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PoptartsNinja posted:And I still mean it! I have gotten a lot of "city fighters" though, so if anyone wants to quietly send me a replacement I'd be happy to pretend I never got your first design. noted Also for the thread since i'm emailing. code:
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# ? Sep 15, 2013 18:43 |
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# ? May 11, 2024 06:29 |
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Fair enough, PTN. Sneak preview over I suppose. apostateCourier fucked around with this message at 19:48 on Sep 15, 2013 |
# ? Sep 15, 2013 18:45 |
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a WAR CRIMES mech if I ever saw one.
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# ? Sep 15, 2013 18:48 |
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Shoeless posted:So basically, don't send you just the saved SSW file, or if we do, make sure to also include the info that you can get from clicking Tools and then from the dropdown menu that will appear, click "Show Text TRO Format"? Yup. It lets me look over the design immediately, which doesn't seem like a big deal but when you get a dozen individual SSW files it's possible I could lose an entry and not even realize it.
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# ? Sep 15, 2013 18:58 |
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goatface posted:Right, I can't work out what is and isn't legal, and so I present you with the Trignis (Thermal Rescue Ignis), a modified Ignis anti-infantry support tank:
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# ? Sep 15, 2013 18:59 |
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My new entry, since I'd hate to be part of the glut of city fighters. Mines are fun! I really wish Augmented Thunder LRMs were available at this point; this mech could effectively half the field by the end of the game.quote:Crusader CRD-4T
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# ? Sep 15, 2013 19:04 |
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JT Jag posted:Honestly I think it'd be best if you went all out, made all the flamers coolant flamers, and made this a dedicated emergency vehicle. Unless I'm misreading the rules arguments I found, all the flamers ARE coolant flamers. They're just sometimes normal flamers as well.
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# ? Sep 15, 2013 19:19 |
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Here's my first Mech design attempt, I hope that it actually works and that Defiance Industries won't mind if I borrow from his gimmick for a bit. The role of this Mech is to get core kills from behind. Defiance Industries Internal Document Designer Trundel’s Presentation to Mech Adjustment Board Feasability Review Pending Codename: Hatchback Chairman of the Board, Mr. Vice President, fellow Mech designers, we here at Defiance Industries have always pushed that extra percentage on every assembly line. When the Hatchetman was produced we hit that coveted 111% mark, and today I am proud to tell all of you that the boys downstairs have really clutched it out and hit 112%! What am I talking about? *Cut to a slide of men weeping and women swooning as a Hatchetman steps off of a dropship* Well go back in time a few months to the release of the Hatchetman, the Inner Sphere positively exploded with glee over the design. Finally, they all shouted, a brand new Mech capable of taking it to those Clans! Fast forward to NOW. We’ve collected months of data, hundreds of battle reports on the Hatchetman’s performance out in the field and gentlemen it looks good. BUT, our statisticians found one important common thread about the Mechwarriors in our Hatchetmen, they wanted more oomph. *Cut to a slide showing a Mechwarrior throwing a fit I know, I know, what could they possibly be thinking? What has more oomph than our patented hatchet? Nothing, but we did realize that there is a weapon that if anything could be the equal of the hatchet, the Luxor Devastator-20. Or as the grunts in the field will understand, our very own Autocannon 20. *Cut to a slide of a Hatchetman looking at an AC 20 and a hatchet with indecision etched in its cockpit* Unfortunately, the Hatchetman’s 45 ton limit keeps it from having both, and right now it’s performing its role out on the battlefield perfectly. Why mess around with perfection? No, we wanted to take another Mech and drag it kicking and screaming into the same class of performance as the Hatchetman, and what else needed a bit of an upgrade than… *Cut to an image of a frumpy looking and slouched Hunchback* The 4G Hunchback. Gentlemen, we took the proverbial glass cannon of Mech combat and turned it into a MASSACRE MACHINE that will be known as the HBK-4GH, the Hatchback. To start with this Mech has a Chariot Endo-Steel frame for its bones and standard armor minus a half ton in the legs. Just like any Hunchback it’s got that Defiance B3S small laser mounted to the cockpit just in case you lose both your torsos and just want to keep going, and the Defiance B3M medium laser in the right arm for a little bit of mid-range melting power. We did drop a few heat sinks, but you should only be firing your lasers when you're out of ammo. Now here’s the one-two-three punch gentlemen, here’s the weapon and feature combination that turns the Hatchback into a rear-armor grinder, a Mech that can drop down behind anyone and rid them of a pesky torso or two! We start with a quartet of Luxor-2Q jump jets. Did you ever make a bet that a Hunch would never fly? Well then it’s time to pay up! We gave it the same jumping power as its inspiration, the Hatchetman, a full 360 degrees of movement and a total possible distance of 120 meters. So after the Hatchback jumps over an unsuspecting enemy Mech and lands behind it, it brings the best weapon combination possible to bear. *Cut to a video of a Hatchback landing behind a 40-ton sandbag, firing it’s AC20 and then spinning with the recoil to deliver a DEVASTATING hatchet slash to the bag* JUMP, BOOM and HACK gentlemen! JUMP, BOOM and HACK! That’s the killer combination of a Luxor Devastator-20 in the right torso and a hatchet in the left hand! It is my guarantee that Hatchback can core and kill anything in its weight class and most things above it! What is its role on the battlefield? Any area where the Hatchback can close to within its jump range is an environment where it can get a confirmed kill! Put this guy in an area with even a little cover, or a bigger Mech to draw attention and this baby will blast off one torso and then hack off another! City warfare, forest warfare, canyon warfare, even space warfare, if it can jump then it can kill! *Patriotic music plays as a Hatchback walks through a hangar full of clapping and weeping workers. The Lyran Commonwealth flag is draped across it's right arm as the left arm saultes with hatchet in hand.* Members of the board, the Hatchback, protector of tomorrow! Hunchback HBK-4GH 'Hatchback' Mass: 50 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Tournament Legal Era: Clan Invasion Tech Rating/Era Availability: E/X-X-E Production Year: 3056 Cost: 3,736,375 C-Bills Battle Value: 1,113 Chassis: Unknown Endo-Steel Power Plant: Unknown 200 Fusion Engine Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: None Jump Capacity: 120 meters Armor: Unknown Standard Armor Armament: 1 Autocannon/20 1 Medium Laser 1 Hatchet 1 Small Laser Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown ================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Endo-Steel 83 points 2.50 Internal Locations: 7 LT, 1 RT, 4 LA, 2 RA Engine: Fusion Engine 200 8.50 Walking MP: 4 Running MP: 6 Jumping MP: 4 Standard Jump Jet Locations: 1 CT, 2 LT, 1 RT 2.00 Heat Sinks: Single Heat Sink 10 0.00 Heat Sink Locations: 1 LT, 1 RL Gyro: Standard 2.00 Cockpit: Standard 3.00 Actuators: L: SH+UA+LA+H R: SH+UA+LA+H Armor: Standard Armor AV - 167 10.50 Internal Armor Structure Factor Head 3 9 Center Torso 16 24 Center Torso (rear) 8 L/R Torso 12 18 L/R Torso (rear) 6 L/R Arm 8 16 L/R Leg 12 23 ================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- Small Laser HD 1 1 0.50 Autocannon/20 RT 7 10 14.00 Medium Laser RA 3 1 1.00 Hatchet LA - 4 4.00 @AC/20 (10) LT - 2 2.00 Free Critical Slots: 9 BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 11 4j 1 1 0 0 2 0 Structure: 4 Special Abilities: MEL, SRCH, ES, SEAL, SOA, AC 2/2/0
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# ? Sep 15, 2013 19:23 |
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Got to say, when I read the concept and model I was expecting to see it completely stock, but with the AC20 on a rear mount so you could run right past your target and then shoot them in the back.
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# ? Sep 15, 2013 19:33 |
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I would prefer that entries not be posted to the thread before time comes for the vote. I won't stop anyone, but it may impact a design's "Wow Factor" when the vote comes around. Also, I'm greatly amused that someone built me a firetruck.
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# ? Sep 15, 2013 19:36 |
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Man, I keep coming up with ideas and they keep feeling too generalist. I need to wipe the board clean and start over, I think. PTN, how much longer until you stop accepting entries?
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# ? Sep 15, 2013 19:53 |
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I won't do the vote until the current mission ends, so anytime before then.
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# ? Sep 15, 2013 20:07 |
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Fraction Jackson posted:Man, I keep coming up with ideas and they keep feeling too generalist. I need to wipe the board clean and start over, I think. Building a specialist is easy. Just name one thing you want the design to do, and then sacrifice everything that isn't completely necessary to perform the task.
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# ? Sep 15, 2013 20:09 |
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Bobbin Threadbare posted:Building a specialist is easy. Just name one thing you want the design to do, and then sacrifice everything that isn't completely necessary to perform the task. Gotta keep the Mech's soul though.
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# ? Sep 15, 2013 20:11 |
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PoptartsNinja posted:Also, I'm greatly amused that someone built me a firetruck. If you don't like my firetruck, I have an alternative option. It involves the refit of a tank that never reached full production and maybe some creative interpretation of certain rules.
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# ? Sep 15, 2013 20:35 |
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I like your firetruck.
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# ? Sep 15, 2013 20:38 |
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I should also mention I'll be submitting a `Mech of my own. In secret In fairness, any `Mech I submit can't be one of my own picks. goatface posted:If you don't like my firetruck I like your firetruck just fine!
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# ? Sep 15, 2013 20:39 |
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I can't get the PPC Capacitor to show up in SSW. Even setting it to Experimental Tech/All Eras. How the heck do I get this thing to show up? edit: I suppose it might be a good idea to ask if Snubnose PPC+Capacitor is a legit setup in the first place... the edit part 2 - edit harder: landcollector helped me get this sorted out. So thanks to him. Q_res fucked around with this message at 21:08 on Sep 15, 2013 |
# ? Sep 15, 2013 20:52 |
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Ok, but know I was considering building a modified Kanga jump tank called the "Kangarock" which would have no weapons, an AMS, an ECM suite, and maximised armour. The aim of the game would be to DFA every turn.
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# ? Sep 15, 2013 20:54 |
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goatface posted:Ok, but know I was considering building a modified Kanga jump tank called the "Kangarock" which would have no weapons, an AMS, an ECM suite, and maximised armour. That'd be fantastic if you could give vehicles a Robotic Cockpit.
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# ? Sep 15, 2013 21:07 |
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PoptartsNinja posted:That'd be fantastic if you could give vehicles a Robotic Cockpit. You can make drone operated vehicles, can't you?
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# ? Sep 15, 2013 21:25 |
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Well, I just sent PTN my design (which I feel is an interesting use of the chassis I selected). I can't stay away it seems.
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# ? Sep 15, 2013 21:31 |
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Well, here's the entry I originally sent, first time trying to use Skunkworks-code:
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# ? Sep 16, 2013 05:30 |
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Of course, for the real NRWR experience you should've put the gun on the left.
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# ? Sep 16, 2013 05:41 |
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Since I have absolutely zero experience building Mechs I hope the thread can help me: I plan on doing a 35t Industrial Mech, which should be derived from a ConstructionMech, however Sarna does not have a page on ConstructionMechs and the only Industrial Mechs that come in at 35t are the MM1 - Miningmech and the Agromech. Does anyone know whether there even is a 35t ConstructionMech?
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# ? Sep 16, 2013 08:43 |
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PoptartsNinja posted:Of course, for the real NRWR experience you should've put the gun on the left. I was working off the original design, with the gun arm on the right.
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# ? Sep 16, 2013 08:46 |
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goatface posted:Ok, but know I was considering building a modified Kanga jump tank called the "Kangarock" which would have no weapons, an AMS, an ECM suite, and maximised armour. Ooooh, I was thinking of something similar, how far can it jump?
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# ? Sep 16, 2013 11:17 |
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I think you could get it to 9/14/9 fully armoured with zero equipment, and a whole half ton to spare. Probably could get the ECM and AMS on there as well if you upgraded to a fusion, but then it wouldn't be as cheap a brick to throw at things. edit - I have no idea if I was getting the construction rules right though. goatface fucked around with this message at 14:18 on Sep 16, 2013 |
# ? Sep 16, 2013 14:15 |
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For those of you making vehicles, SSW does, iirc, come with SAW, or Solaris Armor Werks, for all you rvehicle building needs! It's been released only a year or two ago so it's a bit buggier than SSW, but it's still pretty good. Edit: though I can't figure out how to get it to let you add JJs, which is weird because it has a thing for them like SSW for mechs. Still, as long as you know how much vehicle JJs weigh you can just manually add them to the stat line it gives you. Shoeless fucked around with this message at 15:14 on Sep 16, 2013 |
# ? Sep 16, 2013 15:04 |
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Shoeless posted:Edit: though I can't figure out how to get it to let you add JJs, which is weird because it has a thing for them like SSW for mechs. Still, as long as you know how much vehicle JJs weigh you can just manually add them to the stat line it gives you. Try putting a fusion plant in it. I think those are required for jump jets.
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# ? Sep 16, 2013 16:50 |
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I don't think SAW handles jumpjets at all. Loading up the Kanga gets you an 8/12/0 experimental tank with 3 unused tons and an ICE. E: Yep, checked the bug tracker and vehicle jump jets are unimplemented. dis astranagant fucked around with this message at 17:03 on Sep 16, 2013 |
# ? Sep 16, 2013 16:59 |
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PoptartsNinja posted:Try putting a fusion plant in it. I think those are required for jump jets. Tried that, even with Expritech and all eras settings, no dice.
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# ? Sep 16, 2013 18:02 |
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goatface posted:I think you could get it to 9/14/9 fully armoured with zero equipment, and a whole half ton to spare. How much does it cost? Maybe to represent its cheap value while keeping things fun players could get to play two each with expendable 5/6 pilots, or better yet you could drop the gunnery training to get a green recruit to 5 Piloting. Seems like something the Capellans might do. Just too bad the remaining Kanga tanks are held by ComStar, but the design should have been dispersed by the FWL when they shared the Core, and subsequently ignored by almost everyone... Readingaccount fucked around with this message at 19:16 on Sep 16, 2013 |
# ? Sep 16, 2013 19:02 |
The whole 5/6 pilot thing sounds very Dark Age to me. You know, the whole "I've been driving an AgroMech for years so I can get around fine, but I've never fired a gun before!" kind of thing.
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# ? Sep 16, 2013 19:06 |
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Should have my orders in tonight.
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# ? Sep 16, 2013 19:15 |
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jng2058 posted:The whole 5/6 pilot thing sounds very Dark Age to me. You know, the whole "I've been driving an AgroMech for years so I can get around fine, but I've never fired a gun before!" kind of thing. Why is gunnery always below piloting, even in such a case? It seems piloting would be a bit harder inherently.
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# ? Sep 16, 2013 19:16 |
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Do you mean that gunnery would be inherently harder? If not, can you explain why you think that way?
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# ? Sep 16, 2013 19:21 |
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Oh sorry, that was poorly expressed. It seems to me piloting is inherently somewhat more demanding than gunnery, and involves a lot more coordinating factors than aiming, even with such low-tech targeting. But even so there should still be some pilots who're worse at gunnery than piloting.
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# ? Sep 16, 2013 19:51 |
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There are. x/x+1 is just the standard template for throwaway soldiers.
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# ? Sep 16, 2013 19:56 |
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# ? May 11, 2024 06:29 |
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jng2058 posted:The whole 5/6 pilot thing sounds very Dark Age to me. You know, the whole "I've been driving an AgroMech for years so I can get around fine, but I've never fired a gun before!" kind of thing. Nah, 5/6 is like "I'm in my senior year at the Academy and now I am in REAL combat, oh man!" Dark Age pilots are like 7/7 (the worst the game allows!)
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# ? Sep 16, 2013 19:56 |