Kaijin, on 10 January 2013 - 04:37 PM, said:
People were laser 'boating' and ballistics 'boating' too, and still are. This 'boating' term is meaningless. Several canon mechs in fact do carry multiples of the same weapon.
Also, your poll doesn't include an option for 'ECM broke the game full stop', so I cannot vote. LRMs never broke the game, except for during the 48 hour Festival of Artemis.
A very, very small number of canon mechs boated anything other than missiles (laserback). Most boaters were missile boaters, and even then weren't ridiculous with 50 LRM 20's on them.
Quote
Battle Tech Forces
Not every ’Mech is appropriate for every type of scenario,
so match the machine to the mission when choosing
BattleMechs. This section will help you do that by providing a
feel for the strengths and weakness of the various units available
in BattleTech. This information is particularly helpful when
you get to choose the ’Mechs you will use for a scenario, but it
also can help you make the best use of your forces when you are
assigned a particular mix of ’Mechs, all of which are not necessarily
ideal for the task at hand. The best commanders make the
most of what they have and expertly fit square pegs into round
holes.
For the sake of discussion, we have divided the ’Mechs
available in BattleTech into seven broad categories: scouts, strikers,
skirmishers, brawlers, missile boats, snipers and juggernauts.
The ’Mechs assigned to each category are deployed in a similar
fashion by virtue of their movement capabilities and weapons
complements. Each category description provides a discussion
of the characteristics of ’Mechs included in that category and
their use in game play, followed by brief comments on each
specific ’Mech. If players purchase any of the various technical
readouts that include many other BattleMech designs, they only
need to compare each design’s relative characteristics to those
found here to find in which category they belong.
The House name that appears in parentheses after each
’Mech description indicates the Successor State that most commonly
uses the ’Mech.
Scouts
These extremely fast ’Mechs rush ahead of the main force,
using speed to achieve their objectives and avoid the enemy.
These types of ’Mechs are most useful in campaign settings
where intelligence-gathering is important, but they also can be
useful in standard scenarios. Use them when you need to reach
an objective quickly, such as “capture the flag” games, or when
you expect the opposition to field very fast ’Mechs.
Though protected only by light armor, scouts are not
defenseless. Moving at their maximum speed makes scouts
virtually invulnerable because their opponents must overcome
an impressive target movement modifier to make a successful
weapons attack against them. Those scouts that can jump
should do so as often as is practical. Head for the heaviest
woods available and use them for cover, or move into a dead
zone behind a hill. It’s more important to protect a scout from
attack than to get in a strike with its meager weaponry. Hold
your fire until you have the opportunity to strike an opponent in
the back, where even a relatively weak attack can penetrate thin
rear armor and score critical hits.
Scouts work best when teamed up with medium and heavy
’Mechs that can provide covering fire and present more threatening
targets for the opponent to attack; a fast-moving Spider is
likely to be ignored in favor of a stationary Catapult. Ideally, this
match-up buys the scout the time it needs to move into position
for attacks on the enemy’s rear.
SDR-5V Spider
The Spider is the fastest ’Mech available in the Classic
BattleTech game—in fact, speed is its only real asset. With little
armor and only two medium lasers, it is not designed for heavy
combat. The Spider should jump at least 7 hexes each turn, into
woods whenever possible. (Marik)
ASN-21 Assassin
Though it is better armed than the Spider, the Assassin still
lacks enough weaponry to be considered a useful strike ’Mech.
In fact, the Assassin’s main weakness is a lack of firepower, as
well as flimsy leg armor. To counter these weaknesses, keep the
Assassin moving and take partial cover whenever possible to
protect the fragile legs. Try to “stab” your opponent in the back
in keeping with the ’Mech’s namesake. (Davion)
CDA-2A Cicada
Unlike most other scout ’Mechs, the Cicada cannot jump.
It is best used in open terrain where it can use its considerable
running speed to circle behind likely targets. The Cicada will not
overheat even if it constantly runs and fires. Its sturdy structure
allows it to hold up well for a scout ’Mech, and it can easily afford
to lose both arms to enemy attacks with no loss of effectiveness.
Rather than hiding in woods, this ’Mech should continually
move at high speed. (Marik)
CLNT-2-3T Clint
The Clint’s autocannon gives it an impressive attack range
for a ’Mech of its size and speed. To take advantage of this asset,
keep the Clint moving away from the enemy, using its mobility
to stay out of range of the opponent’s short-range weapons.
Snipe away with the autocannon until that weapon runs out of
ammo, then close in to attack with the lasers or flee the battlefield.
(Liao)
Strikers
Not as fast as scouts, these ’Mechs sacrifice some speed
for a heavier complement of close-range weapons. They dash
in, stand toe-to-toe with the enemy, then unload a massive barrage
of weapons fire. Commanders often send an entire lance of
strikers into the midst of the enemy, ordering them to concentrate
fire on a single enemy ’Mech and thus eliminating a medium
or heavy ’Mech in a few turns. Players should be prepared to
sacrifice these ’Mechs to enemy fire in exchange for a significant
damage against enemy ’Mechs. Use bold tactics when deploying
strikers; bold strategies get the best results.
Deploy strikers with heavier ’Mechs that can provide longrange
covering fire, but make sure these ’Mechs can keep up
with the striker ’Mechs—both types of ’Mechs need to stick
together to distract the enemy. Any of the ’Mechs in the skirmishers
group would serve this purpose. To survive long enough
to close with their opponents, strikers need to keep moving,
staying in woods or behind partial cover whenever possible
until they reach medium or short range to the target. Then let
‘em have it!
COM-2D Commando
Though it lacks the speed of some other light ’Mechs, the
Commando wields the firepower of ’Mechs twice its size. It gains
this advantage at a cost; it mounts only short-range weapons
and a limited supply of ammunition. In addition, its light armor
protection means it cannot stand up to much punishment.
If employed properly, however, the Commando can be a very
effective quick-strike ’Mech. (Steiner)
JR7-D Jenner
The Jenner has excellent firepower for a light ’Mech. This,
coupled with its tremendous speed, make the Jenner a good
’Mech for blitzkrieg missions. Jenners are perhaps used best
in groups, where they can deliver massed laser fire against an
unsuspecting enemy, then quickly flee the front lines before the
enemy rips their light armor to shreds. This ’Mech can overheat
if it fires and jumps, so try to use running movement during the
turn of attack. (Kurita)
Skirmishers
Skirmishers are versatile ’Mechs with the mobility, armor
and firepower to take the fight to the enemy and inflict serious
damage. Unlike most other types of ’Mechs described here, skirmishers
can be used in a variety of ways depending on the situation
at hand and the terrain.
Commanders commonly use these ’Mechs in tandem with
lighter or slower ’Mechs to provide mobile fire support. The skirmishers
harass the enemy forces while the special-use ’Mechs
maneuver into position. Skirmishers often draw heavy recon
duty, probing deep into enemy territory where lighter ’Mechs
would fall to enemy attacks before they could return to friendly
lines with intelligence on the enemy positions. For scenarios
involving breaking through enemy-held positions, skirmishers
offer many advantages.
Skirmishers should not be sent on missions of direct assault.
Their firepower, while respectable, is not sufficient to take out
heavy or assault ’Mechs quickly. To succeed in a direct assault,
skirmishers need support from snipers and/or missile boats.
Combined, such ’Mechs can take out heavy opposition with no
problem.
HER-2S Hermes II
A fast ’Mech with good armor protection, the Hermes II lacks
substantial firepower, making it best used against targets lighter
than itself. Because the Hermes II has the speed to keep up with
light ’Mechs and carries far more armor than most light ’Mechs,
it can survive long enough to destroy them in running battles.
When faced with strong opposition, use its speed to keep the
Hermes II at medium to long range and fire the autocannon.
Don’t give in to the temptation to close with heavy ’Mechs; you
won’t last long against them. (Marik)
GHR-5H Grasshopper
One of the best all-around BattleMechs in the Classic
BattleTech Universe Book, the Grasshopper fights well in any
combat situation. Enemies often underestimate the threat it
poses because it lacks powerful weapons such as PPCs or heavy
autocannon. Because the ’Mech actually carries significant firepower
and the heat sinks to use it, you can use the ’Mech’s perceived
failings to your advantage. The Grasshopper rarely faces
heat or ammunition problems, allowing you to risk difficult
shots. Try to target weaker enemy ’Mechs by jumping into range
and firing. (Liao, Davion)
Brawlers
These ’Mechs lack the mobility of skirmishers but make up
for their lesser speed with longer range weapons and/or heavier
armor. These ’Mechs often form the backbone of an assault
force or act as mobile escorts for the painfully slow juggernauts
that often comprise the main punch of an assault.
Although these ’Mechs cannot fight effective running battles,
they are well suited to a variety of other tasks. They shine
in defensive battles or in attacks against stationary targets, and
can use their slight advantage in maneuverability to take out
enemy assault ’Mechs. Two or three of these ’Mechs should be
able to outflank and eliminate any one slow enemy ’Mech. Use
them to flush snipers and missile boats from their positions.
ENF-4R Enforcer
The Enforcer is a solid all-around BattleMech. Its two main
weapons share the same range profile, allowing it to make concentrated,
effective attacks on the enemy. The Enforcer’s jump
jets make it fairly mobile, allowing it to close in and use its
weapons effectively. If need be, such mobility can also be used
to keep faster ’Mechs from easily out-flanking it or to quickly
get behind slower ’Mechs. (Davion)
DRG-1N Dragon
The excellent mobility and armor of the heavy Dragon come
at the cost of significant weaponry—most medium ’Mechs can
out-gun the Dragon. Against slow, heavy juggernauts such as
the Hunchback and Cyclops, use the Dragon’s superior movement
to keep out of range of the enemy’s larger weapons.
Against lighter ’Mechs, move the Dragon in to make effective
physical attacks. A full-speed charge attack from a Dragon can
destroy a light ’Mech in one fell swoop. (Kurita)
Missile Boats
The class of BattleMechs known as “missile boats” are
armed primarily with long-range missiles. This allows them to
stay safely far away from enemy forces and rain down devastating
fire with little risk of being attacked themselves. To make the
most of these ’Mechs, accompanying forces must move forward
and prevent the enemy from closing in, a task usually accomplished
by skirmishers or strike lances. Move each of your missile
boats into a “nest;” a good firing position far from the enemy
position (about one mapsheet away). Ideally this spot should
have woods for cover and at least one level of height to provide
line of sight to most of the ’Mechs on the board. Hex 1303 on
the BattleTech map is popular for this purpose, especially if the
enemy is in the direction of Hex 1403; the attacking ’Mech gains
partial cover from the hill.
WTH-1 Whitworth
Colloquially known as the “Worthless,” the much-maligned
Whitworth can be quite effective if used properly. The main reason
for the ’Mech’s bad reputation is its lack of focus. Armed
with a pair of LRM launchers and three medium lasers, the
Whitworth carries two distinct groups of weapons. Only ten heat
sinks means it can’t fire all of its weapons at once anyway. To
best take advantage of this ’Mech capabilities, use the ’Mech’s
jump capability to move it into a good firing “nest.” Don’t worry
about firing in the turn you move, because your ’Mech will overheat
and the shot will probably miss. From your position, concentrate
on firing your LRM’s at distant targets. If any enemies
close within the LRM’s minimum range, the Whitworth’s armor,
good for a ’Mech its size, allows it to switch to the medium lasers
rather than fleeing. (Davion, Kurita)
TBT-5N Trebuchet
The Trebuchet can be characterized as a heavier version of
the Whitworth, though it lacks the lighter unit’s jump capability.
Because the Trebuchet’s missile racks are larger, it is a better
barrage ’Mech. Without jump jets, though, it takes a little longer
to move into firing position. The Trebuchet also suffers from a
insufficient supply of ammunition. If it runs out of missiles during
battle, it can close with the enemy and use its medium lasers
to stay in the fight, in much the same way as brawler ’Mechs.
(Marik)
DV-6M Dervish
In some ways, the Dervish is more like a skirmisher than a
missile boat, but two factors place it in this category. Its maneuverability
allows it to move quickly into firing position, and its
severe overheating problems prevent it from using all of its
weapons in the way a good skirmisher must. To use this ’Mech
effectively, try to keep the Dervish away from the enemy and
functioning as a lightweight missile boat until its LRM ammo is
spent. At that point, bring it in to brawl with the enemy as short
range. Ample supplies of SRM ammo allow the Dervish to slug it
out as long as it can survive. (Davion)
CPLT-C1 Catapult
The heavy Catapult exemplifies the missile boat ’Mech, with
jump capability to move into a good position and a potent pair
of missile racks. The Catapult’s main advantage over other missile
boats is its fifteen heat sinks, which allow the ’Mech to fire
most of its weapons and jump without risking overheating. The
Catapult’s limited supply of ammo means it will ultimately have
to close with the enemy, but its heavy armor and four medium
lasers make it a good close-range fighter as well. (Liao)
Snipers
Though slow-moving, these ’Mechs carry powerful, longrange
weaponry. Because they don’t have to close with the
enemy to fight effectively, however, their lack of speed represents
only a minor weakness. Most sniper ’Mechs set up a “sniper
nest” on the battlefield, in much the same way as missile boats
take up and maintain a strategic position. Unlike missile boats,
however, snipers are armed with direct-fire weaponry and cannot
attack from hiding. To compensate for this necessity, choose
a sniper nest far from the enemy force that provides cover in
the form of woods and/or Partial Cover. As the enemy advances
on your position, attack while staying stationary. As additional
protection, assign striker or brawler ’Mechs to keep fast enemy
’Mechs away from the snipers
PNT-9R Panther
The Panther is truly fearsome for such a small BattleMech.
Its Lord’s Light PPC can deal serious damage from a distance,
and the ’Mech carries sufficient heat sinks to maintain a steady
barrage of fire while on the move. Heavy armor and jump capability
round out this eminently useful ’Mech’s capabilities. In
fact, the only drawback to the Panther’s all-around performance
is its slow movement rate. The Panther is best suited to fights in
confined terrain, such as forests and cities. In open terrain, the
Panther should keep its distance, using its range advantage to
the fullest. Because the Panther is slow, faster ’Mechs should
provide short-range covering fire. (Kurita)
VND-1R Vindicator
The Capellan Confederation loves this ’Mech for good reason.
An excellent balance of firepower, armor and heat sinks
make the Vindicator one of the best medium BattleMechs
around. Unlike many ’Mechs its size, the Vindicator can use
jumping movement and keep up a sustained barrage. To counteract
the inherent inaccuracy of firing while jumping, place
an Experienced MechWarrior in the Vindicator. If piloted by a
Regular MechWarrior, this ’Mech is better off standing still like
other snipers, because it will have a much better chance of hitting
its target. (Liao)
JM6-S JagerMech
The JagerMech is under-gunned for a heavy ’Mech and
has paper-thin armor, especially in the back. Its weapons inflict
relatively minor damage but do posses exceptional range.
Combined with a slow movement rate, this ’Mech is suited
only for sniper duty well behind the main line of combat. Find
a good sniper nest for the JagerMech and leave it there; ample
heat sinks and a healthy supply of ammo allow the JagerMech
to fire continuously. Position a few friendly ’Mechs in the area to
prevent enemies from closing with the JagerMech, because it is
essentially helpless up close. (Davion, Liao)
ZEU-6S Zeus
The Zeus represents a poor compromise between speed,
firepower and armor. Much like the smaller Dragon, the Zeus’s
large engine leaves little room for armaments. Keep it far from
the enemy and use its array of long-range weapons to full effect.
The Zeus cannot overheat, allowing for longer sustained fire
than ’Mechs such as the Awesome or Banshee, even when on the
move. (Steiner)
WS-8Q Awesome
The Awesome truly deserves its name. It is slow moving, to
be sure, but the massed firepower of its three PPCs more than
makes up for any lack of speed. At the beginning of a scenario,
maneuver the Awesome into shooting position on a hill or other
appropriate “sniper nest.” Then let it stand still and pound at
the opposition with its three massive weapons. It has enough
heat sinks to fire all its weapons continuously for several turns
without overheating. The most common tactic for this ’Mech
is to fire all three PPCs for two turns, bringing the Awesome’s
heat scale to 4, then fire only two to cool down. In this way, the
pilot achieves maximum firepower without any loss of mobility.
(Marik)
BNC-3E Banshee
A massive engine and thick armor plating leave little room
for weaponry on this unpopular assault ’Mech. When using a
Banshee as part of your force, you must capitalize on its strengths
or it will end up being a 95-ton paperweight. Against a slowmoving
enemy, use the Banshee as a standard sniper, gunning
at long range while your opponents advance. If the enemies are
fast, they will probably close in quickly to negate your range
advantage. In this situation, use the Banshee in the role for which
it was originally intended: an ultra-heavy close-assault vehicle. If
you face an enemy ’Mech 5 or 6 hexes away across clear terrain,
forget about firing weapons; go for the charge attack! A Banshee
running at full speed can seriously damage or even destroy an
opposing ’Mech with a single charge attack. (Davion, Steiner)
Juggernauts
Juggernauts are slow-moving ’Mechs with excellent shortrange
firepower. Lacking long-range weapons or speed, juggernauts
must rely on brute force to maneuver their way to within
attack distance of the enemy. These ’Mechs are usually very well
armored so that they can withstand heavy fire as they slowly
advance toward the enemy. In theory, this armor is sufficient to
allow them to get in a few successful shots—which is all they
need to take out their opponents. Team up juggernauts with skirmishers
or strikers as escorts, assigning the smaller ’Mechs to flank
the enemy ’Mechs and threaten them with attacks against their
backs, essentially shepherding them toward your juggernauts!
The three juggernauts shown below all carry the massive
AC/20. The most damaging weapon in the Classic BattleTech
Introductory Rulebook, the AC/20 inflicts 20 points of damage to
a single location when it hits. This is enough to penetrate the
armor of most ’Mechs and can even destroy a light ’Mech with a
single attack! Because this powerful weapon has a range of only
9 hexes, most enemies will take great pains to position themselves
exactly 10 hexes away from a ’Mech carrying this autocannon.
To counter this, use the juggernauts against opponents
armed with weapons of similar range profile, such as medium
lasers or SRMs. These opponents will have to close to within
range of your AC/20 if they want to attack.
HBK-4G Hunchback
The Hunchback can deliver devastating short-range firepower
with its autocannon, provided it can get close enough
to the target. Its back-up weapons are also short-range, and so
the Hunchback needs to get in close to have any effect at all.
For this reason, it is best used in defensive situations where the
opponent has no choice but to come to you or at least try to
move past you. Try to anticipate when the enemy ’Mech will be
in range of your cannon and plan to remain stationary or walk
(if necessary) that turn so that your shot will be as accurate as
possible. The Hunchback doesn’t have much ammo to spare and
usually gets only a few chances at a good shot. Make each one
count! (Marik)
CP-10-Z Cyclops
Unlike most BattleMechs its size, the Cyclops gives up
armor protection in favor of speed and firepower. Unfortunately
the Cyclops carries mainly short-range weaponry, so it must
advance close to the enemy, exposing itself to fire, to attack. To
help keep the Cyclops alive, keep it moving. Try to move at least
3 hexes per turn so your opponent has a to-hit modifier against
you. Like the Hunchback, the Cyclops is best suited to defensive
missions where the enemy forces come to you. It can fire away
with its LRMs until the targets are within 9 hexes and then let
loose with its short-range weapons. With an ample 20 rounds
for its AC/20, the Cyclops should attack with that weapon if
even the smallest chance exists of the shot hitting its target.
You should never pass up the opportunity to inflict so much
damage. (Davion)
AS7-D Atlas
Don’t tell your opponent, but the Atlas isn’t as scary as it
looks. This massive ’Mech is painfully slow and carries an arsenal
of exclusively short-range firepower, with the exception of
a single LRM-20 rack. In the right situation, however, the Atlas
can be a devastating weapon. Like all juggernauts, it is at home
in a defensive role. In any other situation, run as fast as you can
toward the enemy. Don’t worry about taking cover; that will just
slow you down. The Atlas has more armor than any other ’Mech
in the game and can easily withstand whatever your opponent
throws at it. Try to move adjacent to an enemy ’Mech whenever
possible and make a punch attack instead of using medium
lasers; a punch inflicts twice as much damage and generates no
heat! (Kurita)
^ Ripped straight from the introductory rulebook, which you can download for free from Battletech Official Site.
Here's an example of a "missile boat".
http://www.sarna.net...oat_BattleMechs
http://www.sarna.net/wiki/Trebuchet
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Armament
The primary weapons on the
Trebuchet are a pair of Zeus
LRM-15 launchers in its right torso and left arm. One ton of ammo per launcher allows it to "soften up" an opponent, though not truly cripple them, at ranges where they cannot return fire. Backing these up for close range work is a trio of Magna Mk II
Medium Lasers, two in its right arm and one in its left, which provide the
Trebuchet with firepower when the LRM ammunition has been depleted. These also discourages lighter 'Mechs from attempting to intercept it, and the ten heat sinks allows the 'Mech to fire these continuously when traveling at a cruising speed of 54 km/h. The
Trebuchet is also proficient as a brawler, though its physical blows lack the same weight as heavier 'Mechs.
Heat generation and dissipation mod based on speed isn't a factor in game yet.
Heat nerfing has been done to limit "boating", because for some reason people don't like it.
Armor has been doubled for people to survive "boating", because for some reason people don't like dying instantly.
These three factors have changed the weapon damage to armor protection dynamic, on the one hand limiting boating, on the other hand encouraging it as the only effective way to kill others, with speed and massed weapons of a specific object.
This above is further compounded by the fact that they decided to allow torso twist and mech turn speed to be variably based on engine size. Slower engines not only make your top speed lower, they massively penalize your turning speed, so anyone faster than you can get back shots in. On the other hand, putting heavier and heavier engines in allows you to turn on a dime just as well as light mechs, meaning that your "capture rate", the rate at which you can get an enemy within your crosshairs for lock and fire, is MUCH higher. This would actually be deadly to Light Mechs as it is right now, except that the "Lagshield" protects them and so protects us from noticing this.
So the rules of the game are as follows:
-Pick the biggest engine you can, not just for speed but for capturing enemy mechs. (awesomes, atlas, catapults, that can turn in less than 2 seconds from facing the other way to facing me in my light mech and shooting the crap out of me are constants).
-Pick a selection of weapons that has the best punch, heat efficiency, and can be massed due to hardpoint spam allowing them to be packed in multiples, otherwise you'll never get through enemy armor.
People call this Mech Brawler Online. I call it Speed Brawler Online.
Without restrictions beyond simple "weapon STAT balancing", the game will always be stale and uniform. How do I know this? Look at my sig.
Further examples of "terrible stock mechs", which Battletech was designed around.
http://www.sarna.net/wiki/Shootist
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Armament
The
Shootist has a top speed of 64.8 km/h, giving it an average level of mobility for a heavy 'Mech. The 'Mech has thirteen
double heat sinks that allow the
Shootist to dissipate the waste heat that is produced by its heavy weapons payload. The
Shootist carries twelve tons of MV
Ferro-Fibrous armor with
CASE to protect the 'Mech in the event of an ammunition explosion.
The
Shootist is armed to engage an enemy at various ranges. The only long-range weapon on the 'Mech is a Blankenburg
ER Large Laser that has an effective range of five hundred and seventy meters. For medium to close range combat, the
Shootist carries a devastating Deathgiver
Autocannon/20 which is capable of downing most light and even some medium 'Mechs in a single salvo. Finally, for point blank defense, the 'Mech has two Blankenburg
Medium Pulse Lasers and a Dinatech Mark III
Small Laser.
http://www.sarna.net/wiki/Hermes_II
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Armament
The primary weapon on the
Hermes II is an Oriente
Autocannon/5, which gives it a respectable reach on the battlefield. As secondary weapons, the
Hermes II carries an Irian Weapons Works
Medium Laser for anti-'Mech combat as well as an Olympian
Flamer, which gives it a good deterrent against
infantry attacks.
http://www.sarna.net/wiki/Enforcer
Quote
Armament
With a top speed of 64.8 km/h and a jumping distance of up to one hundred and twenty meters, the
Enforcer is a very mobile 'Mech and an ideal city fighter. For protection, the
Enforcer has nine tons of Starshield Armor, weaker than average along the back to enhance frontal coverage.
[2]
The
Enforcer's primary weapon is a Federated
Autocannon/10 complemented by a ChisComp 43
Large Laser, both give the
Enforcer respectable intermediate range firepower, though only a single ton of autocannon reloads is carried. Finally, to round out the design, the
Enforcer carries a ChisComp 32
Small Laser for close range combat.
[5]
Of course, none of this would be complete without some assault mech builds for reference.
http://www.sarna.net/wiki/Mauler
Quote
Armament
The
Mauler is armed with four Imperator Smoothie-2
Autocannon/2s as its longest ranged primary weapons. Individually, the damage the AC/2s deal is insignificant, but together they can steadily whittle away armor at extreme range. The 'Mech also carries two Shigunga
LRM-15 launchers, adding much needed punch to the extreme reach of its four autocannons. The 'Mech also carries two Victory Nickel Alloy
ER Large Lasers for added long range punch.
While the
Mauler is outfitted with
CASE to protect its vulnerable ammunition bays, its heavily ballistic and missile based weapons complement forces reliance on secure supply lines to properly satiate its weaponry's voracious appetite for ammunition.
http://www.sarna.net/wiki/Highlander
Quote
Armament
The
Highlander carries a weapons mix that is more at home when fighting a ranged battle, but when the ranges close the
Highlander has the right equipment for the job. The primary weapon is a M-7
Gauss Rifle that is capable of stripping armor off of an enemy a ton at a time. The Gauss is backed up at long ranges by a Holly-20
LRM-20 launcher. For close range work, it carries two Harmon Starclass
Medium Lasers and a Holly-6
SRM-6 launcher. Two tons of ammo for the gauss rifle, LRM and SRM launchers each provide good endurance while the use of
CASE grants added production. Low heat buildup from the weapons allows for a nearly continuous barrage without taxing the twelve
heat sinks, though pilots must still exhibit caution
Quote
Armament
The
Striker is built using rugged, off-the-shelf technologies that allow it to stand up to a great deal of punishment and enable easy repair. The
Striker has a top speed of 64.8 km/h that is provided by a Pitban 320
Fusion engine. For protection, the
Striker carries thirteen and a half tons of armor which is an average amount of protection for a 'Mech of the
Striker's size. Finally, to dissipate the heat from its arsenal, the
Striker has fifteen
heat sinks.
The
Striker has an arsenal that is capable of engaging an enemy at a variety of ranges. The primary long-range weapons on the
Striker are a HellStar
PPC and a Pontiac Light
Autocannon/5. These are backed up by a Defiance B3L
Large Laser that is capable of engaging enemies at medium to short ranges. Finally, for close range defense, the
Striker has three Hellion-b II
Medium Lasers.
So, what is more interesting? A game where each mech carries different weapon systems and they can all be used effectively or ineffectively? Or a Game of "Trading Cheeses", where you blindly hardcounter someone else's cheese build based on what you dropped into a match with?
Even in real life, advanced combat systems don't use "50 machine guns". They Use a big weapon or two, a smaller weapon or two, and that's it.
http://en.wikipedia....wiki/T-90#India
Quote
T-90 tanks featuring
2A46M 125 mm smoothbore tank gun, NSV 12.7 mm AA machine gun and
PKT 7.62 mm coaxial machine gun.
I don't see "featuring 10 AA machine guns" there.
Edited by BerryChunks, 10 January 2013 - 05:42 PM.