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Kraken
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PostPosted: 08-Mar-2007 18:37    Post subject: Variant ideas Reply to topic Reply with quote

These are some ideas I had for variants, and I'd like to see what people think.

Commando

1. This variant would trade the SRM 4 for an LRM 5. It would give the mech some token long-range firepower, but at the cost of about 1/3 of its short-range power.

2. This variant would replace the medium laser with either a machine gun and 1/2 ton of ammo or a flamer. This would make it lethal for hunting down infantry and their carriers, but largely useless against anything else.

3. This variant would downgrade the SRM 6 to an SRM 4 in order to install CASE and a small laser; the ammo for both 4 racks would be stored in one spot. This would provide extra surviveability and the ability to operate for a slightly longer period without ammo.

3025 Rifleman

For this one, trade out the AC/5s for AC/2s and the large lasers for PPCs. The AC/2s and PPCs would give it a longer range, but drop the damage potential and give it an increased minimum range on the main weapons.
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Rudel Gurken
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PostPosted: 09-Mar-2007 01:10    Post subject: Re: Variant ideas Reply to topic Reply with quote

1.
Thats exactly what I've done 4 weeks ago!! 8)
I think it would be more versatile but without that light mech knockout punch!
I havn't tested it yet.


2.
The flamer/MG variant will be a specialised Mech that has its use but as you have said besides infantry hunting and maybe some light vehicle blasting it is not very useful against anything else.

3.
An "Upgrade Light"! I would drop a ton of ammo as the Commando tends to run out of armor before it runs out of ammo! With 5 tons of armor and 25 shots you can withdraw with empty ammo bins instead of being blasted to pieces with lots of ammo left!! Wink

Rifleman
Don't like it! The RFL-3N could use one of its large lasers and play with some movement and / or AC's without much heatproblems but this one has too few heatsinks for carrying 2 PPC's! Sure: The original gets hot too but I always managed to let him stay operational in my games.
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Sleeping Dragon
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PostPosted: 09-Mar-2007 02:16    Post subject: Reply to topic Reply with quote

Commando 2 - It's better than the COM-3A, which is very bad. This one can at least survive for a while.

Commando 3 - CASE and 0.5t of armor. What for would the SL be?

Rifleman - I made something similar, but your variant takes it even further. The problem is in heat management. 10 SHS can't handle the PPCs and it overheats while firing even one of them with the ACs. Unless you use DHSs (not mentioned in your post) the modification has a PPC only as a replacement if the other gun is damaged.
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Kraken
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PostPosted: 09-Mar-2007 16:30    Post subject: Reply to topic Reply with quote

Sleeping Dragon wrote:

Commando 3 - CASE and 0.5t of armor. What for would the SL be?


The idea is this:

The medium laser is mounted in an arm, meaning that if the limb is lost the mech is down to just the SRMs. If the bins go dry or the weapons jam, it's down to physical attacks.

The small laser would therefore provide at least a token amount of firepower to allow the pilot time to get off the field.
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chihawk
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PostPosted: 09-Mar-2007 16:55    Post subject: Reply to topic Reply with quote

Moved from "design Submissions" to "General Discussion".
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Seraph
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PostPosted: 09-Mar-2007 17:45    Post subject: Reply to topic Reply with quote

I agree with the armor over the small laser. While not a huge difference it could be enough to see the unit make it back to it's own rear areas for re-arming. Though of the 3 variants I like the one that switches the SRM-4 for a LRM-5 the best.
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Sleeping Dragon
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PostPosted: 10-Mar-2007 03:43    Post subject: Reply to topic Reply with quote

The Commando should run for more ammo, trying to fight in melee usually doesn't end well for lights. SL is not enough to allow a 'Mech to shoot it's way through the enemy lines. And where it would be located? If it isn't in the other arm, then you either run, or shoot. If you just walk backward and shoot then any 'Mech with 4/6 movement profile can keep pace with it, and these machines can easily outgun the SL and even if the Commando runs then the SL is not enough to deal with something armed with ML (= Locust, Stinger, ...)
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Rudel Gurken
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PostPosted: 11-Mar-2007 03:15    Post subject: Reply to topic Reply with quote

Sleeping Dragon wrote:

.... And where it would be located? ...


My cousin had a similar modified Commando years ago. He replaced the SRM-6 by a second SRM-4, dropped 1 ton of ammo and added 1,5 tons of armor and a small laser that he mounted in the rear. So he was able to run away while shooting his small laser at following Mechs.
I should point out that the laser was of almost no use!
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AWAD
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PostPosted: 11-Mar-2007 14:16    Post subject: Reply to topic Reply with quote

Rudel Gurken wrote:
Sleeping Dragon wrote:

.... And where it would be located? ...


My cousin had a similar modified Commando years ago. He replaced the SRM-6 by a second SRM-4, dropped 1 ton of ammo and added 1,5 tons of armor and a small laser that he mounted in the rear. So he was able to run away while shooting his small laser at following Mechs.
I should point out that the laser was of almost no use!


I have a standard Merc verison of the Commando that is very similar, drop the SRM 6 to 4 rack, and add 1 ton armor. Really adds to the survivability of the Mech. The loss of firepower is minimal.

AWAD- I remember we posted about this not to long ago, or am I getting old.
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AWAD
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PostPosted: 11-Mar-2007 14:21    Post subject: Re: Variant ideas Reply to topic Reply with quote

Kraken wrote:
These are some ideas I had for variants, and I'd like to see what people think.

Commando

1. This variant would trade the SRM 4 for an LRM 5. It would give the mech some token long-range firepower, but at the cost of about 1/3 of its short-range power.

3025 Rifleman

For this one, trade out the AC/5s for AC/2s and the large lasers for PPCs. The AC/2s and PPCs would give it a longer range, but drop the damage potential and give it an increased minimum range on the main weapons.


I never thought about the LRM5 for the Commando before. I kind of like it. This way it can harrass at long range. It has problems keeping up with teh likes of Locusts and Stingers so this gives it a chance to hurt them. Also a way to add to a battle and stay out of the big guns range when fighting heavies. This is the problem with most lights, got to get in to hurt them and you get killed. The Valk is jsut too slow.

I would to see how your Rifleman plays out. Serious punch but heat management becomes a nightmare. In the end that may plauge it more.

AWAD- LRMs need to weight about 25% less to balance out in the game
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