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Jade Star
Jul 14, 2002

It burns when I LP


Latest Update - Protect Rolling Haven




What is Titans of Steel?

ToS is a battletech like game. It's made by Vicious Byte and published by Matrix Games. Matrix Games puts out pretty decent little strategy games. ToS Is very much like battletech. It's got 100 ton mechs titans, hex based combat, mech titan construction and customization, pilot development and growth, and a small economy of buying and selling mechs titans and mech titan accessories.

One of the big differences in ToS from battletech is that it isn't turn based. Everything happens over time. Moving from hex to hex is counted in seconds for example. Weapons do not fire once per turn, but rather have a refire time measured in normal time. Actions can be given at any time. It's not a you-go-then-I-go system, nor is it a we-both-go system, and it's not an RTS either. I don't really know how to peg it, but it's a good system that works.

There are other small changes that mechwarrior or battletech fans will be able to spot right away. Strict hard-point limitations? gently caress that! Heat sinks freely installed all over your mech? Not here. A 'Lower' torso? What the gently caress is that? Titans are 40 to 200 tons? Welcome to Titans of Steel! There are small things like that, but all in all if you know your mechs, you'll be able to grasp ToS very quickly.


Thread contributions!

Are you a battletech fan? Build your own mech Titan! I'll get to this in probably the third post I make. If you want to try putting together a titan, or make suggestions for the squad, I will totally pilot your crazy death machine!





Blow up my mechs Titans. ToS has multiplayer with hot seat mode or network games. It's been a while since I have done that but I remember hamachi letting me duke it out with fellow goons. Might be able to revive the know how to do this and fight thread participants in the arena mode for the LP!





What are we going to do in this LP?

In the next post I'll tell you exactly how we are going to get started. Spoilers; we need to recruit some dudes. The game comes with pre-made campaigns for the player to run their squad through. I've run through maybe 2 of these and I think there are 8 total. Besides the campaign modes there is the arena mode which is just a stand up fight against another team of mechs titans with controllable settings for enemy skill level and relative tonnage. The story missions don't always pay the bills, and repairs get expensive, so we will be doing a bit of both as needed. Arena fights will also let us test out new builds or combinations of mechs titans that we build and put together.

We're going to set off to fame and fortune! Will we put together an elite squad of mech warriors Titan jocks and craft our own glorious killing machines? Or will we all take an AC20 to the face and die. Who knows? Let's give this a try!


GuavaMoment: God drat it Jade, why aren't you LPing AfterLight yet?!

I've been kinda burned out on things. I haven't done any LP work lately and I feel like I need an easy project to get back into it. I do actually have Afterlight stuff being worked on, writing out the skeleton plan for the game and story. So don't blow your maple leaf. I want an easy pet project first to shake the rust off.


A Jade Star Insomnia LP production, and disclaimer;

Related to the above, I've been having an insomnia cycle again. So that's when I'll be doing work on this LP. I need something to occupy myself with when I can't sleep. So this LP will be worked on only when I can't sleep. That means updates might be far and few between, or every god drat night depending on how I do or do not sleep.


Like this game? Good news!

If you end up liking the game, Titans of Steel is Freeware! You can freely download this game. So if it catches your interest you can play along or build your own crazy mechs titans and tell me to build one just like yours. Warning: Run the game in windows compatibility mode for windows 2000.



Table of Updates

Update #1 - The Hiring
Update #2 - Operation Live Wire
Update #3 - Processor Plant
Update #4 - A Live Fire Exercise
Update #5 - Saturias Test
Update #6 - Oh God Bees
Update #7 - Active Duty
Update #8 - Savannah City
Update #9 - Arena Tag Team Match
Update #10 - Arena Duel
Update #11 - Baptism by Fire
Update #12 - Protect Rolling Haven

Jade Star fucked around with this message at May 18, 2013 around 23:54

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Jade Star
Jul 14, 2002

It burns when I LP


To start with we will need 3 jocks. The first will be our leader and given a leadership bonus. His/her leadership skill will influence personnel costs out of combat, and in combat anyone near our leader will use his leadership skill in place of their own.

Our second jock will be the squads business manager and receive a bonus to the business skill. This jocks skill in business will influence the costs of anything we buy or sell in the market, as well as the value we receive from salvage after battles.

The third jock will be our mechanic. They receive a boost to damage control skill and their skill in damage control influences how expensive repairs are after each battle and how much salvage we recover after each fight. The skill of the mechanic also controls how many titans the squad can have at a time.

Those are the only special considerations in regards to skill choices. The only other limitation is that Jocks can only pilot the lightest class of titan at the start, and may move up 1 weight class every time they earn a promotion. So when we first start out everyone will be in recon class titans.

So, let's recruit some pilots once we understand how they work! Let's take a quick look.



Oh my, lots of numbers! Don't worry it's pretty simple once you know what it all means.

Every pilot has 4 races to choose from.

Humans no strength or weakness. Get +1 charisma and instinct

Replicants are cloned humans, genetically enhanced either in dexterity (Replicant D) or intelligence (Replicant I). Replicants get +2 to their genetically enhanced stat. Replicants are vulnerable to radiation.

Cyborgs gain +1 to constitution, but lose -1 to charisma. Cyborgs are less vulnerable to ill effects caused by damage life support systems, damage from cockpit hits, and regain consciousness faster if ever knocked out.

Androids have self healing abilities and have no gender. They do not benefit from the healing capabilities of life support systems, but do benefit from the shock absorbing and pilot shielding properties of life support systems. They are very resistant to radiation effects and will never become unconscious. Androids gain +1 to reactions and neural sense.

Gender also has some influence on the stats of a pilot. Females gain +1 instinct, while males gain +1 constitution.


Once that's out of the way we have stats. Stats are just stats. They don't make you better at doing anything directly, but they are what limit your development. Any of the skills on the bottom half can only be raised to a max level, as indicated by the MAX column. This value is based upon the two controlling stats for that skill. Stats need to get raised so that skill caps go up. That's about all they are there for.

Skills are how you do anything in the game. They are broken into 3 groups, Piloting, Combat, and Other. Each of these groups earns exp separately and points from one group can not be spent on another group.

Pilot skills are almost all self explanatory. The first three relate to the five types of titans. The skill level of a pilot directly controls how well they can pilot and maneuver the titan they are in. Things like running through water, atempting to stand up after being knocked over, or other difficult maneuvers all require piloting checks. The higher the skill, the more likely you wont fall over on your face.
Jump skill is also self explanatory. Jump jets exist and this skill governs how well you can use them. Primarily only needed when you attempt to land. Jumping through trees and woods is also a jump check, but that is really dangerious even for the best pilots.
Scouting is a bit oddly named. Scouting more refers to how well a pilot deals with rough terrain. Running through a forest slows you down, but a high scouting skill will speed you up a little. It also influences how effectively your pilot can use cover, if your titan is stationary in heavy woods, scouting skill can boost the defensive bonus you receive.

Combat skills are all self explanatory as well. Every weapon in the game is labeled under a skill type. Lasers are energy, Auto Cannons are cannons, etc. It's very simple. The only minor thing is that missiles come in two types, guided and unguided. LRMs actually count as unguided here. There is also indirect fire, which is a skill type of its own. This is for firing at things you don't have line of sight on, as the name would imply.

The Other skills cover a broad array of useful skills, though any given one is smaller in scope than the other groups. Electronic warfare, scanner, defensive, and dmg control all relate to equipment you can put into a titan. Every titan has a scanner, while not every titan will have ECM, a dmg control system, or defensive systems (such as shields or flares).
The social skills are mostly only needed by the leader and the manager to manage the squad. Leadership is however used in combat as a sort of morale system and having a low leadership score will start to apply a minor universal negative modifier to everything a jock does. The threshold for that is pretty low, so giving everyone at least 20 or 25 leadership should prevent that.
Survival skills seldom come into play, though if they do you want them to at least have some skill here. Survival is, as far as I can tell, only ever used when a jock needs to eject. High skill means a quicker eject time and less likely to take damage when the jock punches out. Medical influences how well a jock can make use of the life support system healing capabilities. Higher skill means faster recovery time if your jock ever gets wounded while in the cockpit.

So why are some of those numbers purple?
Jocks can only train up as many skills as they have intelligence points. Purple skills denote which ones have had points spent on them to improve, and count towards this limit.


So where do we begin?
There's a lot of numbers here, and if you don't want to get into them all, it's fine and I totally understand. I'm putting that out there so you understand how the game works. More practically I want you guys to come up with 3 jocks for me and I'll give you a little template;

Thread Participation here!

Name:
Callsign: (they will be referred to by this 99% of the time)
Race:
Gender: (if not android)

Skills desired;
Piloting -
Combat -
Other -


My advice;
Pilot Skills. Everyone needs Recon/light skill. It's what they will be piloting. If you want jumpjets let me know so we get some skill in it. Scouting isn't a bad choice either.

For combat skills, I'd say pick two skills, three tops. We don't have a ton of points to start with, and actually being accurate with the weapons we do bring will help a lot more than just bringing a lot of guns.

Other skills. Everyone can benefit from some scanner skill. It makes locking targets faster as well as active scans. If you want to bring ECM or shields or flare launchers or a damage control system the pilot should be trained in that (though our starter mechs are likely to be too small to fit fancy additional systems like that). Also note that it's probably a good idea to give everyone at least 25 leadership skill so they don't panic and suck if they ever get separated from the squad leader.

Lastly We need a squad name for the LP. What shall we call ourselves as a unit?

Once we have the squad built, we'll have to have another giant info post about mechs titans. Our selection of available recon titans, or how to build our own to fit our tastes.



edit: jesus christ, do not try to edit your posts when you haven't slept.

Jade Star fucked around with this message at Mar 26, 2013 around 04:49

Frankomatic
Aug 22, 2007

I've got to get a picture of this!


I suppose this gives me a bit more reason to actually try download this onto my new computer and see about getting it running again. Maybe this time I can even pull of a win for once! (Unlikely.)

Jade Star
Jul 14, 2002

It burns when I LP


Frankomatic posted:

I suppose this gives me a bit more reason to actually try download this onto my new computer and see about getting it running again. Maybe this time I can even pull of a win for once! (Unlikely.)

Frank I've missed you. Nothing will stick in my memory of this game more than your 160 ton mech coming around a hill, scaring the poo poo out of me, and then having the pilot fall unconscious from one shot with a neutron gun.

That and I think I named a 100 ton mech after you. The FacePuncher, named for the two AC20's it had.

evilmiera
Dec 14, 2009

Status:Perpetually fearful

I always felt this game took ages to play, but that was probably since I mostly played singleplayer and had to contend with all those canyons and corridors instead of outright mechpunching.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.




I remember trying this game years ago, since "free" was about the right price for a mech strategy game.

I never had the patience to deal with the bullshit to make it work. I'll be glad to see what the game is like when I don't have to do all the logistical stuff.

Greyhawk
May 30, 2001
I CHOO-CHOO-CHOOSE YOU

Is this a remake of some kind? I remember a pseudo battletech game some 20 years ago that had the exact same layout and statistics and what have you.

EDIT: Found it. It was Mechforce on the Commodore Amiga.

Greyhawk fucked around with this message at Mar 18, 2013 around 18:14

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


I have never heard of this game, but I do know that our team name must be something classy.

I vote for Clan Jade Not-Falcon Star

Name: Nadia Edyrp
Callsign: Green Phoenix
Race: Replicant (D)
Gender: Female
Role: Leader

Skills desired:
Piloting - Recon/Light, Medium/Heavy, Jump
Combat - Close Combat, Energy Weapon
Other - Leadership

Tweaked as needed if that's too many points

PoptartsNinja fucked around with this message at Mar 18, 2013 around 18:44

the JJ
Mar 31, 2011


So... something like this?

Name: Lavinia 'Vini' Strauss
Callsign: Hotfix
Race: Cyborg
Gender: Female
Role: Mechanic

Skills desired;
Piloting -
Recon/Light
Medium/Heavy
Scouting
Combat -
Unguided Missiles
Indirect Fire
Other -
Damage Control
Scanner
Leadership
E. War
Defensive


e: Sorted the skills in each category by priority, I dunno how much you get at game start, I just went with 10 for the 10 purple skills you get.

the JJ fucked around with this message at Mar 18, 2013 around 18:57

Jade Star
Jul 14, 2002

It burns when I LP


Yeah, pretty much. One thing with indirect fire is that you need one of the other missile skills to go along with it, either guided or unguided.

You don't need to train up all ten skills right away either. We can wait on them and fill them out as a pilot grows and ranks up.

the JJ
Mar 31, 2011


Jade Star posted:

Yeah, pretty much. One thing with indirect fire is that you need one of the other missile skills to go along with it, either guided or unguided.

You don't need to train up all ten skills right away either. We can wait on them and fill them out as a pilot grows and ranks up.

Oh, I was thinking like Arty. Missile boat away!

Frankomatic
Aug 22, 2007

I've got to get a picture of this!


Jade Star posted:

Frank I've missed you. Nothing will stick in my memory of this game more than your 160 ton mech coming around a hill, scaring the poo poo out of me, and then having the pilot fall unconscious from one shot with a neutron gun.

That and I think I named a 100 ton mech after you. The FacePuncher, named for the two AC20's it had.

If I'm remembering that fight right, that guy proceeded to either never wake up again, or wake up again and never manage to stand his mech up again before getting rendered inoperable. Good times.

Lunsku
May 20, 2006



Just would like to point out that the developer of the game is Vicious Byte and I don't think they were Russian. Matrix Games only published ToS: Warring Suns, they are are probably the biggest grognard strategy game publisher around and and I don't think they're Russian either.

ToS is a fun game though! Ammo rack explosions for everyone!

Jade Star
Jul 14, 2002

It burns when I LP


You might be right. Matrix is located in New York. I just really remember this being a russian indie knock off game. i don't know. i cant explain the things I say.

Also I hate you all, I need more Jocks. make me some drat pilots!

Frankomatic
Aug 22, 2007

I've got to get a picture of this!


Eh, what the hey. Let's try making a pilot just for kicks. I can design suicidal death traps super amazing titans later!


Name: Gan Woxell
Callsign: Lynx
Race: Human
Gender: Male
Role: Mechanic

Skills
--------
Piloting: Recon/Light, Jump, Scout
Combat: Cannon, Energy Weapon
Other: Scanner, Medical

EDIT: If nobody else wants to do the Manager thing, feel free to swap out Medical for Business and make this guy the manager.

Frankomatic fucked around with this message at Mar 18, 2013 around 22:42

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun


Oh hey, this is neat. I tried to get into this game at some point, but kinda gave up on the way. All the numbers/choices and the not so snazzy UI overwhelmed me. If I recall correctly. Also everybody fell down, all the time.

Clan: Hungry Hippos

Name: Bybis Yarak
Callsign: Purple Snake
Race: Human
Gender: Male
Role: Manager

Skills desired;
Piloting - Recon/Light, Jump, Medium/Heavy
Combat - Energy Weapon, Guided Missiles
Other - Business, Scanner, Survival, Leadership

That should work, right? Also leaderhsip is only in there since you mentioned it.

E: On second thought, an android might be better as a cunning business man. What attributes govern the skill? I don't think I saw that in the info post.

Tin Tim fucked around with this message at Mar 18, 2013 around 22:44

the JJ
Mar 31, 2011


Huh, no one is going for the Assault class mechs.

Jade Star
Jul 14, 2002

It burns when I LP


the JJ posted:

Huh, no one is going for the Assault class mechs.

No one can pilot them yet. All rookies start at the lightest weight class. It will be a long time until we are in assaults.


Tin Tim posted:

Oh hey, this is neat. I tried to get into this game at some point, but kinda gave up on the way. All the numbers/choices and the not so snazzy UI overwhelmed me. If I recall correctly. Also everybody fell down, all the time.

The UI isn't the greatest, but it works. All the numbers are usually hidden away when you fight. It's not great, but it's a pretty good build.

And yes. titans fall over all the time. And then they fall over again and again trying to stand back up.

Frankomatic
Aug 22, 2007

I've got to get a picture of this!


Jade Star posted:

And yes. titans fall over all the time. And then they fall over again and again trying to stand back up.

And then if you're really lucky they break their legs off.

Jade Star
Jul 14, 2002

It burns when I LP


Oh it gets worse than that Frank. One of the starter missions has us running across lava. Fail the piloting check and fall over in that stuff and you will probably die from overheating before you can get out.

Gimmick Account
Dec 18, 2002


Lunsku posted:

Just would like to point out that the developer of the game is Vicious Byte and I don't think they were Russian. Matrix Games only published ToS: Warring Suns, they are are probably the biggest grognard strategy game publisher around and and I don't think they're Russian either.

ToS is a fun game though! Ammo rack explosions for everyone!

Vicious Byte was a German company.

I've spent waaay too much time on this game and its predecessor during my formative years.

It's nice and very unique, but I often wish that it had a randomly generated campaign mode (You know, with other factions who would also be trying to capture territory, manage their titan production, etc.), instead of just random arena missions with persistent player teams. As it is now, it just feels a little bit like the prototype of a game.

Ronin Of Dreams
Oct 9, 2012


Welp. I'm aware I've been beaten to the first three slots, but might as well toss an extra into the queue anyway. Also, I'll definitely have to grab this game and start toying around with the system. Would rather enjoy a facedown with Jade, if just to sponsor tirades and a torrential downpour of cursing in my general direction for everyone else's amusement value.

Name: Connen Balanda
Callsign: Ferret
Race: Human
Gender: Male
(Unofficial Role: EWar Scout)

Skills desired;
Piloting* - Recon/Light, Jump, Scouting
Combat - Energy, Guided Missiles
Other - Electronic Warfare, Defensive, Scanner, Survival


*After all, you did say other skills could be picked up later...so why not go ahead and be a better pilot from the getgo with what we are restricted to? Besides, all the better for you to suicide my character with, Jade.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun


Jade Star posted:

The UI isn't the greatest, but it works. All the numbers are usually hidden away when you fight. It's not great, but it's a pretty good build.
I was more refering to the "oh my god, what numbers do I choose for my people?!" thing. I tend to put a lot of thinking into squad builds. Sometimes they work.

Jade Star posted:

And yes. titans fall over all the time. And then they fall over again and again trying to stand back up.
That was basically my first expierence with the game. Dunno if I picked the wrong skills, but after moving one step, I spend the rest of the time trying to stand up. Again and again and...

Black Balloon
Dec 28, 2008


The dwarf fortress of mech games. I couldn't get into it, but the concept was really cool. I'm probably gonna gloss over the technical explanations of stuff because all I want to see is some bullshit playing out against Jade.

Bobsedgws
Jun 12, 2009


Yeah sure I'll give this a go

Name: Androw MCCXXXIV
Callsign: Pooch
Race: Replicant (I)
Gender: Male
Role: (If this matters anymore) Leader

Skills desired;
Piloting:
- Recon/light
- Assault
- Scouting
Combat:
- Close Combat
- Energy Weapons
Other:
- Defensive
- Electronic Warfare
- Enough Leadership to not suck and die

If I survive the early game long enough I'd love to jump from a recon mech titan to an assault with lasers and swords and laser swords.

Bobsedgws fucked around with this message at Mar 19, 2013 around 00:22

Frankomatic
Aug 22, 2007

I've got to get a picture of this!


Jade Star posted:

Oh it gets worse than that Frank. One of the starter missions has us running across lava. Fail the piloting check and fall over in that stuff and you will probably die from overheating before you can get out.

...hahaha, wow. That's just plain mean. I like it!

Jade Star
Jul 14, 2002

It burns when I LP


Ronin Of Dreams posted:

Welp. I'm aware I've been beaten to the first three slots, but...

I'm not necessarily gonna pick the first three posted. If i see common themes I'll do my best to get what looks to be the most popular vote.


Edit: I guess I should also state that Jock death is actually kind of rare. Unless we stubbornly stay in disabled mechs or the engine blows up Jocks have a pretty good survival rate. We can, and will need to later, expand our roster to up to 8 pilots once we have the money to afford the additional costs of more pilots and mechs titans.

Jade Star fucked around with this message at Mar 19, 2013 around 00:57

Jade Star
Jul 14, 2002

It burns when I LP


A jocks starting stats are based off of a random seed provided by the pilots name. In theory we could min/max the hiring process if we invested enough time and energy into understanding it or trying to break the code. I'm not going to do that because holy poo poo that sounds like a lot of effort.

Pilots Hired!




Our leader Phoenix started with an impressively high skill in energy weapons. This was great for me because I saw two people wanting a close combat and energy weapon skilled pilot. She also started with 33 points in dmg control, which is cool, but we wont be able to put that to use yet. She also started with about 30 points in Jump skill too.

Her stats were a bit lackluster, and will need to be improved soon. As you can see I've already capped her on Recon/light, both close combat and energy weapons, and leadership. I will take this opportunity to explain how raising stats works, since it might be important quickly with this pilot. We can see Phoenix's stats clearly, mostly 11's across the board. The next column over tells how may DP (development points) it costs to raise that stat, 30 DP in most cases. What that doesn't tell you is that it costs 30 DP from all three development pools. That is what makes raising stats suck. It'll cost 30 DP from pilot, combat and other all at once to raise one of her stats.

Still, all in all we have a leader with a good leadership skill and decent enough starting stats in what's really going to matter at the start, ie. the ability to pilot a mech, and maybe hit something with her high 50's combat skills.





I liked the idea of an android business manager, so I combined Tin Tim's idea with someone else's. Both people suggested an energy weapon and guided missile theme, so I went from there. Tin Man started with decent levels in scanner, electronic warfare, survival, and business. All being in the 30's range with out spending points. He even had 24 points in guided missiles which was his highest starting combat skill. He also started with only a single skill point in defensive and scouting, which I thought kind of funny.

His stats sucked though. He started with mostly 9's across the board and those had to be raised right away. It felt kind of funny having to up an androids charisma score to get him to be a better manager. Investing a lot of DP in his combat skills left me a bit short on DP for raising stats though, only about 90 DP left over after getting his combat skills only up to 50 each.

Ultimately I felt I didn't have enough points for everything I wanted at the levels I wanted them. But it's alright, he'll grow and get more DP and we can work things from there. For now though he at least has 50 in piloting and his weapons. And he fills his role as manager with 57 skill. Admittedly I did prioritize his business skill over combat for now. 7 more points in business will save us some money come time to buy titans vs a few more percent chance to hit in the field. It's a priorities call, and it's still a tough one either way.

After spending on his stats and his combat and business skill, I still had over 100 DP to spend on pilot skills. With guided missiles among his choice of weapons I envisioned him sitting in the back being our missile support from long range, so I went ahead and dumped the points into scouting. This is in the hopes of helping him climb hills faster and hiding in woods while he bombards things from afar with missiles.





For our mechanic, I went with most of The JJ's idea. However mixing in cannons instead of indirect fire. Mostly because these are recon class titans at the moment and we'll have time and tonnage to spend on indirect fire when we have bigger mechs. Combining unguided missiles with cannons gives a lot of flexibility too. We can have LRMs or SRMs, and cannons also come in greatly varying effective ranges too. So we can tweak Hotfix to be short or long ranged depending on how things go.

The call to go unguided and cannon was aided by her starting skills in those areas. Starting with 40 and 37 in them respectively. That would save me a lot of DP. She also started with decent scanner skill, and a slightly higher than average damage control skill as well. All in all a good starting roll.

Stats were a little low in a couple of areas, but our mechanic doesn't need to make use of charisma or the social skills at all. Only just enough to put leadership up to 25 so she doesn't panic in combat.

After raising her essential skills to the starting cap points, (Recon, unguided missiles, cannons, and dmg control) I had a lot of DP left over to spend. Over 250 in each area out of the starting 400 per. All of her skills except dmg control relied mostly on Dexterity and Reaction so I got to raising those up quite a bit while I had the points for it. And a little bit of intelligence since that is the primary for dmg control.

The end result is that Hotfix is a little less generalized than the other two, but had a killer starting point and will be quicker to pass into the 60's range of skills. DP costs go up every bracket of 10, so advancing will slow down some. However she's more accurate than the others and probably less likely to fall down over and over too. With a good dmg control skill too she is in a strong starting position for us to add to as we earn experience.


As a final point I went with the squad name Jade Not-Falcon Star. The limitations on the game made me truncate the Clan from in front of it. So I guess we will be referred to as the Jade Not-Falcon Star Squad. I like it. It has a ring to it.

Next we will need some mechs titans to fit their skill sets. I'll pull up the games premade titans and put them up for you to browse. However not all of them will be particularly good. So we may well want (or have to) build our own. While building gets more complex than I want to dole out to an LP audience, I'll gloss over it and you can make suggestions for weapons and systems and I'll do my best to make everything work.

Jade Star fucked around with this message at Mar 19, 2013 around 12:47

Jade Star
Jul 14, 2002

It burns when I LP


Giant Mech shopping post here!


Now that we have our starting pilots we need titans for them to pilot. Because everyone is a rookie we are stuck with everyone piloting the lightest class of titan for now. Recon mechs are the lightest and fastest out there. They weigh in at 40 tons and on the strongest end of the scale pack just shy of 20 points of armor per component. Recons are fast as all hell, usually only taking a handful of seconds to run across an open hex on the map. They usually aren't left with enough tonnage though to pack a lot of weapons, or if they do then they don't have the tonnage to pack the heatsink needed to fight for very long.

A quick breakdown of mech design is in order for us to understand what we are getting into, and how we want our titans built.



In the upper right is a window for the titans armor. Ext. is for External I think. That is how much armor the mech as currently. Max is the maximum value it can have there, and Int. is for internal hit points. The game will color these numbers blue or yellow if they are above or below the expected average value. Do not worry about the letter in brackets next to the current armor values. That will be covered later.

Every mech must have the following; an engine, a heat regulator, life support (even for android pilots), a battle computer, and a scanner system. These all preform vital functions and losing any of them means the loss or disabling of the titan. With the possible exception of losing the life support system in a hospitable environment.

These systems all vary from battletech, or at least from how I remember battletech ages ago. So a quick summery on them to understand what they do;

Engines - This is more than just making your mech run fast. Everything your titan does requires power. Walking takes a power unit, running takes two. Using your active scanners to scan an enemy takes a power unit. Recharging energy weapons can take up to three energy units per turn per weapon. So the engine is more than just a speed thing, it's your power-plant. Energy weapon heavy mechs may need to take this into account.

Heat Regulator - In battletech your engine gets built in heatsinks and then you can add more heatsinks throughout your mech to help it cool down. In Titans of Steel you install a heat reg and that's all you get. The heat regs vary in cool down power, and as you'd expect the more cooling it provides the heavier and more space it takes up. Heat regs work a little oddly in ToS. They aren't confined to one section of your mech. Starting at the weakest, the first heat reg takes up 1 critical space in each leg. As you get more powerful heat regs it expands to start taking up critical locations in the torso and then arms. This spreads out the slot usage which can be nice, but also means loss of a leg or location with part of your heat reg costs you a very substantial chunk of your cooling ability.

Important to know heat information here! Our titans will have a heat gauge of 0-125 units. Everything from weapons fire to walking around generates heat. At 50+ titans start taking penalties. 100+ is the ammo explosion danger zone. 125+ is auto shutdown and/or engine explosion zone. Knowing how much heat per second a titan sinks is pretty important info and is displayed at the top of the titan info screen.

For reference a titan generates 0.7 units of heat per second while walking and 1.0 units of heat per second when running. This really cuts into the listed heat rating at the top of the screen. Most weapons will also run about 1 heat per second if constantly fired. And more like 2 per second for most lasers.

Battle Computer - These computers are your fire control system. Once you lock a target they aid your pilot in putting shots on target. Nothing very fancy here, bigger and heavier computers will add flat bonuses to your chance to hit with weapons. (I'm not actually sure if losing this disables you from firing weapons or not)

Scanner System - In Titans of Steel a titan must lock onto another titan, designating it as a target for weapons fire. Typically that's not a big deal, and only takes a handful of seconds. It can come into play when ECM is involved though. Another important thing for scanners is actively scanning enemy titans. You can try to scan the enemy to get detailed information on the condition of their mech. A perfect scan will tell you their armor values with almost perfect accuracy, the condition of their weapons and internal systems, and their current heat level. All useful information to have. And a perfect scan will even increase your chance to shoot the scanned mech by up to 8%. Losing this system means the inability to lock targets and this loss of all combat effectiveness.

Jump Ports - This works like how you'd expect. Each titan can propel itself through the air for a short amount of time and the jump jets recharge slowly while the titan is on the ground. More powerful jets means longer air time and higher air speed.

Flare Launcher - Dump a flare into a hex to serve as a missile distraction. Useful against most missiles and super effective against heat seekers. Very small system, can be as little as half a ton. No ammo management required.

Shield Generator - A weird new idea that I never saw in battletech. These aren't star trek shields that actually block damage. Shields do a couple of neat and unusual things. They are primarily used for protection from laser weapons and heat. When a shield is active laser weapons have a greatly reduced chance of hitting the shielded target. And even if they do hit, they may strike the shield instead. If an energy weapon hits the shield it does no damage, but any damage it would have normally done is converted into heat gained by the shielded mech. Shields also help prevent external sources from heating them up, such as forest fires, napalm missiles, and flame throwers. Worth knowing is that shields also generate a little heat on their own just for being turned on.

ECM unit - An ECM will mess with your scanners. They won't prevent you from locking a target, but it might take a while longer. They will absolutely kill your chances of getting an active scan on the target and they will kill guided missiles' chances to hit. The may also gently caress with battle computers bonuses to hit, but I've forgotten a bit.

Dmg Control System - Repairs system damage in the field. You can't fix armor and structure, but if weapons or systems take damage you can attempt to repair them on the spot. Useful, but they tend to weigh a lot. Bigger and heavier systems give bonuses to success chance and decrease time needed to repair.

Not related to any systems or anything is the Handling value under the titans icon. There are 4 chassis' for each weight class of titan. Some offer more critical slots than others, some have lighter frames than others. Depending on which chassis is used you also get a handling modifier, and typically the lighter chassis with less critical slots get a bonus to handling which is directly added to a jocks piloting skill while piloting that titan.


Once we're done with the internal systems its time for the fun part, weapons. ToS has all the basic weapons you'd come to expect with a mech game. Lasers of all sizes and kinds, with a few new and unusual ones I never saw in battletech. Missiles come in short range, long range, napalm, energy guided and heat seeking flavors. Auto cannons and Gauss rifles just like battletech. Close combat weapons include power axes, chainsaws and vibra-claws. I'll go over the weapons more when we are fitting our titans, so for now a quick brief.

As listed in the titan info window;

Weapon name is obvious.

Ammo is by shots/salvos, not individual bullets or missiles. A SRM with 20 ammo means it has 20 turns worth of ammo, not 20 missiles.

Range is displayed as min range/max range. Some guns don't like being too close to the target, thus the minimum range. Max range is just that as well, the weapon wont fire on something beyond that point. All guns will be more accurate the closer you are inside their max range.

Heat. Almost everything produces heat. A weapon will add the listed heat value to a titans heat gauge the moment the trigger is pulled. Be careful with high heat weapons.

Recycle is the time in seconds before the weapon can be used again. This is measured in real seconds, not turns, so rate of fire is a consideration.

Damage is the amount of damage the weapon will do upon a hit. The only oddity here is that missile clusters will not deal all their damage to one section of a titan, Rather damage will be allocated in groups of 5 dmg at a time. And if a missile salvo does hit, it might not hit will all the missiles in the salvo, causing less than full potential damage.


Whew... holy poo poo is all that over with? Okay, lets go shopping!



Begin the mech window shopping here!

We need to consider our pilots skills when we pick titans. For now everyone is in recons so that makes the first step easier. The next step is finding a weapons load out we want. Each of our jocks is only skilled in a few kinds of weapons, so that's a good starting point to start feeling out the titans. Once we're there, we can worry over the internals like engines, heat regs, and subsystems.



Phoenix

Our leader is skilled in close combat and energy weapons. Pulling up the factory data base only gives me two results for pre-built recons that fit both of those kinds of weapons.




The prowler here is built almost solely around hand to hand combat. With a pair of power axes it could really bring pain in close combat. It has a small laser as well, but that seems like it was added almost as an after thought. The limited range and pitiful damage from the small laser wont get anything done on its own. I guess it might be useful for plinking fleeing enemies or as you close in.

Heat wise it's not bad. at -1.8 C/sec it can chain swing it's axes constantly with out gaining heat, provided it's not moving, which it can't be to melee something. Once this thing gets moving though, it's losing 1 C/sec due to heat generated while running. So it's heat stable once it gets into melee, and will drop heat while chasing/closing. The small lasers heat fucks this all up though and would probably only be fired sparingly.

All in all not a bad starting point. It has jump jets if we want to keep them. It has half a ton of flare launcher that I don't think is needed and could be removed to give us the weight needed to upgrade the small laser to a medium and allow us to shoot at things from beyond point blank range.





The Wolfpack is a bit heavier than the Prowler in some regards. It doesn't carry as much armor but takes a handling penalty for being made from a heavier chassis. The Wolfpack does wield a chainsaw though, capable of doing a lot of damage in a hurry. With 15 dmg per shot to a single location the Wolfpacks chainsaw has the potential to remove all of a recon titans armor from the section it hits. Two hits could mean a kill or limb taken off if they both hit the same spot. It also sports a flame thrower, another point blank weapon. The flame thrower does a surprising amount of damage in ToS at 7 points. That's slightly more than a medium laser! The down side is that it requires ammo, and the Wolfpack doesn't have the tonnage to spare it a lot of ammo. Seven shots doesn't feel like much. Flamers also heat up the mech you hit with them of course, and a hot target has less room to fire back at you when it has to watch out for over heating.

Heat wise its also not bad. At a stationary position chain firing all its weapons it would generate less heat than it sinks. Once it starts running the numbers are less amazing, the same as with the prowler, but there's nothing to do about that. Generating 1 C/sec when running can be kind of brutal.

This also isn't a bad starting titan. The chainsaw could prove devastating. The flamer I am not so sold on though. It has a very small supply of ammo and only 1 hex of range, making the Wolfpack an all in your face titan with no ability to fight beyond point blank range. We might be able to strip out the jump ports or downgrade the very nice level 4 battle computer to free up some weight for either more flamer ammo or a different energy weapon.


These were the only two titans in the factory data base with both close combat and energy weapons. They aren't bad either. But if neither of them excite you guys, we can totally build our own. Buying and customizing one of the above is also an option.



Tin Man

I hit a problem here when I went to the factory. There are no pre-built recon titans that utilize both energy weapons and guided missiles. So we may be on our own here to build something we want. Rather than returning from the factory empty handed I'll list out the recons that fit energy weapons. Maybe Tin Man can be all energy based for now and we'll branch out once he can pilot a bigger titan.




A solid energy build, the Dagger looks like its meant to get in close while still having the medium laser to poke out at mid-range. It has a good damage potential, lasers deal fair damage and tend to have good refire rates. The problem is heat. With all energy weapon builds you are going to have heat issues and this isn't any exception. I'll get to that in a moment, but on paper it looks like a fair harasser build. It'd got very good armor for a recon titan so it might do well to run circles around things plinking them with the lasers.

Heat will be a nightmare on this titan though. Even with -2.32 C/sec looking like a strong number the lasers will run this thing hot. The smalls run at 1 C/sec per and the medium laser is 2 C/sec. That is 4 C/sec if it fires all of its lasers. Ouch. In reality I think it would be firing one set of lasers or the other. Either the medium laser is firing at mid-range, or the smalls are firing at close range. Maybe all of them at once when the percent chance to hit is high. The other thing to remember is that this mech isn't going to be standing still most likely. So even at 2 C/sec from firing either medium or both smalls, it's going to be racking
up another 1 C/sec from running around its target.

This isn't a bad titan, but I think heat will cause it to be a short term fighter. It can get in, fire off lasers until it heats up, but then will probably have to retreat to cool off or really stagger its lasers or even only be firing 1 small at a time while it needs to cool. There is a flare launcher to rip out for half a ton, and it has a very nice but heavy level 4 battle computer. So there is room to work with if we want to buy the Dagger and fiddle around with it.





The Dragonfly is built around the large laser. That's a pretty heavy duty weapon for a recon to be running around with. The upside is that it gives the Dragonfly more range than most other recons, and 9 damage per hit will hurt other recons. Two hits to the same location will blast off almost any recons armor there. It has a light chassis which means a good handling bonus for any pilot. The downside I see is that it is really light on armor. 13 armor almost across the board means it can really only take 2 hits from any medium sized weapon. It's going to be a fragile thing, but it could also keep out of range of other titans, terrain permitting.

Heat isn't too bad here. The large laser is just under 2 C/sec, leaving the Dragonfly a tiny bit of heat sink left over if the large laser is firing nonstop. That only works when stationary though. That may or may not be a possibility depending on the battle, the enemies, and the terrain lay out. It's possible we could camp in the back and snipe with the 13 hex range of the large laser. It also has the small laser at 1 C/sec which could work well when the Dragonfly needs to be running. Running and constant small laser fire would still let the Dragonfly sink a tiny bit of heat per second.

This could be interesting. I've never tried this titan and it might work. It has potential as a bit of a recon sniper, and if that fails it can run and fire the small laser constantly with out ever over heating. It too has a flare launcher to rip out for half a ton and a level 4 battle computer that could provide tonnage for customization options.





I know the Pest well. It's a titan I've almost always used when starting a new squad. It seems so strong on paper. It has good armor values and good damage potential. It's built around being fast with a good handling bonus and two medium lasers let it skirmish from 9 hexs out, which is pretty much long range for recons. The two lasers deal pretty good damage for a recon as well, doing 6 per laser with a 7 second refire. Making the pest almost do 2 dmg per second.

The problem is heat. Lots of heat. Each laser is 2 C/sec and the titan only sinks 2.4 C/sec. It's not hard to see this thing will heat up fast if it's firing both of its lasers, gaining 1.6 C/sec while stationary, and upwards of 2.3 and 2.6 C/sec if its walking or running. There is no way around it, as billed in the factory, this is a hot titan. The one thing that can mitigate that is standing in water. The Pest is heat neutral if sitting in a river or pond or something.

Overall though, I think there is a good build in here. One issue is that the pilot is going to be a rookie. When you're running lasers and going to be hot, you really want to make sure you are hitting with every shot. That is not going to happen with rookie pilots and that works against the Pests desirability right now. That said, we can still put it to work. I'd rip out the flare launcher and jump jets right away, try to upgrade the heat reg, and maybe replace the medium lasers with pulse lasers. Pulse lasers deal 2 more damage, have 1 less range, generate 1 less heat, and take 1 second longer to refire. So in terms of heat, the pulses actually make life a little easier.





The Quantum introduces a new energy weapon to us. Or at least one that I am assuming isn't in battletech. The Cold Light Gun is a very nice energy weapon. It deals considerable damage at 13 points per hit, and at decent mid-range of 8 hexs. It's only a little slow to refire at 12 seconds. The real strong point perhaps of the cold light gun is that it only generates 14 heat. 14 heat over a 12 second refire delay means 1.166 C/sec generated on an energy gun that deals 13 dmg per hit? Hell yeah! The CLG is a great gun, the only downside is that it weighs a lot. Putting it on this recon means it can't really fit anything else. The upside is that weight spent on the CLG is weight not needed on a beefy heat reg.

At only -1.62 C/sec the Quantum looks kind of weak, but when you only need 1.166 to chain fire the powerful CLG who cares?! With 0.5 left over the Quantum wont over heat very quickly if walking and firing. Running might heat it up a bit, but it wouldn't be too bad. With the small laser being 1.0 C/sec and the CLG being 1.166 C/sec I almost don't know why they included the small laser at all. It's not like its that much more heat efficient should the Quantum get within 4 hexes of it's target.

This is a good titan. I've never used it, but I like the look of it. CLG's are a great gun on heavier mechs when you have tonnage to use but heat becomes harder to sink with bigger weapons. The Quantum could put the CLG to good use, 13 dmg to a recon will hurt. A lot. This titan is pretty similar to the Dragonfly but we're trading the large lasers range for higher damage. If we bought this titan I would probably rip the flares and the small laser out and see what can be done to upgrade its armor.






I'm getting the feel of a theme here. Design a recon titan around one of the bigger weapons in the game and then work from there. The Stingray brings us the Plasma Gun, the longest range of our energy weapons. Some of you might be able to look at its stats and figure out that the plasma gun is really a Particle Projectile Cannon from battletech under a different name. It does considerable damage from extreme range. The downside is that it has a 3 hex minimum range and a long refire time of 16 seconds. The massive range on the plasma gun would be really nice, as the closer the target gets the easier it becomes to hit with it and the stingray is fast enough to try and keep its targets at 3 or 4 hexes away should they ever get close, getting bonuses to hit at close range, but not too close to take a penalty from the minimum range. The Stingray also carries a small laser as a fall back in case something gets too close.

Heat will be a bitch on this one. The plasma gun is heavy and requires a lot of power from the engine to recharge. That means a lot of weight is used up before it can be spent on the heat reg. So much weight even that the titan is lacking in the usual extras you see on recons like jump jets or flares. Even its armor is suffering to fit this thing. The plasma gun generates just over 2 C/sec. That alone is enough to drive the Stingray into overheating before it even starts moving.

It's a gamble maybe. It could work, but god drat the heat issues combined with the low armor... I don't feel good about it in the hands of a rookie pilot. If I had a veteran that I thought would be taking 80%+ shots with it then I could see it as a lightweight sniper package. As is though, I think I'd have to give this a pass. There isn't even much we can do to strip it down and boost the heat reg. The only thing I see is to downgrade the battle computer to make up the weight. But then we're lowering our hit percentage to help sink the heat caused by the weapon we will have to fire more often because we're missing.



Okay so none of those have guided missiles. In fact no recon in the factory right now has guided missiles. I think the reason is because they are heavy. The heat seekers are 6 or 12 tons and long range. The energy guided missiles might be doable though. The energy guided missile launcher weighs 2.5 tons, fires a single guided missile per volley that does 9 damage. Downside is that it only has a range of 6 hexes. Still, we could probably fit an energy guided launcher and some lasers in a recon.

Tin Man needs a titan! Look at the energy based ones listed and we'll wait for something bigger to put the missiles on or vote to send us to the factory floor to build our own titan.



Hotfix

Hotfix is looking for cannon type weapons and unguided missiles. While there are plenty for either of those weapon types, only one recon combined the two. So I pulled the information for all the cannon and missile based titans as well. Maybe one will prove popular and we'll wait for a bigger titan to combine our weapon selections, or we'll go to the factory floor and build our own titan for Hotfix.





The Dart is an interesting concept. It's really ammo dependent, but gets away with running the cheapest lightest heat reg in the game. With the LRM rack it can fire from 23 hexes away, which is loving worlds away for most recon mechs. In the likely event it gets into close range it has a pair of SRM 4's which can deal decent damage. It has a little bit of long range and short range here.

The heat situation on this is a kick. If sitting at long range it can fire its LRM all day until it's out of ammo no problem. At close range it could fire the SRMs all day too. Only when it starts moving and firing the SRMs does it start to generate heat. The SRMs are 0.833 C/sec when firing, well below the heat regs limits. Start walking though and we're at 1.533 C/sec. Not bad though, that's a pretty slow build up of heat. Running and firing SRMs though will start to generate 0.533 C/sec more than it can sink. Still not too bad, that provides for a full minute of combat before the Dart even takes the first minor heat related penalty.

Overall the only concern I would have with the dart is ammo dependance. It has nothing to fall back on save for punching and kicking if it runs out of ammo. Still it looks solid, and it has great armor for a recon. I would rip the jump jets out for another ton of ammo though.





The Enigma is the only stock recon that combines cannon weapons with missiles. It also brings us a new gun that requires a little explanation. Meson guns are something I think ToS created themselves, I don't recall anything like them in battletech. Meson guns fire projectiles that when they hit, roll for an internal critical hit too. No matter if they hit armor or what, they can cause internal damage as well. They might hit structure and only do a little extra damage to the internal hit points. But they might hit critical things like the engine, heat regulator, weapons, actuators, or probably the most deadly, ammo. With out the ability to deal internal hits every time meson guns would not be worth it. They weigh too much, deal too little damage, and have a very slow refire delay. The real draw of them is the gamble though. That you might shoot a titan and suddenly it's heat reg dies or it's engine suffers damage.

Aside from the meson gun the Enigma also brings a pair of SRM 8's. Yes, eights. Take that battletech. That many missiles can lead to a lot of pain for an enemy recon. They are a little light on ammo, but they could sand paper a recon to a skeleton in a hurry.

Heat isn't too bad here. The heat generated from the SRMs is mitigated by the fairly lengthy 16 second refire time resulting in only 1.25 C/sec from both launchers being fired at the same time. The meson gun only adds another ~0.7 C/sec to matters. Given that the meson gun is so slow to refire, but has exceeding range, one could assume the Meson is meant to be an opener, firing from long range until the target is in range for the SRMs and hoping you get a lucky critical hit with the meson. Once it's running full speed and firing SRMs, it might hit a bit of a heat issue, although only firing a single SRM and running would allow it to remain almost heat neutral.

This could be a good mech. It might not be. I don't know. I've been kind of burned by meson guns before. It is fitting heavy mason gun too, so a thought might be to down grade that to a regular mason gun and pick up a little more ammo for the SRMs. The meson is a gamble, and if it doesn't pay off than the Enigma will have to rely on the SRMs to get its work done. One potential point against it might be the fairly weak armor. Not drastically so, but it's a little under average for a recon.






The Fang is another recon I've used before quite a lot. It is our first look at autocannons. And yes, it has AC7's. Breaking from battletechs grouping of autocannons being 2/5/10/20, in Titans of Steel the autocannons are 4/7/12/20. Why? I can't say. But autocannons are a good reliable weapon. AC7's come with a great engagement range of 16 hexs and they pack a good punch per hit for a recon. The downside comes from the slow rate of fire. An AC7 puts out 7 damage in 16 seconds. Compared to a pulse laser that puts out two shots of 8 damage in the same time. You can see the autocannon losing the damage per second fight here. It's pilot perspective that says if that an AC7's double range and heat efficiency is worth the trade for the higher damage output and freedom from ammo of a pulse laser.

Surprisingly heat can be an issue for the fang. Standing stationary the Fang is fine, using 1.5 out of the heat regs 1.62 C/sec. As a stationary shooter in the back at 10-16 hexs that makes the Fang just fine. But if the fang needs to be moving while firing, it's going to start accumulating heat.

This could be a tricky one, and like the Pest in that it may be a titan better piloted by a veteren than a rookie. A rookie is going to miss more often, potentially run out of ammo, and need to be closer than max range to land a good shot. The refire rate leaves something to be desired and the whole thing is pretty under armored. It's arms only have 10 armor, meaning they could have the armor blown off in one good hit, and maybe internal damage too.






Remember that theme of designing a recon around one really big weapon? Yeah, it's back. The Hammer sports the big daddy of one hit blows, the AC20. Capable of dealing an enormous 20 damage in one hit the AC20 threatens to blow a recon titans armor away with a single hit, and core out it's center torso in two hits. As what I can only guess was an after thought someone put a machine gun on this thing too. I cant say why. I'd rather rip that out and give the star of the show, the AC20, an extra ton of ammo. This mech would be about getting close and taking high percentage shots with the AC20 and watching it wreck whatever it hits.

Heat on this one is really easy to calculate. There's only one thing that matters, the AC20. It only produces slightly more than 1 C/sec. The hammer would only generate about 0.4 C/sec while running around in combat firing the AC20, giving it a good long time before it hit heat problems.

There are a few notable problems though. First off, gently caress that machine gun. Then use the weight from that for more AC20 ammo. Then, if we got any room to wiggle with the Hammer could benefit from either more armor or a better battle computer. Or both, though I doubt we'd find the weight to do both.






The Pike is an easy titan to peg. Long range scout and missile support. With nothing but LRMs the Pike is a back of the bus sort of titan. It'd stay back, way back, and rain LRMs on things the other more manly titans are engaging. With a fair amount of ammo per launcher, it has the ability to stay in the fight for a while, 20 salvos from both launchers should last a while.

Heat is tight on the pike. The LRMs generate just 0.02 C/sec less heat than the heat reg can deal with. That means the Pike is best sat on a sniper perch or somewhere way in the back to remain stationary while raining LRMs on the enemy. It's not like the Pike needs to be highly mobile and fire on the run anyway.

Clearly the Pike has no short range defense. It's harmless inside 4 hexes. It needs to stay in the back and never get caught unprotected. If that can be done then it could serve as handy fire support. It comes with a flare launcher that for once I probably wouldn't rip out, as it might come in handy for dealing with any counter LRM fire. The improved scanner on it would also come in handy for long range locks and scans.






In contract to the long range nature of the Pike we have the Porcupine. Bristling with SRMs the Porcupine really threatens an immense alpha strike to the face that could leave a mech with armor sanded down in all areas. Some how it's even packing 22 shots for every launcher which means it probably has enough ammo to stay in the fight a long time.

Heat will be a issue though. All those launchers means a lot of heat. 2.5 C/sec for all of them firing in fact. Well over the Porcupines modest -1.62 C/sec heat reg. Already overheating at near 1 C/sec will be made worse as the Porcupine will have to be running all over the battlefield. Either the Porcupine needs to stagger it's fire and leave SRMs not firing every moment they can be, or it can employ hit and run tactics of running in for a good shot, dumping every missile it can on a target and then running away until it's cooled off enough to repeat the process.

This could work. It could also fail terribly. The heat issue scares me, but scaled back some it might work. Cutting away 2 SRMs gets us down to a nearly heat neutral state while stationary and would free up weight to armor up the side torsos or for a better heat reg or just more ammo for the remaining SRMs. I think this would definitely have to be a custom job.






Hey, remember that theme of... Okay you get the idea. The Unicorn does the same thing with a different gun. The Gauss cannon makes its way into ToS but is a little underwhelming in comparison to the battletech one (assuming I remember my numbers right). First off it generates heat. That is just wrong. And it has a very long refire delay. And it's damage is reduced from what (i think) it does in battletech. The Gauss cannon isn't a bad weapon, but it feels pretty nerfed from battletech. It's got good mid-long range and does a respectable amount of damage per hit. It's range and built in bonus to hit at least make it fairly easy to score hits with, even if other things leave it a bit lacking.

This would be so much cooler if the Gauss didn't generate heat somehow. As is the Gauss' 1 C/sec isn't bad, but the Unicorn barely has a heat reg to speak of. Enough to let the Unicorn fire it constantly while stationary but not enough for mobile use. While it has a bit of range, the slow refire tells me the Unicorn will have to reposition or have some other titan screen for it.

The Gauss isn't quite the sniper weapon I'd hope for. The plasma gun beats it's range, damage and rate of fire. It generates heat, it's slow to refire... I rag on it a lot, but the Gauss is a good weapon still, just maybe not for a recon to use. And it's got one of those after thought machine guns on it. Pft. I don't know guys, I'd say pass on this unless you want to retool it around. It does have a rank 6 battle computer using up a lot of weight that could be used for something else. Or kept since that's adding like 10% chance to hit.


Those are the potential candidates for Hotfix. Some of them are pretty nice. Both cannon or missile builds could be fun. Or we could try to middle of the road things with our own builds. Take a look and let me know what you like.



Voting time you bastards!

We need titans and I'm a giant impatient jerk! So start voting. You can simply pick one of the titans I've listed or vote for building our own. For my sake of reading through and counting everyone's picks I give you a template.

Phoenix - Mech name or custom
Tin Man - Mech name or custom
Hotfix - Mech name or custom

Bold your poo poo too! It makes it easier for me.

I hope this was enough for you guys. Holy fuuuuck I'm going to sleep now. (not really)

evilmiera
Dec 14, 2009

Status:Perpetually fearful

All custom, all the time Don't buy a single preset mech, make something spectacular.

the JJ
Mar 31, 2011


For Hotfix the Pike is the closest to what I had in mind, but I'll say the Dart for now, so it's not all straight jacketed. Dropping the jump for ammo's probably smart.

I like chainsaws and flamethrowers so I say we give Phoenix the Wolfpack as is.

Last, I think Tin Man needs a custom of some sort.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun


Hmmm...I really don't wanna tell you to customize everything from scratch. But since the pre-mades are kinda bad, customize them.

Let me give you a bit of input.

-Tin Man-
I planned him as a sniper/harraser hybrid. A guy that will stay out of the actual fight, but that will nail fools when they aren't looking. Kinda goes with being a shifty business man robot.

The Quantum seems really nice. I also like the Dragonfly, but feel that it's a bit too flimsy and restrictive. It has more range, but leaving him too far away from the rest of the squad may turn out to be a bad thing. I think you can safely ditch the flare launcher, and either make it more beefy or upgrade it's internal systems. Also the small laser may not be useful at all. If it's possible, an energy guided missle would work well. See, I thought that missles should be the spice for this titan, while the big gun is the main course. Use the missle to up the chance of killing a high value target, but save it when shooting at some mook.

-Phoenix-
She needs something that can take a bit of damage, seeing how she will jump into faces.

The Prowler seems pretty good for that job. I would also ditch the flares and the small laser. Then it's a matter of taste if you upgrade the titan itself or slap a better laser on it. I would try to get a better laser, pulse if possible since they generate less heat, IIRC. Having a bit of firepower opens up a lot of room for her. Be it either softening a target before the charge, or to plink at range or when she has to get out.

-Hotfix-
This is the toughest choice for me. I would probably design him from sratch.

But by looking at what we have, I think the The Dart can be a good thing. Only I would ditch the SRM racks in favor of a cannon. Probably an AC7 since weight is an issue, and he needs ammo. That flare launcher can also go, meaning more free space.

Also I'm sad that you didn't took my name. I googled foreign words for penis to make it.

Tin Tim fucked around with this message at Mar 20, 2013 around 00:28

Jade Star
Jul 14, 2002

It burns when I LP


Tin Tim posted:

Also I'm sad that you didn't took my name. I googled foreign words for penis to make it.

drat it! this is a tragedy!

Frankomatic
Aug 22, 2007

I've got to get a picture of this!


I'm going to have to dig out some of my more terrible totally amazing designs for this, I think. Maybe I'll keep them a secret and bust them out if some Multiplayer ends up happening.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Tin Tim posted:

Also I'm sad that you didn't took my name. I googled foreign words for penis to make it.

Whereas mine is a famous Jade Not-Falcon Star Colonel. Only backwards.

the JJ
Mar 31, 2011


And mine is named after a boss we gave no end of poo poo once we found out her name was Lavinia.

Gimmick Account
Dec 18, 2002


PoptartsNinja posted:

Whereas mine is a famous Jade Not-Falcon Star Colonel. Only backwards.

...and with a typo. Jaaade Staaar!!

Captain Foo
May 11, 2004

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

Man, I've tried to play this game a couple of times, and every time given up. The interface seemed quite wonky, especially the start/stop nature of it. I was probably just being dumb, though. Anyway:

Phoenix: Prowler
Tin Man: Quantum
Hotfix: Enigma

Jade Star
Jul 14, 2002

It burns when I LP


Just tooling around in the factory trying to see why I can do in terms of customizing titans to accommodate the votes.

People seems to like the prowler and the wolfpack titans, but wanted to see some improvements. I took them both into the factory and looked around and messed with both of them. The prowlers chassis was too small for me to work with. It did not have the critical slots needed to mount a pulse laser anywhere. The wolfpack could, but had a lot of wasted space. So I have decided to make my own.

Phoenix's titan will have two power axes, because I figured the +5% mod built into them tipped the balance over a single chain saw since we're giving this to a rookie pilot, and a single pulse laser for ranged combat. It will have nearly maximum armor all around to stay tough in a fight. It's engine is actually located in its back torso, guarded by 15 points of armor (compared to the CT's 19). This should ensure should even the worse happen and the titan gets taken out that the engine wont explode. Unless we get shot in the back a ton, which seems unlikely. I've put jump jets in it as well, though for weight limitations they are the lowest level of jets, but they will still let the titan fly for 93 seconds.

All in all I am actually really pleased with what I've made here.

We will need a name for the new custom titan I am building for Phoenix

I'm headed back to see what we can do for Tin Man next.

Jade Star fucked around with this message at Mar 20, 2013 around 20:03

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Ronin Of Dreams
Oct 9, 2012


That's two of the three somewhat settled then, depending on what Jade does for Tin Man. So, for the sake of added support, gonna vote for The Dart for Hot Fix.

As for a new name for the customized mech for Phoenix...how about either Viking given its axes or Corsair since it has a ranged option that it'll be using point blank for further mayhem?

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