially seeing as the "stock" build has only a single AC in each torso.
If it were my project I'd drop 'em, and trade the CT lasers for an SRM 6 (missile hardpoint or two) this would give it a "Classic Atlas" hardpoint mix but with a very unique layout.
But personal taste and nitpicks aside...
I like it, I like it a lot. Keep up the good work Cutterwolf.
Edited by HlynkaCG, 24 January 2013 - 12:23 AM.
#39
Posted 24 January 2013 - 01:14 AM
Dual gauss Atlas is hilarious, how quickly will it become a zombie? Ballistics are heavy and require both ammo and in some cases heat sinks so some builds are going to be quite compromised.
I would love to see something like this happen, but I would personally prefer it to be the initial designs with the blanked LRM launchers in each torso rather than the newer CG version.
Keep up the good work!
#40
Posted 24 January 2013 - 02:42 AM
One of the reasons are, that the Stalker today somehow are more frightening to meet than an Atlas. The destructive force from a Stalker are fearsome, the Atlas are an easy prey with a rigid weapon placement and not that insane dangerous to encounter close hand, An Atlas are often described as a Mech that gives even the most battlehardened pilot sweaty palms when he encounter it, not like today - an easy prey. Remove the RT and you have something close to a “walking dead” – can’t think that were the intension for this mech.
The atlas would gain some of its reputation if it could be more dangerous on close hand – e.g. able to mount dual AC20, supported by a few MG to rip the internal structure/ammo hard points. That would be a badass – I never would enjoy attacking on close hand. Again it means that it can be used for dual Gauss as well, but isn’t it the general idea, that the atlas are the top of the food chain?
Follow it up with 2 med laser or flamer in the arms and we are rolling.
My suggestion:
LA 2 energy
LT 2 ballistic
RT 2 ballistic, 1 AMS
RA 2 energy
Please don’t let the Atlas loose its original function – it must be dangerous to attack a atlas on close hand.
Edit:
It’s not only an argument that the game will be unbalanced because of overpowered mechs,– a large problem is that there aren’t any balancing of the generated games, have several times been attacking with 4-5 Atlas and stalkers against a squad of light-med mechs. That no fun. The games need to be balanced when generated.
Edited by Father Christmas, 28 January 2013 - 05:52 AM.
8 user(s) are reading this topic
0 members, 8 guests, 0 anonymous users