Author Topic: 'Mech mod showcase  (Read 5049 times)

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Offline Skeeter14

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'Mech mod showcase
« on: August 15, 2009, 06:06:38 AM »
who thinks they can come up with the best customization for a certain mech?

I think I came up with the best Mechwarrior 3 madcat mech custom.
Armaments
two guass rifles(left arm, right arm) [2 tons of ammunition on each arm]
two lasers(M)  (left arm, right arm)
two SRM6       (left torso, right torso)[4 tons of ammuntion on each torso]
 total tonage: [maxed](you will have to decrease the speed of the mech to fit in the extra tons)
maxed out all front armor

If you can beat that or have come up with another unbeatable customization, post it here!
Im big your small, I win you lose

how can war be more simple?

Offline CHH Sturmadler

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Re: 'Mech mod showcase
« Reply #1 on: August 15, 2009, 06:48:04 AM »
One Atlas + Seven Gauss Rifles = Gausszilla

Can be done in CBT, although its complete cheese.

Offline Arclite

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Re: 'Mech mod showcase
« Reply #2 on: August 15, 2009, 10:45:55 AM »
In MW2 Mercenaries (yes, 13 years ago) I build a Dire Wolf with 24 machine guns with 400 rounds of ammo each.  The mech was designed to complete the mission, not be the best 1 on 1 mech ever built, but I found that 24 machine guns could basically eviscerate any other mech in seconds.  Yeah, you had to get close, but nothing could withstand that barrage, and MGs don't produce much heat.  Don't know if it's doable under CBT.

Offline Stahlseele

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Re: 'Mech mod showcase
« Reply #3 on: August 15, 2009, 11:56:31 AM »
It is, the Piranha is such a mech.

My favourite was a Stalker STK-5M, that i made into a Stalker IIC.
Rip out NARC, replace Weapons with Clan-Tech, switch out SRM and LRM so the SRM are in the Arms and the LRM's in the torso sides.
Maximize Armor, build in more HeatSinks(24double i think), put in MASC to get it to go 3/5(6) and a Targetting Computer to aim all that.
Meaning you got more Range, more Punch and can flip the complete short range stuff into your back, while making him more surviveable
due to less problems with heat, more armor, less explosive dumb narc ammo, more heat sinks and higher speed for defensive modifiers.

And it's still basically more or less the same Stalker it was before, just looking at the load out ^^
[spoiler]
Quote
BattleMech Technical Readout

Type/Model: Stalker STK-5M IIC
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 3, Standard design

Mass: 85 tons
Chassis: Standard
Power Plant: Magna 255 Fusion
Walking Speed: 32,4,0 km/h
Maximum Speed: 56,4 [64,2]
Jump Jets: None
Jump Capacity: None
Armor Type: Standard
Armament:
1 ER Large Laser
4 ER Medium Laser
2 LRM10
2 SRM6
1 Targetting Computer
1 MASC
Manufacturer: Irian BattleMechs Unlimited
Location: Shiro III
Communications System: IRIAN E.A.R.
Targeting & Tracking System: Wasat Aggressor

--------------------------------------------------------
Type/Model: Stalker STK-5M IIC
Mass: 85 tons

Equipment: Crits Mass
Int. Struct.: Standard (130 pts) 0 8,50
Engine: 255 Strand Fusion 6 13,00
Walking MP: 3
Running MP: 5 [6]
Jumping MP: 0
Heat Sinks: 24 Double [48] 0 ,00
Gyro: Standard 4 3,00
Cockpit, Life Supt., Sensors: 5 3,00
Standard Myomer: 0 ,00
Actuators: L:Sh+UA R:Sh+UA 12 ,00
Armor Factor: 263 pts Standard 0 16,50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 27 40
Center Torso (Rear): 14
L/R Side Torso: 18/18 27/36
L/R Side Torso (Rear): 9/9
L/R Arm: 14 28/28
L/R Leg: 18 36/36

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER Large Laser CT 12 1 4,00
2 ER Medium Laser LA 10 2 2,00
1 SRM 6 LA 4 1 1,50
(Ammo Locations: 1LA)
1 LRM 10 LT 4 5 6,50
(Ammo Locations: 2LT)
2 ER Medium Laser RA 10 2 2,00
1 SRM 6 RA 4 1 1,50
(Ammo Locations: 1RA)
1 LRM 10 RT 4 5 6,50
(Ammo Locations: 2RT)
1 MASC RT 3 4,00
1 Targeting Computer 2 8,00
--------------------------------------------------------
TOTALS: 48 85,00
Crits & Tons Left: 3 0,00

BATTLE VALUE CALCULATION FOR Stalker IIC STK-5M IIC
VALIDATED Design

DEFENSIVE BATTLE RATING CALCULATION:
Total Armor Factor x 2 263 x 2 = 526
Total Internal Structure Points x 1,5 130 x 1,5 = 195
Total 'Mech Tonnage 85
Total BV of all Defensive Equipment 0
--------
806

(Max. potential Heat Points - Heat Sink Capacity) x 5 (50 - 4 x 5 = 10
--------------------
10

806
-10
----------
At a full Run of 6, Movement Modifier is + 2 796
Multiply by Defensive Movement Factor of 1,2 x 1,2
----------
DEFENSIVE BATTLE RATING = 955,2
----------------------------------------------------------------------------

OFFENSIVE BATTLE RATING CALCULATION:
Offensive Weapons: Heat:
1 SRM 6 + 2 T ammo 4 59 + 2 x 7 = 73
2 ER Medium Laser 2 x 5 2 x 108 = 216
1 SRM 6 4 59
2 ER Medium Laser 2 x 5 2 x 108 = 216
1 LRM 10 + 4 T ammo 4 109 + 4 x 14 = 165
1 LRM 10 4 109
1 ER Large Laser 12 249
Targeting Computer BV = .2 x Weapon BV 681 x .2 = 136,2
+ 2 Running Heat --------
Base Weapon Battle Rating 50 Max Heat Points 1223,2

Adjust Base Weapon Battle Rating for 'Mech's Heat Efficiency
X = (Total Heat Sinks x Base Weapon Battle Rating) / Max Heat Points
(48 x 1223,2) / 50 = 1174,272
Y = (Base Weapon Battle Rating - X) / 2 (1223,2 - 1174,272) / 2 = 24,464
--------------
Modified Weapon Battle Rating = X + Y = 1198,736

Calculate Speed Factor
Add Running MP + Jumping MP 5 + 0 = 5
+ 1 for MASC + 1
----
6

Speed Factor (based on table or calculation) = 1,12
Offensive Battle Rating = Modified Battle Rating x Speed Factor
1198,736 x 1,12 = 1342,5843

OFFENSIVE BATTLE RATING = 1342,5843
----------------------------------------------------------------------------

Total BV = Defensive BV + Offensive BV: 955,2 + 1342,5843 = 2297,7843

TOTAL BATTLE VALUE FOR 'MECH = 2.298
[/spoiler]
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
------------------------------
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Memory: GSkill 2x8Gb DDR3 1333Mhz
Video: Inno 3D iChill GeForce GTX 780Ti Black Accelero Hybrid
H/SDD:Samsung Series 830 256GB/512GB, 1x WD Caviar Black 1TB, 1x WD Caviar Green 3TB
Monitor: 2x24" Widescreen 16:9 1920x1080 native resolution
Win7Ultimate64

Offline Barbaric Soul

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Re: 'Mech mod showcase
« Reply #4 on: August 15, 2009, 01:49:20 PM »
in MW4? Any mech with JJ and can pack atleast 3erll and 2 CGR, ECM and BAP prefferable.
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Offline Barbaric Soul

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Re: 'Mech mod showcase
« Reply #5 on: August 15, 2009, 01:49:55 PM »
or 4 erppc
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Offline [MPB]OM_Sannyasi

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Re: 'Mech mod showcase
« Reply #6 on: August 15, 2009, 03:10:01 PM »
for me the best mech in mw4 mp was the jenner IIC with two rockets and one artillery. jumpjets and max armor on it i think (long time ago). rock your target so bad they can't shoot you, run up and jump over them dropping an artillery beacon- lotsa people don't notice the artillery with all the rocking


I make people earn their checks ;)

Offline =KoS=Zeus

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Re: 'Mech mod showcase
« Reply #7 on: August 17, 2009, 02:02:59 AM »
It is impossible to fit more than 6 gauss rifles (even clan) on a battlemech in CBT rules, which MW3 uses for mech design.

Each Gauss Rifle takes up 7 critical slots (6 if clan), not counting ammunition. They also weigh 15 tons (12 if clan).

Each arm on a battlemech has 8 free critical slots, with an additional 3 that can be removed (hand, lower arm, and upper arm actuators), this means you have 11 critical slots available on each arm, hence, only a single gauss rifle can be installed there.

Each side torso has 12 available critical slots, so the max you can fit in there is 2 clan gauss rifles.

The center torso only has 2 available critical locations, and I don't believe compact engines and gyros can free up another 4 slots in the CT to fit a rifle there.

The legs only have 2 slots open, so you can't fit a gauss in there, nor can you fit one in the head with its 1 slot (2 if you use compact cockpit).

So, you can fit 6 clan gauss rifles into a mech, what about the tonnage though. Right off, without ammo, you are looking at 72 tons of weapons. You have a maximum of 17 critical slots available to store ammunition and endo-steel in order to free up weight. XL engine is out of the question as the side torsos are filled with gauss rifles.

Let's assume you pick up clan endo-steel for 7 critical slots for your 100 ton Atlas, costing you 5 tons, you are now at 77 tons. You tank the engine down to a 100 series engine, which weighs all of 3.5 tons. Also, the 10 free heat sinks can't all fit in there, so 6 of them need to be placed inside the mech, eating up 6 more critical locations, leaving you with a total of 4 critical slots left.

1 ton for the gyroscope. You are now at 81.5 tons. The cockpit weighs in at another 3 tons, setting you to 84.5 tons.

Now you need to buy ammunition, but you only have enough room for 4 bins of ammunition weighing in at 4 tons total. This gives you a total of 32 shots for 6 rifles, or ~5 shots per gun, and putting your mech up to 88.5 tons of weight. That leaves 11.5 tons for armor, not bad for a mech with 6 gauss rifles.

So, in conclusion, you can get 6 gauss rifles onto a mech, but that mech is a total piece of shiet. You'd be far better off ripping out 2 of the rifles in the side torso (+24 tons, +12 crits), replacing the engine with a 200 series and the heat sinks with double heat sinks (-5 tons, -1 ton for heavier gyroscope, +2 crits total) so the thing can actually move, and then slotting in extra ammunition (-3 tons, -3 crits), improving the armor with ferro-fibrous armor (-3 tons, -7 crits) and a pair of Clan Large Pulse Lasers (-12 tons, -4 crits).

The final mech has 2 Clan Large Pulse Lasers, 4 Clan Gauss Rifles with 56 shots total (~14 shots each), 14.5 tons of ferro-fibrous armor (~90% maximum armor), and a top speed of ~32 kph. The mech runs a little hot with only 10 double heat sinks, dissipating 20 heat per turn, but only builds up a maximum of 26 heat per turn if it is at maximum stride firing everything.

A popular config might strip out the Clan Large Pulse Lasers in favor of two extra heat sinks and 2 Clan ER Large Lasers to ensure it has the range advantage. The extra heat sinks would necessitate the replacement of the Ferro-Fibrous armor with standard slab, but an additional two tons of the armor keeps it at ~86% maximum armor.

Offline Diablo48

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Re: 'Mech mod showcase
« Reply #8 on: August 17, 2009, 06:39:00 AM »
Well, SSW would not let me do mixed tech, so I used Light Gauss and kept criticals free to fill in the difference.  Here is the result.

Rules Level: Experimental Tech
Tech Base: Inner Sphere
Chassis Config: Biped
Production Year: 0
Mass: 100 tons

Chassis: Unknown
Power Plant: Unknown 100 Compact Fusion Engine
Walking Speed: 10.75 km/h
Maximum Speed: 21.5 km/h
Jump Jets: None
Armor: Unknown Standard
Armament:
    7  Light Gauss Rifles
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
================================================================================
 

Tech Base: Inner Sphere
Chassis Config: Biped
Era: Non-Canon                                                Cost: 9,586,666
Tech Rating/Era Availability: E/X-X-E                          BV2: 1,017

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure:                              152 points                5.00
Engine:             Compact Engine               100                       4.50
    Walking MP: 1
    Running MP: 2
    Jumping MP: 0
Heat Sinks:         Single                       10                        0.00
    Heat Sink Locations: 1 LA, 1 RA, 2 LL, 2 RL
Gyro:               Compact Gyro                                           1.50
Cockpit:            Small Cockpit                                          2.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard                     AV -   0                  0.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            0         
                                        Center Torso     31           0         
                                 Center Torso (rear)                  0         
                                           L/R Torso     21           0         
                                    L/R Torso (rear)                  0         
                                             L/R Arm     17           0         
                                             L/R Leg     21           0         

================================================================================
Equipment                                        Location     Critical    Mass 
--------------------------------------------------------------------------------
Light Gauss Rifle                                  CT            5        12.00
Light Gauss Rifle                                  RT            5        12.00
Light Gauss Rifle                                  RT            5        12.00
Light Gauss Rifle                                  LT            5        12.00
Light Gauss Rifle                                  LT            5        12.00
Light Gauss Rifle                                  RA            5        12.00
Light Gauss Rifle                                  LA            5        12.00
@Light Gauss Rifle (16)                            HD            1         1.00
@Light Gauss Rifle (16)                            HD            1         1.00
@Light Gauss Rifle (16)                            CT            1         1.00


It manages to be even more craptastic than your 6 rifle machine with only 3 tons of ammo for a pitiful 3 full salvos and absolutely no armor, but it does carry 7 Gauss Rifles.

Offline Roq

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Re: 'Mech mod showcase
« Reply #9 on: August 17, 2009, 06:59:59 AM »
Back in the original Mechwarrior I outfitted a Locust for the specific task of blasting the legs off of Battlemasters. Still remember that from prolly 20 yrs ago. Just a kid and thought I was a genius, 8). I haven't played since MW3 in college, looking forward to MWLL coming out and getting back into it.

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Re: 'Mech mod showcase
« Reply #10 on: August 17, 2009, 04:47:45 PM »
Sounds almost completely useless for CBT, the enemy would easily stay behind the mech most of the time and it might as well stand still so it doesn't get any aim modifiers lol

Offline Skeeter14

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Re: 'Mech mod showcase
« Reply #11 on: August 17, 2009, 06:02:46 PM »
Ivve rigged an annihalator with 2 LRM20s on each arm, ER PPC for maxinum long range effinctincy, 3 meduim pulse lasers for close quarters maxed out armor, speed, and gave it Jump jets for extra manuvuability.

Tip when using machine guns: if your gonna place nothing mguns on a mech, dont put no more than 6 and use the exra space for ammunition, add at least 2 lasers(size peding) in case you run out ammo, now you have a mech that can take out heavys, and if you used a light mech, get away in case you run out of ammo and use your laser for sniping.
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how can war be more simple?

Offline xInVicTuSx

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Re: 'Mech mod showcase
« Reply #12 on: August 18, 2009, 12:16:04 PM »
I currently enjoy using an Annihilator with 4 RAC 5's 2 medium lasers, and 2 small lasers, a ton of extra ammo for each RAC, LAMS, and one ton extra armor on torso.
2 RAC2s, 2 RAC5s, and 2 large lasers is more versatile but there is heat problem with the lasers as there is no room for heatsinks.
4 RAC2s 4 medium lasers is the most deadly at range, but even packing on tons of ammo you still run out quick from lack of damage.
4 AC10s and 2 medium X-pulse lasers is a good design too, decent range good damage, good ammo, and decent heat if you're disciplined with the pulse lasers.
2 RAC2s, 2RAC5s, 4 MGs for progressively brutal bursts as the target gets closer.
I try to avoid using clan tech in my Annihilator, though it can be tempting as the Wolf's Dragoons do have clan origins.
If so, 4 Clan LBX20s, two medium lasers, two small lasers, 1 ton extra ammo for each LBX. In urban fighting, that is just a pack of LoLz, particularly thanks the Annie's 360 torso turn.
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Offline Fokker1138

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Re: 'Mech mod showcase
« Reply #13 on: August 18, 2009, 01:10:56 PM »
Back in MW2 I used to run a Dire Wolf with:
1 C Lg Pulse Laser
6 C M Pulse Laser
2 C LRM 20's with 3 tons of ammo each. 
The rest was dumped into heatsinks and rounding out the armor(not that there was much to round out).  I think it may have run a few tons shy of 100.  At least that's what I remember.  I'm not totally sure about the LRM configuration, but that's what I seem to recall.

Offline (TLL) Heretic

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Re: 'Mech mod showcase
« Reply #14 on: August 18, 2009, 02:11:48 PM »
Back in MW2 I used to run a Dire Wolf with:
1 C Lg Pulse Laser
6 C M Pulse Laser
2 C LRM 20's with 3 tons of ammo each. 
The rest was dumped into heatsinks and rounding out the armor(not that there was much to round out).  I think it may have run a few tons shy of 100.  At least that's what I remember.  I'm not totally sure about the LRM configuration, but that's what I seem to recall.

:) Back in the MW2Mercs day I sometimes used to run a Dire Wolf with 2 Ultra10s (50rds apiece, maybe 8 seconds fire IIRC) and 3 Large Pulse with the LRM10 left on for looks, was a lot of fun in LAN games where with no lag you could just drop the hammer at medium distance and watch an enemy 'mech dissolve like butter in fire  8)

Loved the MW2 autocannons, but lets face, it all autocannons in MW2 fired like rotary ACs without the jam anyways, so it was autocannon heaven.


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