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EvanSchenck
Sep 8, 2010


Just beat every level of Solaris VII using almost entirely SRMs which was slightly different but even more fun than usual, because of the fire effect. A Dire Wolf completely stacked with SRM4s plus a couple of CLBX20 is pretty nasty. Is there a way to tell when you kill an enemy by overheating them until they explode, as opposed to through direct damage? Once they go into emergency shutdown you lose the damage monitor on your HUD.

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Section Z
Oct 1, 2008

Secret Quest Is Not Quite How I Remember It


Gimmick Solaris solutions? IS Medium lasers. All the IS medium lasers. All of them.

Run a heavy with 12 Medium lasers set to one fire group and a need for speed in the Championships, good times.

IS medium lasers, why won't you ever restock in the free market? I have an addiction and I hate the heat of the Clan ER mediums, even if they do more damage.

EDIT: I had completely forgotten about my Avatar Quote. How fitting.

Section Z fucked around with this message at Jan 7, 2012 around 23:59

The Casualty
Sep 29, 2006
Security Clearance: Pop Secret


Whiny baby

Rick_Hunter posted:

I'm in love with those Blood Asp models, but I'm not so sure about that Atlas. I much prefer the original Atlas with its grinning Skull o' Death visage. This new one seems just so...generic, like a generic space marine shooter.

Don't worry, it's pretty much outclassed by all the other assault mechs in that game (because its loadouts suck and there's no physical combat to make hands useful) so you don't get to see it often enough in the game for it to bother you. The big bad right now is the Blood Asp, that thing is an absolute terror.

Section Z
Oct 1, 2008

Secret Quest Is Not Quite How I Remember It


Gentlemen, I give you Solaris Heavy Champion, The Insult

18 Heat sinks, 83.99 Speed, BaP. Max Ferro Fibrous Armor.



It doesn't matter how big your lasers are, if you have the most lasers. (And okay some LRMs so you don't get bored closing the distance).

Of course, I haven't quite managed to get this thing to survive The Proper Championship matches with assault mech's running around like I did the All Medium Laser MadCat (with Reactive Armor).

Paingod556
Nov 8, 2011

Not a problem, sir

I'm gonna need to compile all these and give them a spin... from memory, each weight class has 9 matches total, plus the 4 Championships. So that should give plenty of space if you blokes want to suggest awesome/retarded builds to try out.


*SOLARIS VII GLADIATOR LOADOUTS*

Light Circuit | COMPLETE
  1. Adder 'Milo of Solaris'- Utterly brutal, most efficient built for money making I've found
  2. Adder 'Semi-Mobile Gun Turret'- Very deadly, requires better aim to stay on target than the LBX-20 build. Temptation to fire until the RACs jammed was very high though
  3. Adder 'Shutdown Imminent'- Mildly effective, slow fire rate unless you remain submerged makes it hard to put enough fire on an enemy, despite how much damage each show deals.
  4. Flea 'Circle-strafe FTW'- Can work, requires better fire discipline and more patience then I showed. If used to harass others before fleeing, and let others do most of the damage, it could last to let one come in 1st.
  5. Flea 'Greased Lightning'- Replaces ammo concerns for overheating issues, worked mildly more effective with the PPC. Still requires having the enemy distracted for best results
  6. Osiris 'ED-209'- Can be effective at shutting down laser-heavy enemy 'Mechs, though it lacks a big punch. Still effective for harassing
  7. Panther 'Hunter'- Did not try it with jump-jets, but overall it's pretty well balanced.
  8. Raven 'The Hitchcock'- For light combat, not ideal- too hard to get an maintain a lock at long range, though it is doable. Not my favourite. Would work better if BAP was added to improve lockon time.
  9. Urbanmech 'Duck Hunter'- Very effective, because LBX-20, though not as much as the Milo of Solaris
  10. Urbanmech 'In Gauss We Trust'- Gauss rifles aren't best for light combat, even if you manage to get in a sniper position
  11. Urbanmech 'RAC Em Up'- Same comparison to the SMGT as the Duck Hunter was to the MoS. XPulse plus an extra ton of RAC ammo meant less ammo concerns though, still very deadly.
  12. Wolfhound 'Walking Rave Party'- Ludicrously effective, regular SLAS didn't even cause overheating despite constant fire.

Medium Circuit | COMPLETE
  1. Black Lanner 'Black Wanzer'- Extremely deadly even against LAMS. Alpha striking is always an option, ammo is enough to not be a concern, unless you miss every other shot
  2. Black Lanner 'White Wanzer'- ATM launchers are highly effective at most ranges (except point-blank) Major ammo concerns, solved by using ATM-6 or adding an extra ton to each launcher. Once launchers are out, SLAS don't do much.
  3. Bushwacker 'Tombstone'- Average 'Mech in all areas, LBX-10s set to fire simultaniously works very well.
  4. Bushwacker 'Papercut Supreme'- Insanely effective, even at long range thanks to LRMs. No ammo concerns either.
  5. Crab 'Cakes'- Improved heat efficiency of the Crab makes Assault Lasers work much better. Can maintain a good fire rate to knock out 'Mechs fast.
  6. Hunchback 'Sandblaster'- Another papercut 'Mech, heavy armour and upped engine lets you get close for maximum damage. Pulse lasers can actually be fired non-stop even without heatsinks.
  7. Nova 'Suck It Spheroids'- 100% non-modified Nova/Black Hawk. Requires fire discipline to prevent overheating, effective at all ranges.
  8. Nova 'Summoner, Fun-sized'- Could be used in the field as a sniper 'Mech. Does heavy damage at long range, up close it has some problems (though mostly torso-twist related)
  9. Rabid Coyote 'ACME(tm) BattleMech'- Rather effective, has enough armour and speed to get in close and hammer an enemy. Nothing fancy
  10. Shadow Cat 'Hot Foot'- Overheat build, Inferno rockets plus Flamers make a 'Mech shut down, LBX-20 is the big punch. UAC-20 might work better once they're offline however. Still works better than pure-heat loadouts
  11. Shadow Cat 'Puff the Magic BattleMech'- Ideally used like an AC-47, circling an opponent while laying waste with the RAC. Works well if you can avoid being shot too much.
  12. Uziel 'Balls to the Walls' (Redux)- Again, rather effective after swapping 2 ERPPCs for 3 Light PPCs. Heat management was less of an issue, functions better as a 'marksman' 'Mech

Heavy Circuit | COMPLETE
  1. Archer 'For Those About To Rocket'- Heavy Rocket Launchers are OP as all hell. Just watch your heat and ammo, and try not to miss too much.
  2. Argus 'Death From Above-ish'- The enemy loves to wipe out the gun arm, so keep that in mind. If you get the aim right, you can mess up a 'Mech and then plink away in any weak spots with the backup weapons. Overall, not too bad, a bit weak but good mobility.
  3. Argus XT 'Shredder'- Another papercut design. It kills things really fast. I couldn't buy enough HMG's, but LMG's let you snipe a bit while closing so it all works out.
  4. Black Knight 'The Champion Solaris Deserves'- Another Long Tom design, this ones a bit better armoured and gets some extra secondaries. Otherwise, use it the same as the 'DFA-ish'.
  5. Cauldron-Born 'Scáthach'- I really like this 'Mech, it plays like a bulkier Bushwhacker. Racing in to pump a 'Mech with the lasers while firing iSRM's constantly works wonders, as long as you give a bit of time for the heat to dissipate.
  6. Mad Dog 'Spitfire Lover'- There were 3 stages to every duel- fire rockets and set them on fire. Fire again to knock them down and/or shut them down. A third time generally kills. Requires you to be up close and personal, and keep hammering Infernos in the enemies face until they overheat
  7. Marauder 'ReReSeen'- Still as deadly in the arena as in the field. Loses range from replacing the beams with assault lasers, but makes it much nastier in close
  8. Novacat 'The Insult'- No heat issues of any kind. LRM's give you something to do while moving in for all the laser spam.
  9. Orion IIC 'Kerensky's Fist'- Good average combat chassis. Nothing that spectacular really, though I will say that this is one design that would work pretty well in an actual operation, though I'd probably reduce or drop the LRM rack for more engine...
  10. Thanatos XT 'AC-20 Akimbo'- Highly effective brawler. I don't know why I went for leg-kills all the time in this, it just seemed like how it should be used.
  11. Vulture II 'LBX Me Now- I do not get this 'Mech at all, but drat does it kill good. Some minor heat issues, as always with heavy lasers, but it wrecks stuff very fast in close, even with a damaged cockpit (from the Hellbringer blowing up in my face...)
  12. Vulture-II 'PPC Me Now'- Unlike other energy heavy rigs, this one is very manageable. If you start overheating, you simply stop firing one of the lPPC groups. Highly effective all around.

Assault Circuit | COMPLETE
  1. Annihilator 'Gausszilla'- I normally avoid Gauss, but using it in bulk is insane. Potential for ammo problems is high, though you'd need to be missing a lot to be honest.
  2. Annihilator 'Oblivion'- My prefered loadout, to be honest. Lots of amour plus tons of scattershot, only issue is if the enemy manages to outrange you.
  3. Awesome 'The MCG Thread'- As with all napalm designs, you do bugger all damage, but then again neither does the enemy. Only takes a few salvos to make the other guy completely combat ineffective.
  4. Dire Wolf 'Piranha IIC'- Duncan prefers the AC-5. I understand why. Alternating fire groups lets you fire non-stop, and will take down a 'Mech at any range.
  5. Direwolf 'Alpha Strike'- Heat and ammo are a big issue with the rocket launchers, but when backed by the LBX-20's it isn't a killer. Get in close and unload, then hope you can take a minute to cool down before tangling with the next target.
  6. Executioner 'Not Spartacus'- Triple 120mm buckshot does amazing things. Up close, everything dies, and it's got enough armour to last.
  7. Highlander 'Scottish Egyptian Spaniard'- Jumpjets are for fun. The weapons work well with dealing damage at all ranges, as long as you can get solid hits with the Gauss.
  8. Longbow 'Mediocre Missile Mmmmdammit'- Most 'Mechs use LAMS, so you either need unguided, or lots of guided. CMRM is neither, too heavy, and the LAMS cuts the potential damage by a lot. Better with LRMS, CSRM or regular MRM or HRL.
  9. Supernova '31st Century ABL'- As long as you can keep the lasers firing on one section, you'll knock the other guys down. Works very well, though ideally you'll stay at range and avoid being a target against better armoured stuff.
  10. Supernova 'Mad SCIENCE'- Best as a stand-off PPC sniper than a brawler. Staying in water keeps the heat perfectly managable. Not my preference.
  11. Warhawk 'Great Scott'- Do not Alpha with this 'Mech. 4 heavy lasers WILL make you overheat like a bitch. In heat. Fire discipline helps, as does the MG racks so you can do damage while cooling off.
  12. Warhawk 'Vampire Bruiser'- Good design, hampered by the gameplay. Arrow-IV runs out of ammo fast, but when it hits it leaves a mark. In more open areas, the Warhawks speed would make this work better, in the factory is was somewhat hindered.


AND FINALLY...

The Solaris Champions
  1. Blood Asp 'Insanity Plea'- Twin howitzers plus the rocket launchers can make heat an issue. As is the arc due to the guns position. Once you get the art, or rather, the knack of flying not fragging yourself guesstimating your arc, you can wreck things pretty well.
  2. Dire Wolf 'Cerberus'- Triple Gauss is a killer. Heavy lasers are over kill when added. Only possible flaw is the Dire Wolf is a bit squishier than other 100 tonners, but things rarely live long enough for that to matter. *Submitted by Saint Celestine*
  3. Firemoth 'An Honourable Man'- Heat is a big issue. As is getting shot. At all. Keep fast and agile, and as the man suggested, put shots into their backs when they're busy. Probably wont get you any kills, but it'll annoy them at any rate. *Submitted by AJ_Impy*
  4. Mad Dog 'Victory or Debt'- HRockets are always fun. Carries enough ammo to keep firing, and enough heat-sinks to last a good few salvos.
  5. Orion IIC 'Kerensky is a dick'- The build used was pretty schizophrenic- I would recommend dropping the extra ton of HVAC ammo and maybe a touch of armour, and giving it another heatsink and MRM ammo. Even so, not the best design for Championship but definitely competitive in it's weight class.
  6. Stone Rhino II 'Biped Ares'- THERE ARE NOT ENOUGH HEATSINKS IN ALL OF TERRA FOR THIS THING! Still kills things real well, it just takes a bit longer. And requires more spamming of the override key. Note for the future- Long Toms and Plasma cannons do not belong in the same chassis. Ever.
  7. Wasp 'Dennis'- Not enough guns, armour or speed to shine, but enough that it isn't crippled. Use like the Firemoth, but remember you can't rely on speed as much to evade incoming fire. *Submitted by Veloxyll*


In other news, Styk shall be up today, with a bunch of new chassis's fresh from the Free Market.

Paingod556 fucked around with this message at Aug 4, 2012 around 08:34

Slaan
Mar 16, 2009

Why, yes,
I will poke your Gushing Spring Point!


Heavy Circuit: Max SRM Vulture with a couple of smlas for the red slots. I think it has them, been 2 years since I've played

Orcs and Ostriches
Aug 26, 2010


Heavy: Vulture II - 2x Clan LBX20, 3x Clan Heavy Medium Laser.

EvanSchenck
Sep 8, 2010


I would submit the max SRM4 Uller but honestly it was effective enough that it's not really a gimmick. It was ridiculous how quickly that build could knock out other light mechs. The first volley would almost always knock them down, and the second or third would kill them before they could even get back up.

Alternatively something that I never tried, but would be interested to see a video of.
Pyromaniac Assault Circuit: Fast, max armor Awesome, fully loaded with Clan flamers, SRM4s x extra ammo, and Clan ERMLAS filling any gaps

wiegieman
Apr 22, 2010


Heavy: ThanatosXT with UAC20s.

Medium: RabidCoyote with LBX10s and SRM6s.

dis astranagant
Dec 14, 2006





Medium Circuit: 9 (or is it 10) ssrm4 Black Lanner with BAP+ECM.

Heavy Circuit: 2 Heavy Rocket Launcher Archer.

Paingod556
Nov 8, 2011

Not a problem, sir


Part 12- The Cavalry Never Arrives Early- Blip Youtube 1 Youtube 2 | Download- Source SD LD
It's not unusual for planets to want independence, often during the more major conflicts- with everyone worrying over the next big battle, it's very easy for a less strategically important planet to cut off their ties and moon the Great Houses. Unfortunately, the Capellans are kinda zealous about maintaining their territory. Which is actually good news for us, because it means both sides will be willing to pay for any kind of advantage.
Styk is a quick planet to get through, though all the missions are quite challenging. Reinforcement is the best example, with a lot of combat requiring some quick killing and high mobility to succeed. Recommend fast well armed heavy 'Mechs for best results.
'Mech of the Mission- BL-6-KNT Black Knight

NEW CUSTOM 'MECHS



Section Z
Oct 1, 2008

Secret Quest Is Not Quite How I Remember It


Oooh, use The Insult Novacat In a Heavy match? pretty please? I won't blame you if you used something more interesting though.

I just find something wonderful about killing heavy mechs with 14 Small lasers in a single fire group though.

Section Z fucked around with this message at Jan 8, 2012 around 05:47

Paingod556
Nov 8, 2011

Not a problem, sir

Section Z posted:

Oooh, use The Insult Novacat In a Heavy match? pretty please? I won't blame you if you used something more interesting though.

... I thought I put that in. WILL FIX NOW!


Also, Part 2 on Youtube is still uploading... blame Australian internets, she should be bonza in 10 minutes, no worries.

Section Z
Oct 1, 2008

Secret Quest Is Not Quite How I Remember It


Paingod556 posted:

... I thought I put that in. WILL FIX NOW!

It is a beautiful day on the internet, oh yes. Thank you you wonderful crazy man.
ReEdit: You might not have enough lasers. I just legit built this thing in my campaign (I'm up to Wernke/Hesperus II), it took all the SLAS that I already owned and that were on the market. So the two Clan LRMs were needed to fill in the blanks anyway.

Section Z fucked around with this message at Jan 8, 2012 around 06:12

Red_October_7000
Jun 22, 2009


Speciality Solaris Arena Mechs:

Medium:
Crab "Cakes": 2x Assault Laser, 1x Heavy Medium Laser. Separate these out into groups or you WILL overheat a lot, but an alpha-strike should be able to kill any single 'Mech segment in one shot. Max the armour; fill the rest up with heat sinks, you'll need 'em. Don't hang around waiting for the capacitors to recharge; keep moving, and remember, real crabs like water and so does this 'Mech.

Heavy:
Mad Cat "Destroyer": Max armour, 2x Clan LRM-20, 4x Clan Machine guns, 2x ER small pulse laser, 2x ER medium pulse laser, AMS. Fire missiles as you close and then pour on the fire from the lasers and MGs. You can keep firing the guns while you cool down, continuous fire from those lasers will heat you up fast but it produces a withering barrage up close. This is actually a decent design for more than just Solaris.

Orion IIC "Kerensky's Fist": ER PPC, 2x ER Medium laser, CLBX 20, CLBX 10, CLRM 20. Punch at all ranges combined with the fact that the Orion IIC is stupidly good to begin with make this another 'Mech that will dominate in the Arena and out. It has 4 weapon groups at least, though, and with my joystick having 6 weapon keys I usually assign the LBX-10 to its own group besides the one with the 20 in it as well since I loathe wasting ammo for those things, and I don't think there is enough tonnage for any extra.

Assault:
Annihilator "Oblivion": Max armour, AMS, 2x CLBX 20, 2x CLBX 10, should have just enough tonnage left over for 2 extra tons of ammunition for the LBX-20s and a token energy weapon in the head, whatever you like. No heat sinks are needed. You can knock over assault 'Mechs with this thing.

A Curvy Goonette
Jul 3, 2007

Vavao lenei pua'i fou pulou tama'i gosi :3



The Casualty posted:

Don't worry, it's pretty much outclassed by all the other assault mechs in that game (because its loadouts suck and there's no physical combat to make hands useful) so you don't get to see it often enough in the game for it to bother you. The big bad right now is the Blood Asp, that thing is an absolute terror.

I daresay the Fafnir has it beat, with the improved Hv Gauss model being murder when you're in range.. The four Lt Gauss model is especially nasty because of the range.

paragon1
Nov 22, 2010

Who wants a hug?


If you buy an Atlas, then please name it "Shrugs". That, or "Socialist Welfare Democracy".

Orcs and Ostriches
Aug 26, 2010


As many people probably know, Battletech divides each mech into multiple sections, in terms of equipment and armour. These are L/R legs, L/R arms, L/R torso, centre torso, head, and rear L/R/C torso.

Mechwarrior 4 does things similar, but a little different. You only have 1 rear torso section - Centre. This is a defender's benefit for the most part, since rear sections are paper thin. However, mechs can carry up to two additional Special sections. The big dorsal cannon on the Marauder, for example, is one. In BT it counts as the centre torso. It makes a huge target, though, and since the centre torso is already such a priority target the devs moved sections like this off of the main body.

This in general is a good thing, since targeting the centre torso is more difficult and more of a choice - you can't take out the big guns, and still deal massive damage to a kill location on your enemy. However, there's one potential drawback. All Special locations have 40 points of armour - roughly the same as a stock heavy mech's arms. This is much less than any other heavy front section (minus the head). At this point, that's not a big deal, since the location is only as vulnerable as an arm would be. When we reach Assault Mechs though, with 100+ armour per location, having weapons in special slots can be a huge liability. While the default Mechs don't overuse large special locations, some of the Mektek mech's are built around giant gently caress-off guns, and can be crippled extremely easy do to this.

What brought all this up? That goofy little "shield" on the Black Knight's right arm - that's a special section, even if you can't equip any gear in it. It can theoretically work as a shield, if it takes any hits, since the arm won't take damage. I just noticed this now, as I generally don't use Black Knights.



You can see it on the armour read-out in two places. Physically coming off the right arm, as well as the S1 under beside rear.

Other examples of special locations are the Mad Cat's shoulder mounted missiles, and the Uziel's arm-mounted Beam Pod.

Polaron
Oct 13, 2010

The Oncoming Storm


Yaaay, you used ReSeen! Though I don't think it ever actually showed up on-screen during the mission. Fitting for it being a Marauder

gormless
Dec 29, 2008


For medium: Hunchback IIc without the medium lasers/jump jets, armour maxed, speed upped one notch, extra load of ammo for each of the LBX20s

For heavy: 2UAC20 thanatos XT, IFF, fill up remaining space with heavy medium lasers

For assault: Gladiator without jump jets or fancy stuff, speed to 63km/h, max armour except on the legs (drop half a ton off max on each), 3x CLBX20s, and an assault laser

berryjon
May 30, 2011

I have an invasion to go to.

Paingod, I'm feeling a distinct lack of a unit equiped with a Long Tom and Jumpjets. Perferable only those, except perhaps a small laser or two - just in case.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.

I would like to say that i am entirely satisfied by the amount of shooty you managed to cram into the Flesh Wound's hilariously fragile arms.

Also, that it would be completely fine if you want to move those backup weapons to your torso omni slots so you won't be utterly de-fanged when the Styk Honor Guard mission pops both your arms off. And maybe paint it black.

srb
Jul 24, 2007


For Light: Assault Laser Panther.

1 heatsink, jump jets, ECM. Must fire while jumping.

Edit: Finished watching the episode, nice salvage again.

srb fucked around with this message at Jan 8, 2012 around 12:38

AJ_Impy
Jun 17, 2007



For Assault Weight: A Supernova with as many continuous beam lasers as you can fit, and jumpjets.

Havana Affair
Apr 6, 2009


I did this for the Assault Class: Masakari with engine taken down a notch to make space for three Arrow IV Thunderbolts (not the clusters) and extra ton of ammo for each. Makes Daishis fall over.

Captain Foo
May 11, 2004

IF U CN RD THS, SCK M FCKNG CCK NTL T SPRTS LL VR R FC

The Black Knight is one of my favorite mechs, both in the game and on the tabletop.

Deceitful Penguin
Feb 16, 2011

All I wanted to do was tell women how to be feminists and compliment them on their great tits.

Then those self righteous shits called me white >:|

Now all I can hope is that this picture of a smiling xbox with awesome tits will console me.


You used my name suggestion!
Well, let me suggest for the Atlas then "Fontaine" or "Sploicer".

Red_October_7000
Jun 22, 2009


Orcs and Ostriches posted:

Other examples of special locations are the Mad Cat's shoulder mounted missiles, and the Uziel's arm-mounted Beam Pod.

I recall reading in one of the MekTek patches that the Annihilator's special section is a glacis plate on the front, which is why it is probably the single most survivable 'Mech in the game, which makes perfect sense since its intended use is city defence.

vyelkin
Jan 2, 2011

Jozy loves scoring like a fat kid loves eating cake.


I was just playing and made a Sunder called "And Lightning". All it had were 4 ER Heavy Lasers, an LBX20 Autocannon, and a shitload of heat sinks. It wrecked everything.

Then I was playing a mission where you only have one lance but you have to fight a shitload of light and medium mechs. I was in a Fafnir (ultra-heavy armour, 100 ton mech) and did most of the mission with a very nearly destroyed centre torso from some heavy fighting near the beginning. Right near the end, yet more light mechs showed up. I was staying back and letting my lancemates do the fighting to save myself from death but one mech came in from the side so I went off to investigate and promptly got one-shotted by a Flea.

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!


Would either of these weapons loadouts be viable?

"Mutant Tank"--several smaller autocannons mounted above and in the arms, with one giant "f***-off" gun like a PPC, massive laser or conventional cannon mounted as close to the centerline as possible.

"Mutant IFV"--one smaller autocannon mounted off to one side, one larger autocannon on the centerline, and two massive medium-long ranged missile racks above.

(I'm a freak; the first thing I think of when I think of bipedal mechs walking around is "Infantry ambush from debris cover below!")

Davin Valkri fucked around with this message at Jan 8, 2012 around 22:33

dis astranagant
Dec 14, 2006





Davin Valkri posted:

Would either of these weapons loadouts be viable?

"Mutant Tank"--several smaller autocannons mounted above and in the arms, with one giant "f***-off" gun like a PPC, massive laser or conventional cannon mounted as close to the centerline as possible.

"Mutant IFV"--one smaller autocannon mounted off to one side, one larger autocannon on the centerline, and two massive medium-long ranged missile racks above.

(I'm a freak; the first thing I think of when I think of bipedal mechs walking around is "Infantry ambush from debris cover below!")

The smaller autocannons are borderline joke weapons in the tabletop game and are inexplicably heavier in this one. You don't use them against infantry in any case, that's what machine guns and flamers are for.

The Casualty
Sep 29, 2006
Security Clearance: Pop Secret


Whiny baby

dis astranagant posted:

The smaller autocannons are borderline joke weapons in the tabletop game and are inexplicably heavier in this one. You don't use them against infantry in any case, that's what machine guns and flamers are for.

Which is funny to me because if anything fucks up infantry in real life, it's anti-aircraft-caliber weapons of 20-40mm, which is what AC-2's and AC-5's are modeled after. I guess since they're using AP ammo and not high explosives, presumably, they're less effective than just spraying an area with hundreds of rounds of .50 caliber or whatever they use in CBT for machine guns.

Paingod556
Nov 8, 2011

Not a problem, sir

The Casualty posted:

Which is funny to me because if anything fucks up infantry in real life, it's anti-aircraft-caliber weapons of 20-40mm, which is what AC-2's and AC-5's are modeled after. I guess since they're using AP ammo and not high explosives, presumably, they're less effective than just spraying an area with hundreds of rounds of .50 caliber or whatever they use in CBT for machine guns.

Actually, the way I understand the warhead/armour tech of BT is-

Armour is a honeycomb of ceramics and alloys, designed to absorb heavy hits and then fall off. This is why there are few weapons that can one-hit KO, but on the flip side the ablative nature means that you can use sustained fire from lighter weapons to eventually punch through, Death-of-A-Thousand-Papercuts style.

The only real AP rounds used, generally, are those in the Gauss rifle, the hypersonic flat-trajectory artillery. Regular autocannons fire at a fairly low velocity, so they generally stick with HE warheads. The exception is the LB-X, with a stronger barrel to take scattershot rounds in addition to HE.

Machineguns are in the 12.7-14.5mm range. MG Arrays are either a bunch of these strapped together, or a gatling model. Either way, they're heavier and can put down more rounds faster, meaning more damage per burst.


As for anti-infantry combat, in Battletech that becomes the purview of small lasers, machineguns and flamers. Autocannons are less like the 20mm Oerlikon or other 'machine cannons', and more akin to a regular single-shot cannon, though with an autoloader. Hence why I keep comparing the AC-20 to the 125mm used by the T-90. Don't ask me why MechWarrior changed it so you fire bursts of shells, maybe it felt more action-y.

berryjon
May 30, 2011

I have an invasion to go to.

There's also the Solaris Rules, which gives lighter weapons, like the MG and the AC2 a *much* higher rate of fire. Like 4 times higher in some cases. Machine Guns go from "Ha Ha you stupid bastard!" to "Don't let him get near me" in some cases.

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!


Paingod556 posted:

Actually, the way I understand the warhead/armour tech of BT is-

Armour is a honeycomb of ceramics and alloys, designed to absorb heavy hits and then fall off. This is why there are few weapons that can one-hit KO, but on the flip side the ablative nature means that you can use sustained fire from lighter weapons to eventually punch through, Death-of-A-Thousand-Papercuts style.

The only real AP rounds used, generally, are those in the Gauss rifle, the hypersonic flat-trajectory artillery. Regular autocannons fire at a fairly low velocity, so they generally stick with HE warheads. The exception is the LB-X, with a stronger barrel to take scattershot rounds in addition to HE.

Machineguns are in the 12.7-14.5mm range. MG Arrays are either a bunch of these strapped together, or a gatling model. Either way, they're heavier and can put down more rounds faster, meaning more damage per burst.


As for anti-infantry combat, in Battletech that becomes the purview of small lasers, machineguns and flamers. Autocannons are less like the 20mm Oerlikon or other 'machine cannons', and more akin to a regular single-shot cannon, though with an autoloader. Hence why I keep comparing the AC-20 to the 125mm used by the T-90. Don't ask me why MechWarrior changed it so you fire bursts of shells, maybe it felt more action-y.

So the "Mutant Tank" would have a massive Gauss rifle-type thing in the center, multiple old-fashioned .50 caliber or so machine guns on top and a small laser or two in the arms? Are there any mechs that can set up their weapons like this?

Davin Valkri fucked around with this message at Jan 9, 2012 around 06:36

Paingod556
Nov 8, 2011

Not a problem, sir

Davin Valkri posted:

So the "Mutant Tank" would have a massive Gauss rifle-type thing in the center, multiple old-fashioned .50 caliber or so machine guns on top and a small laser or two in the arms? Are there any mechs that can set up their weapons like this?

You're close to describing a Hollander-II, if you swap the SRM rack for machineguns. It's a 40-ton Medium 'Mech, based on a 30-ton Light 'Mech. The Hollander was just a Gauss Rifle on legs, the upgraded version added some armour and backup weapons.

dis astranagant
Dec 14, 2006





The best way to deal with infantry is to leave it to the professionals. By that I mean bring a lancecompany of Fire Ants to make them go away. 6 machine guns, 3 flamers on pretty much the cheapest battlemech chassis in existence. You can fill out a whole lance of them for the cost of a typical medium mech and a company costs less than many assault mechs.

dis astranagant fucked around with this message at Jan 9, 2012 around 07:08

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!


Paingod556 posted:

You're close to describing a Hollander-II, if you swap the SRM rack for machineguns. It's a 40-ton Medium 'Mech, based on a 30-ton Light 'Mech. The Hollander was just a Gauss Rifle on legs, the upgraded version added some armour and backup weapons.



Oh, cool. Now that I know there's already a mech similar to the Mutant Tank, I wanna see you run it on Solaris. Maybe in a different color scheme and different secondary armament, but definitely keep the giant Gauss rifle!

(Is the Hollander considered any good?)

Agent Interrobang
Mar 27, 2010

okie-dokie, loki


Davin Valkri posted:

(Is the Hollander considered any good?)

It's basically a dedicated sniper, and could best be thought of as a long-range counterpart to the Puma/Adder, in that it is a light mech designed around punching well outside of its weight class. The main advantage is that it is very cheap and can outrange pretty much anything that isn't also armed with a Gauss Rifle: the big downsides are that it is fairly slow for a light mech(it maxes out at 86kph), and has pretty weak armor.

It can be effective in packs or against other lights or mediums, but at a certain point you start getting heavies that can move at about the same speed and carry WAY more armor and weaponry. It's EXCELLENT at hunting heavier conventional vehicles like the heavy and assault-class tanks, though.

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Fil5000
Jun 23, 2003

HOLD ON GUYS I'M POSTING ABOUT INTERNET ROBOTS


Davin Valkri posted:

So the "Mutant Tank" would have a massive Gauss rifle-type thing in the center, multiple old-fashioned .50 caliber or so machine guns on top and a small laser or two in the arms? Are there any mechs that can set up their weapons like this?

Hollander is, as stated, this type of thing - however the Marauder II and the Behemoth II/Stone Rhino are this but scaled up to 100 tonnes. I think the Stone Rhino was specifically intended to hold off another entire company, so it has a massive cannon on its spine and a bunch of pulse lasers in its arms.

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