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Post by Captain Adam "Gunman" Wolf on Dec 2, 2004 11:23:38 GMT -5
WIth regards to the looks of the Pheonix it is a cross between the Mad Cat (Timber Wolf) and Mad Cat MkII. Basicaly it has the Timber Wolf Missile pods, Timber Wolf Torso, and the MkII's Legs and arms.
I too have an afinity for the Timber Wolf, its been my favourite 'mech ever since I first played MW2.
As far as the heat goes, in the BattleTech Universe 30 heat causes a forced shutdown, if performed an Alpha strike with the 'mech loadout I listed, you would more than likely shutdown, and would be 2 away from a forced shutdown. Also I think it more like 1 heat = 1000k, but I could be wrong too, actually come to think of it that doesnt quite sound right. If you know the max heat (in Kelvin) from the MW series (which I cant think of off hand), simply divide it by 30, and then you can translate between the two.
Also the Pheonix is not in any TRO or really even from the BT Universe, its more of just a creation that I made up. It started with a Timber Wolf Torso that had been salvaged in a mission prior to this board's start (if you read the history, its actually the Timber Wolf that killed the Legionnaires founder), I wanted to mount a loadout on it taht wouldn't quite fit into a regular Timber Wolf, so I made this modification, the parts would be more or less compatible, and since no major structural changes would have to be made I figured it would be alright. Plus there are things that I like and dislike about the looks of both the Timber Wolf and the MkII. ;D
With regards to Victor's loadouts, they are both good, but I would suggest using the first loadout, at least for this mission due to its TAG. Firepower wise both loadouts are identical, the only difference I noticed was that the TAG is dropped for an extra Jump Jet in the second loadout, and instead of an Angel ECM suite, its just an ECM suite.
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Post by Commander Garrett Garland on Dec 2, 2004 18:32:09 GMT -5
Those two battletech variants look really accurate, but they don't feel like they would fit me. I would like to able to pilot my mech in Mechwarrior 4, so maybe I should just go with a standard Timber Wolf. Since MW2 I've been using the Timber Wolf, with a similar configuration, but with jump jets in MW3. I thought it would be cool to have a bunch of machine guns and pulse lasers because they lasers would heat up enemy armor and the machine guns would cut right through heated armor and splatter it all about, being even more effective. I really appreciate the work you put into making those configurations, but I think that I might have to stick with a more simplified Mechwarrior series version. I just can't relate to the CBT versions, and I want it to look like my model. I don't want to make some unrealistic uber mech, but I feel too constrained within the CBT rules. For example, an LRM 15 in Mechwarrior 4 is 4.5 tons but in CBT it's 8.5. If I use the Mechwarrior 4 rules to build a 'mech, how much should jump jets weigh for a 75 ton 'mech? They weigh 4 tons for the thor which is 75 tons. If I remove one ton of ammo for each of my four machine guns, then I can have the aforementioned loadout of weapons plus jump jets. Would this be satisfactory?
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Post by Captain Adam "Gunman" Wolf on Dec 2, 2004 21:29:25 GMT -5
The LRM 15 only weighed 8.5 tons because there is 4 tons of ammunition included, look down lower and you will see the second LRM 15 w/Artemis IV weighing the 4.5 tons you are used to.
The Mechwarrior series is based of off the BT rules, I beleive nearly all equipment has the exact same specs, only difference is MW4 uses a new hardpoint system rather than criticals.
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Post by Lieutenant Victor Eisenfaust on Dec 2, 2004 23:54:18 GMT -5
Those two battletech variants look really accurate, but they don't feel like they would fit me. I would like to able to pilot my mech in Mechwarrior 4, so maybe I should just go with a standard Timber Wolf. Since MW2 I've been using the Timber Wolf, with a similar configuration, but with jump jets in MW3. I thought it would be cool to have a bunch of machine guns and pulse lasers because they lasers would heat up enemy armor and the machine guns would cut right through heated armor and splatter it all about, being even more effective. I really appreciate the work you put into making those configurations, but I think that I might have to stick with a more simplified Mechwarrior series version. I just can't relate to the CBT versions, and I want it to look like my model. I don't want to make some unrealistic uber mech, but I feel too constrained within the CBT rules. For example, an LRM 15 in Mechwarrior 4 is 4.5 tons but in CBT it's 8.5. If I use the Mechwarrior 4 rules to build a 'mech, how much should jump jets weigh for a 75 ton 'mech? They weigh 4 tons for the thor which is 75 tons. If I remove one ton of ammo for each of my four machine guns, then I can have the aforementioned loadout of weapons plus jump jets. Would this be satisfactory? Jump jets in CBT for a 75 ton mech weigh one ton each. A Mad Cat omni could mount five jumpjets total without using advanced tech. As for armament, I would ignore machine guns honestly. Even in clusters, machine guns are only truly effective on exceptionally fast, light plattforms that can close the distance quickly. Pulse lasers are an exceptionally good choice however, due to their inherent accuracy and low heat build up. If you want, I could configure a Timber Wolf with jump jets, pulse lasers, and the missile launchers.
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Post by Commander Garrett Garland on Dec 3, 2004 20:01:30 GMT -5
That's alright, I want some no heat weapons. I know that I'd probably loose in a CBT 'mech battle, but for story purposes I'd like to use machine guns. If my 'mech is truly fubar or having a 'mech done out in CBT rules is required, then I would certainly like any help that could be offered. Thanks for all of the suggestions, I'll try and have a dossier up today or tomorrow.
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Post by Captain Benjamin Maxwell on Dec 3, 2004 20:27:41 GMT -5
Timber Wolf request approved. Mech Bay has updated.
Captain Gunman, would you give the Sergeant a lance assignment?
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Post by Captain Adam "Gunman" Wolf on Dec 5, 2004 23:48:47 GMT -5
Sure thing.
Sergeant Garett Garland who are hereby assigned to Rogue Lance. Your callsign is Rogue-3. Lance Commander is Commander Desparado.
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Post by Captain Adam "Gunman" Wolf on Jun 29, 2005 18:46:12 GMT -5
Due to time constraints I'll have to forego the full out RPG style post I would normally make to announce my 'mech loadout and design, but here's my current loadout VLT-L1 - Stripped Vulture Shock Tonnage: 55 Chassis: Norse XT-Light Type AE (Endo) Power Plant: GM 330 XL Cruising Speed: 64.5 Maximum Speed: 96.75 Jump Jets: none Jump Capacity: none Armor: Starshield Special-b Armament: 2 ER Medium Lasers 2 MRM 10s 2 Small Pulse Lasers Manufacturer: Triad Technologies Primary Factory: Solaris VII Communications System: Tek BattleCom with Guardian ECM Suite Targeting and Tracking System: Scrambler-7 Series with Beagle Active Probe
VLT-L1 - Stripped Vulture Shock
Technology Base: - Inner Sphere - Level 2 Equipment Mass Internal Structure: - EndoSteel 3 Engine: 330 XL 12.5 Walking MP: 6[12] Running MP: 9 Jumping MP: 0 Heat Sinks: 12(24) - Double 2 Gyro: 4 Cockpit: 3 Armor Factor: 160 - Stealth 10
Internal Armor Structure Value Head 3 9 Center Torso 18 23 Center Torso(rear) 8 R/L Torso 13 18 R/L Torso(rear) 6 R/L Arm 9 17 R/L Leg 13 19
Weapons and Ammo Location Critical Tonnage ER Medium Laser LA 1 1 MASC LA 3 3 Guardian ECM Suite LT 2 1.5 MRM 10 LT 2 3 MRM 10 Ammo LT 1 1 Small Pulse Laser LT 1 1 Beagle Active Probe RT 2 1.5 MRM 10 RT 2 3 MRM 10 Ammo RT 1 1 Small Pulse Laser RT 1 1 ER Medium Laser RA 1 1 C3i Computer CT 2 2.5
It's a little hard to read, but its the only way I could get it to line up properly quick enough
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Post by Captain Benjamin Maxwell on Jun 29, 2005 18:52:15 GMT -5
Nice. Since this 'Mech is under 60 tons, you can use it in the Op. I'll add it to the appropriate inventories and update accordingly.
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