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Rough mod - 1B Annihilator
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Kraken
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PostPosted: 20-Aug-2012 08:47    Post subject: Rough mod - 1B Annihilator Reply to topic Reply with quote

base chassis: 1A Annihilator

*18 heat sinks -> 10 DHS (one in each side torso)

*RT AC/10 -> 2 AC/2 + 2 tons ammo

*LT AC/10 -> 2 AC/2 + 2 tons ammo

*CASE for both side torsos

*BAP RT

*ECM LT

Logic: Either way you slice it, the 1A has a heat problem. But the sheer bulk of the AC/10s means that there's no more room to add heat sinks. In addition, its slow speed means that unless it's in an urban environment, its short-ranged weapons aren't of very much use against a target that can keep its distance.

Going to doubles meant that the head issue could be at least partially abated without requiring extra heat sinks to be added; if anything, making the switch gave us more weight.

Trading out two AC/10s for four AC/2s not only cleared up enough internal space for CASE, it also provides the mech with low-heat long-range firepower. Couple this with the Davion specialty munitions, and the Annihilator is now a reasonably potent sniper.

The BAP allows it to make better use of its remaining short-range weapons, while the ECM allows it to remain undetected so that it can actually close if needs be.
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Sleeping Dragon
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PostPosted: 22-Aug-2012 15:19    Post subject: Rough mod - 1B Annihilator Reply to topic Reply with quote

Well, once lvl 2 tech comes around, Annihilator's problems are solved either way. LB-10X ACs can give it additional ammo, range and heat efficiency, if you don't waste freed tonnage on pulse lasers like 2A. DHS installation could actually be enough to give it 3/5 speed profile. Twin AC/2 istallation makes it quite similar to Mauler/Daboku. An interesting prospect, but I'd probably try LB guns again to improve the performance. LB-2X would generate double the amount of projectiles and better critical hit chances with improved accuracy and range to boot. More tricky thing would be doing it all with lvl 1 tech. For special ammunition I would probably avoid AC/2s as they strike me as terribly inefficient, but I'd have to try it in game more to judge them properly.
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Kraken
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PostPosted: 22-Aug-2012 23:23    Post subject: Rough mod - 1B Annihilator Reply to topic Reply with quote

One of the things I've been looking at is the notion of mating the AC/2 with the armor-piercing munitions.

This would allow even a small vehicle to potentially just sit back at range and snipe far larger machines to death.
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PostPosted: 24-Aug-2012 02:28    Post subject: Rough mod - 1B Annihilator Reply to topic Reply with quote

True, but I wonder whether the +1 modifier makes such tactics feasible (when you need the enemy at medium range to actually hit the range becomes much less attractive, although nigh-immobility and a good pilot could make up for that) and whether the numbers you need to roll to score a crit with AP AC/2 make it worthwhile (rolling critical with -4 to the rolls means that you need to roll 12 to get even single critical hit. I wonder whether the chance of peppering the target with another pebble from cluster gun, and thus another chance for a regular CT critical or head hit, doesn't do the trick in the same way and with accuracy bonus instead of penalty and even greater range as a bonus). I think that AP ammo becomes worthwhile with AC/10 and 20, with some questionable usefulness for AC/5, but it will rarely retun the efforts when you try to design your machines around the AC/2 AP. It does have a use when you are given standard units from the TROs and expect shorter battles or heavier foes IMO, as it gives things like Blackjack and Jagermech some extra boost to firepower and a chance to get rid of the ammo before someone crits them od they overheat terribly, but that's about it...
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