Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

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.

Also: I prefer the `Mech in text format rather than something I have to load into SSW. The SSW files aren't bad, they just create extra work for me when voting time rolls around.



Fake Edit: And another reminder, the contest specifies pre-existing chassis so completely new designs are going to be disqualified whether I like them or not.

noted

Also for the thread since i'm emailing.

code:
Zeus ZEU-9S9

Mass: 80 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: 3051
Cost: 18,193,440 C-Bills
Battle Value: 2,083

Chassis: Unknown Endo-Steel
Power Plant: Unknown 320 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    3  Rotary AC/5s
    1  ER Large Laser
    1  Medium Pulse Laser
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass  
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   122 points                4.00
    Internal Locations: 2 CT, 7 LT, 1 RT, 2 LL, 2 RL
Engine:             XL Fusion Engine             320                      11.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0 
Heat Sinks:         Double Heat Sink             10(20)                    0.00
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 232                 14.50

                                                      Internal       Armor      
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     25           36        
                                 Center Torso (rear)                  9         
                                           L/R Torso     17           25        
                                    L/R Torso (rear)                  9         
                                             L/R Arm     13           24        
                                             L/R Leg     17           31        

================================================================================
Equipment                                 Location    Heat    Critical    Mass  
--------------------------------------------------------------------------------
Rotary AC/5                                  RA        1         6        10.00
Rotary AC/5                                  LA        1         6        10.00
Rotary AC/5                                  RT        1         6        10.00
ER Large Laser                               LT        12        2         5.00
Medium Pulse Laser                           HD        4         1         2.00
@Rotary AC/5 (40)                            RA        -         2         2.00
@Rotary AC/5 (40)                            LA        -         2         2.00
@Rotary AC/5 (40)                            RT        -         2         2.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      8    Points: 21
4          5       5       1       0      4     3   Structure:  4
Special Abilities: SRCH, ES, SEAL, SOA
The largest variation from the standard Zeus chassis is that it has hands, but I really really felt it needed those in this time line for clanner punching. :colbert: I kept the iconic Zeus large laser though.

Adbot
ADBOT LOVES YOU

apostateCourier
Oct 9, 2012


I might as well copy mine into the thread as well.

Fair enough, PTN. Sneak preview over I suppose.

apostateCourier fucked around with this message at 19:48 on Sep 15, 2013

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

a WAR CRIMES mech if I ever saw one.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

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.

JT Jag
Aug 30, 2009

#1 Jaguars Sunk Cost Fallacy-Haver

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:
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.

fool of sound
Oct 10, 2012
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

Mass: 65 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: Age of War/Star League
Tech Rating/Era Availability: E/E-F-E
Cost: 5,705,810 C-Bills
Battle Value: 1,417

Chassis: Unknown Endo-Steel
Power Plant: Unknown 260 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
2 LRM-15s
2 Medium Lasers
2 Small Pulse Lasers
2 Vehicular Mine Layers

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 104 points 3.50
Internal Locations: 5 LT, 5 RT, 2 LA, 2 RA
Engine: Fusion Engine 260 13.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 192 12.00
CASE Locations: 1 LT, 1 RT 1.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 21 29
Center Torso (rear) 8
L/R Torso 15 24
L/R Torso (rear) 6
L/R Arm 10 19
L/R Leg 15 24

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
(R) Small Pulse Laser CT 2 1 1.00
Small Pulse Laser CT 2 1 1.00
Medium Laser RT 3 1 1.00
Medium Laser LT 3 1 1.00
@Vehicular Mine Layer (2) RT - 1 1.00
@Vehicular Mine Layer (2) LT - 1 1.00
LRM-15 RA 5 3 7.00
LRM-15 LA 5 3 7.00
@LRM-15 (Thunder) (24) RA - 3 3.00
@LRM-15 (Thunder) (24) LA - 3 3.00
Vehicular Mine Layer RL - 1 0.50
Vehicular Mine Layer LL - 1 0.50
@Vehicular Mine Layer (2) RL - 1 1.00
@Vehicular Mine Layer (2) LL - 1 1.00
Free Critical Slots: 9

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer

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.

Trundel
Mar 13, 2005

:10bux: + :awesomelon: = :roboluv:
- a sound investment!
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

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
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.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
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. :allears:

Fraction Jackson
Oct 27, 2007

Able to harness the awesome power of fractions
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?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I won't do the vote until the current mission ends, so anytime before then.

Bobbin Threadbare
Jan 2, 2009

I'm looking for a flock of urbanmechs.

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.

PTN, how much longer until you stop accepting entries?

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.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

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.

:colbert: Gotta keep the Mech's soul though.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer

PoptartsNinja posted:

Also, I'm greatly amused that someone built me a firetruck. :allears:

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.

Teledahn
May 14, 2009

What is that bear doing there?


I like your firetruck. :allears:

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I should also mention I'll be submitting a `Mech of my own. In secret :ssh:

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!

Q_res
Oct 29, 2005

We're fucking built for this shit!
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

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
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.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

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.

MJ12
Apr 8, 2009

PoptartsNinja posted:

That'd be fantastic if you could give vehicles a Robotic Cockpit.

You can make drone operated vehicles, can't you?

landcollector
Feb 28, 2011
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.

Paingod556
Nov 8, 2011

Not a problem, sir

Well, here's the entry I originally sent, first time trying to use Skunkworks-

code:
Talos TLS-2F
Close-combat specialist design
New Rim Worlds Republic

Using the obsolete TLS-1B as a base, the TLS-2F is designed to chase down 
lighter foes and take them apart with it's snub-nose PPC. MASC and an XL 
engine gives it speed, but a complete lack of any long ranged weaponry 
makes it vulnerable in the open.

Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F
Production Year: 3070
Cost: 12,427,000 C-Bills
Battle Value: 1,201

Chassis: Unknown Endo-Steel
Power Plant: Unknown 350 Fusion XL Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h (151.2 km/h)
Jump Jets: Unknown
    Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
    1  Snub-Nose PPC
    1  Retractable Blade
    1  Angel ECM Suite
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: 2 CT, 6 LT, 5 RT, 1 RA
Engine:             XL Fusion Engine             350                      15.00
    Walking MP: 7
    Running MP: 11 (14)
    Jumping MP: 4 Standard
    Jump Jet Locations: 1 LT, 1 RT, 1 LL, 1 RL                             2.00
Heat Sinks:         Single Heat Sink             12                        2.00
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA
Armor:              Standard Armor               AV - 128                  8.00

                                                      Internal       Armor      
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     16           18        
                                 Center Torso (rear)                  5         
                                           L/R Torso     12           17        
                                    L/R Torso (rear)                  4         
                                             L/R Arm     8            12        
                                             L/R Leg     12           15        

================================================================================
Equipment                                 Location    Heat    Critical    Mass  
--------------------------------------------------------------------------------
MASC                                         RT        -         3         3.00
Angel ECM Suite                              LT        0         2         1.50
Snub-Nose PPC                                RA        10        2         6.00
Retractable Blade                            LA        -         4         3.00
                                            Free Critical Slots: 13

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 12
9/3j       1       1       0       0      2     0   Structure:  2
Special Abilities: MEL, SAW, ECM, ENE, SRCH, ES, SEAL, SOA
Yes, I tried to build something akin to Gypsy Danger... swapped it out for something slightly more left-field.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Of course, for the real NRWR experience you should've put the gun on the left.

sheep-dodger
Feb 21, 2013

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?

Paingod556
Nov 8, 2011

Not a problem, sir

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. :shrug:

Readingaccount
Jan 6, 2013

Law of the jungle

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.

The aim of the game would be to DFA every turn.

Ooooh, I was thinking of something similar, how far can it jump?

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
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

Shoeless
Sep 2, 2011
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

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

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.

dis astranagant
Dec 14, 2006

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

Shoeless
Sep 2, 2011

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.

Readingaccount
Jan 6, 2013

Law of the jungle

goatface posted:

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.

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. :D
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

jng2058
Jul 17, 2010

We have the tools, we have the talent!





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.

Soylent Pudding
Jun 22, 2007

We've got people!


Should have my orders in tonight.

Readingaccount
Jan 6, 2013

Law of the jungle

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.

The Merry Marauder
Apr 4, 2009

"But she goes not abroad, in search of monsters to destroy. She is the well-wisher to the freedom and independence of all. She is the champion and vindicator only of her own."
Do you mean that gunnery would be inherently harder? If not, can you explain why you think that way?

Readingaccount
Jan 6, 2013

Law of the jungle
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.

dis astranagant
Dec 14, 2006

There are. x/x+1 is just the standard template for throwaway soldiers.

Adbot
ADBOT LOVES YOU

Defiance Industries
Jul 22, 2010

A five-star manufacturer


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!)

  • Locked thread