Mordel's Bar & Grill
Looking for a Design
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Paul
Capellan Confederation
Sang-wei
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PostPosted: 10-Dec-2002 08:40    Post subject: RE: Looking for a Design Reply to topic Reply with quote

My 2 cents.

The Ostsol idea works, I think there's one that is 5/8/5. (or was that an ostroc?) Heat's a bit of a problem. Also, they are rather peculiar and rare, both IC and OOC, so you will attract attention.

For more anonymity, go with the PXH-1D, or with a Wolverine. I esspecially like the 3025 M variant. LL, 2ML, SRM6, and 5/8/5
Very powerful.
And since Wolverines are typically workhorses, and rarely command Mechs, you'll probably go unnoticed.

Another thought would be the Lineholder. Very nice Mech, deadly on all ranges, and fairly swift.

Hope it helps.

Paul
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CO_17thRecon
Kell Hounds
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PostPosted: 10-Dec-2002 11:16    Post subject: RE: Looking for a Design Reply to topic Reply with quote

Alright, after some serious whittling of the design ideas and cutting some out, I've come up with a list of the top six contenders:

VLK-QA Valkyrie
ASN-21 Assassin
PXH-1D Phoenix Hawk
WVR-6M Wolverine
CHP-2N Champion
RFL-4D Rifleman

I've been thinking I could do a three-on-three battle and use whatever 'Mech impresses me the most. I would like to do this via the boards, but before I plead my case to Mordel, I will try and gauge the interest in such a game.

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Nightmare
Lyran Alliance
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PostPosted: 11-Dec-2002 00:39    Post subject: RE: Looking for a Design Reply to topic Reply with quote

VLK-QA Valkyrie is too slow for a light mech, period. Never put anyone important in something that can`t outrun the things it can`t outgun.

ASN-21 Assassin is useless. Look at it! It`s a fast mech with too few guns and too little armor. You`ll be hard to hit, but then again, you`re not going to help anyone by being there

PXH-1D Phoenix Hawk is a good choice. Solid weaponry and good speed.

WVR-6M Wolverine is even better. Heavily armored for a medium, good weaponry and adequate speed for it`s weight.

CHP-2N Champion is fast for a heavy, but the armor is rather pitiful. It`s not a good place for a commander to be. That AC/10 will get some attention pretty fast.

RFL-4D Rifleman? Are you serious? It`s got less armor than the Champion, it`s slower and it carries heavy weaponry. It`ll draw fire like crazy!


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CO_17thRecon
Kell Hounds
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PostPosted: 11-Dec-2002 09:04    Post subject: RE: Looking for a Design Reply to topic Reply with quote

All of those designs are to be modified to my specifications eventually Nightmare. But I want to test them on equal footing.

As for why the Rifleman would be a good commander's 'Mech, Kraken has given me an interesting theory to work with.

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[ This Message was edited by: CO_17thRecon on 2002-12-11 09:07 ]
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Jarylan Blackwell



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Nightmare
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PostPosted: 11-Dec-2002 09:44    Post subject: RE: Looking for a Design Reply to topic Reply with quote

I`d like to hear about the Rifleman theory when you`ve tested it. As the machine looks now it`s usually the one I kill first in order to thin out enemy numbers...Quickly followed by any mediums I can get a solid back shot on.

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CO_17thRecon
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PostPosted: 11-Dec-2002 10:40    Post subject: RE: Looking for a Design Reply to topic Reply with quote

Well, it depends on players in your area, but around here, the Rifleman has a bad reputation and isn't exactly the most threatening machine on the board.

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Mithras
Federated Suns
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PostPosted: 04-Jan-2003 16:17    Post subject: RE: Looking for a Design Reply to topic Reply with quote

One mech thats pretty good but always over looked is the nightsky. Its not considered a command mech, so it wont draw fire, its decently fast with jump, and has a nice spread of damage, even though its all evenly spread in the short range area. And , if you get a chance or a heck of a lot of money, clan pulse lasers will spread the damage quite nicely.
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Nightmare
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PostPosted: 06-Jan-2003 11:05    Post subject: RE: Looking for a Design Reply to topic Reply with quote

I don`t kill Riflemen because they`re threatening. I kill them because they are easy to kill when compared to many other heavies, and if they try any desperate Alpha strikes they risk shutdown

Nightsky might be a good choice except for the hatchet. Many players like to shoot at hatchet-equipped designs just because.

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Packrat
Royal Black Watch Regiment
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PostPosted: 12-Jan-2003 17:26    Post subject: RE: Looking for a Design Reply to topic Reply with quote

Don't forget about the shadowhawk! It has a mix of weapons, srm2 for infernoes, lrm for missile options, jumps as fast as the PA and infantry you support, moves 5/8 and has solid armour and is not a known command mech.
I don't say it is the ultimate but it would fill the slot you have.
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Nightmare
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PostPosted: 13-Jan-2003 00:48    Post subject: RE: Looking for a Design Reply to topic Reply with quote

The Shadowhawk is definitely in the right weight and size for a command mech, IMO. Although I`d pick a Griffin or Wolverine over the Shadowhawk any day of the week. The upgraded Dervish is good too.

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CO_17thRecon
Kell Hounds
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PostPosted: 15-Jan-2003 21:37    Post subject: RE: Looking for a Design Reply to topic Reply with quote

I was messing around with the old "Solaris" 'Mechs and found one that I liked, so I played around with it. Ir's certainly an odd ball. But maybe I can use that and draw fire to my mobile, but relatively weak machine.

BattleMech Technical Readout

Type/Model: Werewolf WRW-LF-006
Tech: Inner Sphere / 3055
Config: Biped BattleMech
Rules: Level 2, Custom design

Mass: 40 tons
Chassis: O'Neal Model II Standard
Power Plant: 200 Nissan Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 5 Rawlings 75 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: Lexington Limited High Grade Ferro-Fibrous
Armament:
1 Hovertec Hex SRM 6
2 Magna 400P Medium Pulse Lasers
2 BlazeFire Longshot ER Medium Lasers
2 Mydron Minigun Machine Guns
Manufacturer: O'Neal's BattleMechs of Solaris
Location: Solaris VII
Communications System: Lynx-Shur
Targeting & Tracking System: Eagle Eye 400 XX

==Overview:==
Overview:
O’Neil’s, a major ‘Mech factory located in Solaris’ Reaches, has produced
several leading ‘Mech models in the past two years. Among medium ‘Mechs, th
popular Werewolf has proved an especially effective design. Its excellent
movement and jump capabilities make it ideally suited for arena combat, tho
its reliance on short-range firepower limits its value outside of the Solar
games.

--------------------------------------------------------
Type/Model: Werewolf WRW-LF-006
Mass: 40 tons

Equipment: Crits Mass
Int. Struct.: 67 pts Standard 0 4.00
Engine: 200 6 8.50
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 10 Double [20] 6 .00
(Heat Sink Loc: 1 LT, 1 RT)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 137 pts Ferro-Fibrous 14 8.00
(Armor Crit Loc: 3 LA, 3 RA, 3 LT, 3 RT, 1 LL, 1 RL)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 12 18
Center Torso (Rear): 6
L/R Side Torso: 10 15/15
L/R Side Torso (Rear): 5/5
L/R Arm: 6 12/12
L/R Leg: 10 20/20

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 SRM 6 RA 4 15 3 4.00
(Ammo Locations: 1 RT)
2 Medium Pulse Lasers LA 8 2 4.00
1 ER Medium Laser RT 5 1 1.00
1 ER Medium Laser LT 5 1 1.00
1 Machine Gun CT 0 200 2 1.50
(Ammo Locations: 1 RT)
1 Machine Gun HD 0 1 .50
CASE Equipment: RT 1 .50
5 Standard Jump Jets: 5 2.50
(Jump Jet Loc: 1 LT, 1 RT, 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 22 67 40.00
Crits & Tons Left: 11 .00

Calculated Factors:
Total Cost: 3,463,226 C-Bills
Battle Value: 1,016
Cost per BV: 3,408.69
Weapon Value: 752 / 752 (Ratio = .74 / .74)
Damage Factors: SRDmg = 23; MRDmg = 4; LRDmg = 0
BattleForce2: MP: 5J, Armor/Structure: 3/3
Damage PB/M/L: 4/3/-, Overheat: 0
Class: MM; Point Value: 10

Other than the "oddness" it meets the requirements. Thoughts?


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Jarylan Blackwell



"What the...?! Where did you get THAT?!"

"Creative aquisition."
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