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House Calderon 1
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PostPosted: 08-Feb-2006 22:30    Post subject: Wolfhound Upgrade Reply to topic Reply with quote

Upgrades WLF-3S comes up short of the desired effect. ERPPC packs a nice punch, but is not a significant increase over the ERLL. Changing the ML's to ER type simply overloads the heat sinks. Here is my upgrade to my favorite light mech:

Type/Model: Wolfhound WLF-4J
Mass: 35 tons

Equipment: Crits Mass
Int. Struct.: 58 pts EndoSteel 14 2.00
Engine: 245 XL Fusion 12 6.00
Walking MP: 7
Running MP: 11
Jumping MP: 4
Heat Sinks: 10 Double [20] 3 .00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA 15 .00
Armor Factor: 119 pts Standard 0 7.50
(Armor Crit Loc: NA)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 11 16
Center Torso (Rear): 6
L/R Side Torso: 8 11/11
L/R Side Torso (Rear): 5/5
L/R Arm: 6 12/12
L/R Leg: 8 16/16

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER Large Laser RA 12 2 5.00
1 Medium Laser CT 3 1 1.00
1 Medium Laser LT 3 1 1.00
1 Medium Laser RT 3 1 1.00
1 Targeting Computer LT 0 2 2.00
1 Guardian ECM Suite RT 0 2 1.50
2 Jump Jets LT 2 2 1.00
2 Jump Jets RT 2 2 1.00


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Sleeping Dragon
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PostPosted: 09-Feb-2006 08:37    Post subject: RE: Wolfhound Upgrade Reply to topic Reply with quote

I think that I would drop JJs and something to get Light engine, Maybe FF armor, if there is free space. Increased speed is good, but the jump is a little short and XL engine lowers the durability. TC and ECM are nice additions to Wolfhound's arsenal.

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House Calderon 1
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PostPosted: 09-Feb-2006 21:48    Post subject: RE: Wolfhound Upgrade Reply to topic Reply with quote

Quote:

On 2006-02-09 08:37, Sleeping Dragon wrote:
I think that I would drop JJs and something to get Light engine, Maybe FF armor, if there is free space. Increased speed is good, but the jump is a little short and XL engine lowers the durability. TC and ECM are nice additions to Wolfhound's arsenal.



Thanks.

I wanted the jump jets even though the distance was less than maximum. I don't believe that max jumping is always necessary...take the Jenner for example...outstanding mech...well loved and respected by nearly anyone that has come up against it. Hell, even the clans adopted it and upgraded it to their own standards.

I could get a LFE instead of the XL but I would have to drop the jump jets, and switch to Ferro armor ( I am pretty sure there is just enough space left over to do it). I only use XL engines on energy platforms. If there is even ONE weapon that uses ammunition I won't even condsider an XL engine, it is either a SFE or LFE for ammo bearers.

Jump jets are just one thing the Wolfhound has been screaming for to improve its mobility. The TC and ECM are the other two items being screamed for and I gave them to it.

Could I live without the jump ability...

Yes. I will have to reconsider your reply.

Thanks.

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Stinger
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PostPosted: 10-Feb-2006 17:37    Post subject: RE: Wolfhound Upgrade Reply to topic Reply with quote

Hmm I am not sure I am sold on it. I dont think the increase in speed is worth the weight. If you are set on the JJ I would leave it 6-9-6 and get full jump. I like the TC addition, but would rather see it with MASC. I would do something a bit more like this.

Either way its a difficult mech to upgrade and not compramise what makes the wolfhound a fun mech.

BattleMech Technical Readout

Type/Model: Wolfhound WLF-7
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 35 tons
Chassis: Arc-Royal KH/3 Endo Steel
Power Plant: 210 GM XL Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 [129.6] km/h
Jump Jets: 6 Standard Jump Jets
Jump Capacity: 180 meters
Armor Type: Durallex Medium Standard
Armament:
1 ER Large Laser
4 Medium Lasers
1 Guardian ECM
Manufacturer: TharHes Industries
Location: Tharkad
Communications System: O/P COM-22/H47
Targeting & Tracking System: Digital Scanlok 347

------------------------------------------------------------------------------
==Overview:==
The Wolfhound first appeared as property of the Kell Hounds mercenary
unit in 3028. It is manufactured exclusively in the Lyran Commonwealth, where
it was not licensed-not even as an experimental design-until early that year.
Since then, either Morgan Kell or TharHes Industries has been willing to share
this design with Wolf's Dragoons. As Comstar has been unable to pinpoint when
the first Wolfhound came into Dragoon possession, speculation has been intense
regarding whether or not Colonel Wolf may have violated the technology clause
of his Draconis Combine contract.
The Wolfhound carries more armor than most light 'Mechs. It was designed
to be a Lyran response to Kurita's panthers, though Katrina Steiner's delay in
approving it indicates that it was not intended to beef up the Lyran military
for the Fourth Succession War. The most ingenious detail about the design is
that it is equipped exclusively with energy weapons, which enables it to carry
less weight and remain in the field longer than 'Mechs that need to return to
base to reload.

--------------------------------------------------------
Type/Model: Wolfhound WLF-7
Mass: 35 tons

Equipment: Crits Mass
Int. Struct.: 58 pts Endo Steel 14 2.00
(Endo Steel Loc: 1 HD, 4 LA, 3 RA, 2 LT, 2 LL, 2 RL)
Engine: 210 XL Fusion 12 4.50
Walking MP: 6
Running MP: 9 [12]
Jumping MP: 6
Heat Sinks: 10 Double [20] 6 .00
(Heat Sink Loc: 1 LT, 1 RT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
MASC: 2 2.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA 15 .00
Armor Factor: 112 pts Standard 0 7.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 11 16
Center Torso (Rear): 5
L/R Side Torso: 8 11/11
L/R Side Torso (Rear): 4/4
L/R Arm: 6 11/11
L/R Leg: 8 15/15

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER Large Laser RA 12 2 5.00
1 Medium Laser RT 3 1 1.00
1 Guardian ECM RT 0 2 1.50
1 Medium Laser LT 3 1 1.00
1 Medium Laser CT(R) 3 1 1.00
1 Medium Laser CT 3 1 1.00
6 Standard Jump Jets: 6 3.00
(Jump Jet Loc: 3 LT, 3 RT)
--------------------------------------------------------
TOTALS: 24 72 35.00
Crits & Tons Left: 6 .00

Calculated Factors:
Total Cost: 6,352,830 C-Bills
Battle Value: 1,148
Cost per BV: 5,533.82
Weapon Value: 802 / 802 (Ratio = .70 / .70)
Damage Factors: SRDmg = 20; MRDmg = 7; LRDmg = 2
BattleForce2: MP: 6J, Armor/Structure: 3/1
Damage PB/M/L: 3/2/1, Overheat: 0
Class: ML; Point Value: 11
Specials: ecm



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House Calderon 1
Federated Suns
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PostPosted: 11-Feb-2006 20:32    Post subject: RE: Wolfhound Upgrade Reply to topic Reply with quote

Possible... I've worked over a dozen variant on this mech... and saved only a hand full as worthy.

One thing to think about though...

There are a lot of newer mechs (3062+) that are leaving it behind speedwise and carrying significant firepower.

Maximum jump is not a requirement even though almost everyone treats it like it is.

The only thing is you should always stay over the minimum of 3 jets because that is the minimum amount of heat that can be produced when jumping.

Look at the Jenner...it doesn't have max jump and there are a ton of people that love and adore the mech.

Any jump capacity added to the Wolfhound is a boon. ECM is another excellent addition (potentially), as well as TC, or pulse lasers (when they finally match clan ones for range).

I'll look closer again at yours....

All that I ask is do the same for mine and try to find the new benefits over the old design.

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Stinger
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PostPosted: 11-Feb-2006 22:48    Post subject: RE: Wolfhound Upgrade Reply to topic Reply with quote

Now, now, No offense was ment. As for the Jenner, Yeah I know a lot of people love that mech. But that dosent mean its not flawd in areas. Me I personally just find that I always want the full jump move over partial. I do like the ECM addition, and I do like seeing the addition of the TC as both benefit the design.
I dont find the 1-2 extra movement to be that beneficial.

But using level 3 tech is where it really shines. Just watch out for the pricetag.


BattleMech Technical Readout

Type/Model: Wolfhound WLF-7A
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 3, Standard design

Mass: 35 tons
Chassis: Arc-Royal KH/3 Composite
Power Plant: 210 GM XL Fusion with Supercharger
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 [129.6] km/h
Jump Jets: 6 Standard Jump Jets
Jump Capacity: 180 meters
Armor Type: Durallex Medium Light Ferro-Fibrous
Armament:
1 ER Large Laser
4 Medium Lasers
1 Angel ECM Suite
Manufacturer: TharHes Industries
Location: Tharkad
Communications System: O/P COM-22/H47
Targeting & Tracking System: Digital Scanlok 347

------------------------------------------------------------------------------
==Overview:==
The Wolfhound first appeared as property of the Kell Hounds mercenary
unit in 3028. It is manufactured exclusively in the Lyran Commonwealth, where
it was not licensed-not even as an experimental design-until early that year.
Since then, either Morgan Kell or TharHes Industries has been willing to share
this design with Wolf's Dragoons. As Comstar has been unable to pinpoint when
the first Wolfhound came into Dragoon possession, speculation has been intense
regarding whether or not Colonel Wolf may have violated the technology clause
of his Draconis Combine contract.
The Wolfhound carries more armor than most light 'Mechs. It was designed
to be a Lyran response to Kurita's panthers, though Katrina Steiner's delay in
approving it indicates that it was not intended to beef up the Lyran military
for the Fourth Succession War. The most ingenious detail about the design is
that it is equipped exclusively with energy weapons, which enables it to carry
less weight and remain in the field longer than 'Mechs that need to return to
base to reload.

--------------------------------------------------------
Type/Model: Wolfhound WLF-7A
Mass: 35 tons
Construction Options: Fractional Accounting

Equipment: Crits Mass
Int. Struct.: 58 pts Composite 0 1.75
Engine: 210 XL Fusion 12 4.50
Engine Supercharger: (LT) 1 .45
Walking MP: 6
Running MP: 9 [12]
Jumping MP: 6
Heat Sinks: 12 Double [24] 12 2.00
(Heat Sink Loc: 1 LA, 2 RA, 1 LT)
Gyro: 4 3.00
Small Cockpit, Life Supt., Sensors: 4 2.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA 15 .00
Armor Factor: 119 pts Light Ferro-Fibrous 7 7.02
(Armor Crit Loc: 1 HD, 3 LA, 1 RT, 1 LL, 1 RL)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 11 16
Center Torso (Rear): 6
L/R Side Torso: 8 12/12
L/R Side Torso (Rear): 4/4
L/R Arm: 6 12/12
L/R Leg: 8 16/16

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER Large Laser RA 12 2 5.00
1 Medium Laser RT 3 1 1.00
1 Angel ECM Suite RT 0 2 2.00
1 Medium Laser LT 3 1 1.00
1 Medium Laser CT(R) 3 1 1.00
1 Medium Laser HD 3 1 1.00
1 Null Signature System 10 7 .00
6 Standard Jump Jets: 6 3.00
(Jump Jet Loc: 3 LT, 3 RT)
--------------------------------------------------------
TOTALS: 34 76 34.72
Crits & Tons Left: 2 .28

Calculated Factors:
Total Cost: 12,093,435 C-Bills
Battle Value: 1,214
Cost per BV: 9,961.64
Weapon Value: 669 / 669 (Ratio = .55 / .55)
Damage Factors: SRDmg = 23; MRDmg = 8; LRDmg = 2
BattleForce2: MP: 6J, Armor/Structure: 3/1
Damage PB/M/L: 3/2/1, Overheat: 0
Class: ML; Point Value: 12
Specials: ecm


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Stinger
If it's "creepy" to use the Internet, military satellites, and robot aircraft to find a house full of gorgeous young models so I can drop in on them unexpected, then FINE, I'm "creepy". Howard Wolowitz. BBT.
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Nightmare
Lyran Alliance
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PostPosted: 12-Feb-2006 10:25    Post subject: RE: Wolfhound Upgrade Reply to topic Reply with quote

You're all missing the point of this mech. Wolfhounds aren't meant to be jumping scouts, they're meant to screen Lyran assault mechs against flankers. A 6/9 groundpounder is fast enough for that.

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House Calderon 1
Federated Suns
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PostPosted: 12-Feb-2006 12:47    Post subject: RE: Wolfhound Upgrade Reply to topic Reply with quote

Yeah, I can see Lyrans using it that way, speed bump to protect the precious assault mechs [Lyran priests: "Worship the mighty assault mech as the be all and end all of combat. For none are stronger and more brutal, nor can any other withstand thy punishments and survive." And now my brothers and sisters, a collection will be taken to help in the construction of a new Fafnir modification and its research."]





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Stinger
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PostPosted: 12-Feb-2006 19:24    Post subject: RE: Wolfhound Upgrade Reply to topic Reply with quote

Hmm for some reason I was thinking the wolfhound was a Davion mech. /shrug my bad.

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Stinger
If it's "creepy" to use the Internet, military satellites, and robot aircraft to find a house full of gorgeous young models so I can drop in on them unexpected, then FINE, I'm "creepy". Howard Wolowitz. BBT.
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Nightmare
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PostPosted: 13-Feb-2006 01:05    Post subject: RE: Wolfhound Upgrade Reply to topic Reply with quote

Quote:

On 2006-02-12 19:24, Stinger wrote:
Hmm for some reason I was thinking the wolfhound was a Davion mech. /shrug my bad.



The Fedrats would have access to it while the FedCom existed, but it's originally a Lyran design.

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Blackhand
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PostPosted: 18-Feb-2006 04:10    Post subject: RE: Wolfhound Upgrade Reply to topic Reply with quote

Leave the Wolfhound without JJs. Give it the Light Engine and the FF. It'll work over my Panthers bad then.

With the 7/11/4. Its more vulnerable to me shooting out a torso, and as your primary competition thats bad business for you. So make it 7/11 and give it the LFE so you can survive and still limp away if you have covering fire.

I truly enjoy Panther versus Wolfhound battles. Its pretty much a staple of all three Regiment on Regiment battles I've fought. Sure its not as glitzy as Assault mech brawls but Wolfhound on Panther.

Comes down to pilots and commanders and terrain. Short range duels are always won by the Wolfhound UNLESS he gets within the jump radius of the Panther. Long range are almost always won by the Panther, UNLESS they're is wide open terrain where the Wolfhound can run the modifiers up.
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House Calderon 1
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PostPosted: 18-Feb-2006 15:17    Post subject: RE: Wolfhound Upgrade Reply to topic Reply with quote

OK.

Try this on for size then:

Type/Model: Wolfhound WLF-5J
Mass: 35 tons

Equipment: Crits Mass
Int. Struct.: 58 pts EndoSteel 14 2.00
Engine: 210 XL Fusion 12 4.50
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: 12 Double [24] 12 .00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA 15 .00
Armor Factor: 119 pts Standard 0 7.50
(Armor Crit Loc: NA)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 11 16
Center Torso (Rear): 6
L/R Side Torso: 8 11/11
L/R Side Torso (Rear): 5/5
L/R Arm: 6 12/12
L/R Leg: 8 16/16

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER Large Laser RA 12 2 5.00
1 Medium Laser CT 3 1 1.00
1 Medium Laser LT 3 1 1.00
1 Medium Laser LAT 3 1 1.00
1 Targeting Computer CT 0 2 2.00
1 Guardian ECM Suite LT 0 2 1.50
1 Beagle Active Probe RT 0 2 1.5


original speed with enhanced heat dissipation, targeting, IFF, and ECM.

How does that work for you all?


The alternative with a LFE vice XL (5J2): remove 1 DHS and BAP for the 2.5 tons needed for 210 LFE.



[ This Message was edited by: House Calderon 1 on 2006-02-18 20:59 ]
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Nightmare
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PostPosted: 19-Feb-2006 08:53    Post subject: RE: Wolfhound Upgrade Reply to topic Reply with quote

Go for the Light Engine. One less DHS isn't bad when you kept the standard MLs. The Beagle can be bolted on to other, more specialized units.

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Sleeping Dragon
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PostPosted: 20-Feb-2006 05:18    Post subject: RE: Wolfhound Upgrade Reply to topic Reply with quote

Maybe dropping ECM would be better. I know that is usually much more useful than BAP, but with BAP you'll have lower BV and protection against ambushes (If you are going to hunt Panthers in the city than it's quite handy).

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