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3025 'mechs and their variants reviewed by categories
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mud
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PostPosted: 28-Sep-2006 13:52    Post subject: RE: some musings about variants of 3025 'mechs Reply to topic Reply with quote

I was waiting for someone to point that out...ammunition is obviously the Orion's achilles heel.

There's going to be trade-offs any way you slice it though.

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PostPosted: 28-Sep-2006 16:30    Post subject: RE: some musings about variants of 3025 'mechs Reply to topic Reply with quote

Quote:

On 2006-09-19 19:43, AWAD wrote:

The 3D was an attempt for a cool Mech in 3025. I did not like it much. Just lost its flare. Also so many pilots got into trouble, they either fired the LL when not needed or decided to use the PPC vs the LL. They should have done a Stalker design. Drop the LL and and more ML, so choose either long or short.




The 3D sucked, the Davions have a penchant for screwing up fine 'Mechs with silly variants.. Shadow Hawk 2D anyone?

AWAD (hi!) pretty much summed it up.

The 3D is the unthinking munchkin variant. I can't blame Davion engineerings for trying... but the problem with the Marauder chassis is that is very hard to modiffy. For the record, canon drawings show the 3D as having the same layout, instead of an autocannon on top, it's a large laser.. it gets rid of the problem of ammo explosions, but the head turret connection remains as vulnerable.

Back to AWAD comment. On paper the 3D is formidable, in practice, it has more firepower that it can effectively use. The large laser causes more problems than benefits. I admit I once got roasted in a duel against a player that knew what he was doing, but such a skillful heat management, hex counting and minimaxing is beyond the grasp of most players specially when you are concerned with other 'Mechs.


Simply put, this 'Mech has more firepower that it can actually use, and the large laser is more a hindrance than anything. A weapon that cannot be used is so much dead weight.. and if used it can cause you more damage than to the enemy.

Yeah, yeah, the 3D has 20 heatsinks and can fire both PPCs, but as the saying goes, we didn't need to bother with saddlebags for such a travel. Big deal, the D or K variants of the Warhammer can do such and have more and better weapons for close up fighting.

The problem with sniper 'Mechs is that they are only effective with a good marksman at the controls, to make every shot count. Otherwise, with average pilots it's better to have lots of guns to ensure that at least some hit.


Btw, today I broached this subject with other hardcore Battletech gamers outside of my gaming circle, a good cross section of players, and the agreement was unanymous, the 3D is the worst of the lot even if for a turn or two can dish out a lot of damage. As a line 'Mech, most favored the Warhammer.
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PostPosted: 28-Sep-2006 17:08    Post subject: RE: some musings about variants of 3025 'mechs Reply to topic Reply with quote

Quote:

On 2006-09-28 16:30, Vampire wrote:
As a line 'Mech, most favored the Warhammer.



Damn straight.

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mud
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PostPosted: 28-Sep-2006 17:31    Post subject: RE: some musings about variants of 3025 'mechs Reply to topic Reply with quote

Both are light on the armor, frankly.

As I've been saying, the T-Bolt and Orion are the real bruisers of the bunch.

As for the MAD-D, I'm going to go against the grain of popular opinion here. I think it is the BEST of the official level 1 Marauder variants. Sure, you can burn yourself with it if you do stupid things like fire the PPC when you should fire the lasers, but compared with the 3R model its far superior. I'll take two PPCs that can fire every round over PPC/AC alternating. Not to say that its the best possible MAD variant, but its a pretty nasty 'mech. The large laser, when paired with the two MLs, give you a solid point blank weapon as well, which the MAD-3R lacks. In physical combat, the 3R has to give up its MLs to punch...the 3D can still use its large laser at no penalty. Finally, the 3D can fire on the run...1 PPC+1LL+running=no heat buildup on the 3D. Try that in a 3R and you're going to be running a double-digit heat deficit before too long. Last but not least, no AC means no ammo being stored under those lightly armored side torsos.


[ This Message was edited by: mud on 2006-09-28 17:48 ]
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PostPosted: 29-Sep-2006 00:01    Post subject: RE: some musings about variants of 3025 'mechs Reply to topic Reply with quote

The 3D Marauder is a very fine mech. It has little or no heat problems unless used poorly (yes it runs hot, but that doesn't mean it has heat problems).

It is easily the best Marauder varient in terms of damage dealing, across various ranges.

Whomever said that the guy they played carefully counted hexes, micromanaged his heat. and planned ahead fought someone who knows how to play. If you cannot do those things, and quickly then you are not a very good player.

Pin

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PostPosted: 29-Sep-2006 04:01    Post subject: RE: some musings about variants of 3025 'mechs Reply to topic Reply with quote

Quote:

On 2006-09-28 16:30, Vampire wrote:

For the record, canon drawings show the 3D as having the same layout, instead of an autocannon on top, it's a large laser.. it gets rid of the problem of ammo explosions, but the head turret connection remains as vulnerable.




Really? Where did you see that? To my knowledge, well.....I know no canon (or any other, for that fact) drawing of the MAD-3D.

There are at least two canon pics of the MAD-II without a gun on its back. The pic in Wolf's Dragoons has both a top gun and a chin turret - the top gun being the mistake in the drawing, because the fluff speaks about it getting removed and replaced with the very chin turret.

The pic becomes correct again in 3050, where the MAD-II once again fielded an AC.

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The AC5 is a great gun!

On heat, 3025 style:
A Rifleman knows no heat.
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PostPosted: 29-Sep-2006 04:06    Post subject: RE: some musings about variants of 3025 'mechs Reply to topic Reply with quote

Quote:

On 2006-09-28 17:31, mud wrote:

Finally, the 3D can fire on the run...1 PPC+1LL+running=no heat buildup on the 3D. Try that in a 3R and you're going to be running a double-digit heat deficit before too long. Last but not least, no AC means no ammo being stored under those lightly armored side torsos.




What are you talking about? The -3R can fire one PPC+ its main secondary gun + run + 1 ML and build up no heat!

I know what you are saying, but well.....I've said most of what I had to say above. And that one sentence of yours is simply not true.

I also want to point out that I am one of those strange people who never thought the AC-5 to be a particularly weak weapon. Actually, I like it a lot. The AC I like least is the one that's everyone's favourite - the AC10.....

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"Rear armour is defeatist!" - unknown Kuritan Mechwarrior

The AC5 is a great gun!

On heat, 3025 style:
A Rifleman knows no heat.
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PostPosted: 29-Sep-2006 04:37    Post subject: BLR-1* Battlemaster Reply to topic Reply with quote

BLR-1* Battlemaster

Guys, I may (or may not) be gone for 1-2 weeks, so I thought I'd throw another design into the discussion before leaving. Please feel free to continue this at your own digression. I was going to do the Stalker, but then the Battlemaster caught my eye!

What an awesome design, the biggest and tallest of the original 14.... The best one? Dunno... We all know that the Battlemaster is the first in a series of assaults (Cyclops, Banshee) which mount engines that are "too big", but this ain't what the thread is about.

Let's look at the base configuration first, the

BLR-1G - this design is a BRAWLER because of the single detail that it does not carry an AC-20. Otherwise, it works exactly as a JUGGERNAUT would - constantly slowly moving forward, using good armour to get it into close range where it (purportedly) causes a world of pain.

It works fairly well on that account. The one token long-range weapon is just powerful enough to make smaller designs smart a little bit. Even though it doesn't carry a hell of a lot of armament it has two distinct weapon groups firing at different range brackets. And the close-range armament causes more damage than an AC-20.

Really, this falls out of the usual classification, because I see it more as a command 'mech - it is mobile for an assault 'mech, it has good all-round equipment at close ranges (including rear-mounted lasers and anti-infantry MGs) and, if one believes the fluff, it is stated at times that it comes with a default dual cockpit. At any rate it is a comfortable cockpit that allows for a great view of the battlefield (we'll ignore how great a target that huge cockpit must be....).

The Battlemaster is one of those designs that, IMO, has a greater name and legend than it really deserves. It remains, in the original classification, a BRAWLER. A really big and inefficient one.

Well, folks, that is still as good as it gets.

BLR-1D - the Davion variant goes the same way as the Warhammer-D - removing the secondary missile armament. Ok, that is only a single SRM6, what is the problem? And it gains another ton of armour, making it the 3rd best armoured design in 3025 (after the Atlas and the Cyclops-Q). It also has no heat problems!

Ok, that is rubbish. The loss of the SRMs suddenly show the true lack of oomph of a Battlemaster. Even a Jenner has a quartet of medium lasers. Ok, all those heat sinks mean it can always fire the PPC as well, and run. And go into a hot tub.

But seriously, this is 3025. And to me, this is way oversinked. And horribly undergunned. It can no longer hope to even pretend to be a JUGGERNAUT, it loses the fluff appeal to be a command design and a Grasshopper could out-BRAWL this any day of the week!

I don't like this Battlemaster at all.

BLR-1S - HAHAHAHAHA! What WERE they smoking?! Ok, let's get the classifications over with. This is definitely no MISSILE BOAT, mounting a total of only 20 LRMS, in the form of two different sized launchers and some really strange "extreme lack of ammo"TM.

Basically, it still needs to get in close to hurt the enemy. Yes, it is a BRAWLER, too. The coverage weapons now have a longer range. But an average 12 points of damage arriving in a 5-4-3 grouping does not cause as much respect as a single 10-damage punch.

It now has two SRM-launchers, but they add up to less than the original. One is mounted instead of the MGs, to cover their lack. And also to defend its title as "Missilemaster" (*bows to mud*) No rear-mounted lasers. And talk about oversinked?!?!?!?! How does this need *more* heat sinks than the original?!?! The close-in weapons cause as much heat. Meaning that even with 18 HS, it would never feel anything, even in full move. Surely noone expects to use those LRMs once the fight gets close and personal?!

Arguably, this is the most tooth-less of the lot. But tell you what, even in its lunacy it is more inspired than the -1D.

I have one, it is an unexpected design on the board and the conversion was a hell of a lot of fun.

edit: November 27th, 2007 - changed title
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"Rear armour is defeatist!" - unknown Kuritan Mechwarrior

The AC5 is a great gun!

On heat, 3025 style:
A Rifleman knows no heat.

[Last edited by jymset on 27-Nov-2007 06:07; edited 1 time in total]
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PostPosted: 29-Sep-2006 08:18    Post subject: RE: some musings about variants of 3025 'mechs Reply to topic Reply with quote

Quote:

On 2006-09-29 00:01, Pinhead wrote:
Whomever said that the guy they played carefully counted hexes, micromanaged his heat. and planned ahead fought someone who knows how to play. If you cannot do those things, and quickly then you are not a very good player.

Pin



BINGO!!!! Pin has BINGO!!!!

The players that think this is only a game of "you just blast everything you have for every turn until your opponent is dead" will die a quick and squalid death when they play someone that knows how to think a couple turns ahead.

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PostPosted: 29-Sep-2006 09:31    Post subject: RE: Discussion on variants of 3025 'mechs (currently: MAD, ON1) Reply to topic Reply with quote

I would have to disagree with you assessment of the BLG-1D. The fact that it has no heat problems would make it perfect for the 3025 era. When other pilots are having to watch their heat, it is not a concern for the 1D. It makes a good shock trooper of sorts. Being new here, I am not as familiar with the terms of Brawler or Juggernaut, but I have seen many times this mech come out on top. Now the contradiction in my post. In the hands of a pilot who know how to use it. I can see where a skilled hopper pilot can easily defeat an untrained 1D pilot. It's greater mobility could potentially run circles around the battlemaster. against another assault of the same or slower speed though, the 1D could show its merit. just my opinion of course
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PostPosted: 29-Sep-2006 20:37    Post subject: RE: some musings about variants of 3025 'mechs Reply to topic Reply with quote

Yeah, a little heat management goes a long way with the 3-R, and the AC/5 is only a little less powerful than the large laser.

I don't, however, think the AC/5 is very good- not on its own. It makes a nice backup on heavies or assaults in Lvl 1 (where heat is harder to manage), but mechs that mount it as a primary weapon (Clint, Shadow Hawk, etc.) invariably end up undergunned. A medium laser is just as good in close, and a LRM-10 is better at range . . . but the AC can handle the jobs of both reasonably well.

On the MAD-3R, the AC does a great job-, long range (for 3025), fairly decent damage (again for 3025), and virtually no heat. Maybe not _quite_ as good as the 3-D's large laser, but not too much of a downgrade, either.

And the AC/10? Usually a PPC and some extra sinks could do a better job. It's _really_ heavy, a bit of an ammo hog, and produces noticible amounts of heat.
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PostPosted: 29-Sep-2006 23:39    Post subject: RE: some musings about variants of 3025 'mechs Reply to topic Reply with quote

Depends on where you put that AC/10...on a Banshee, its just right. It all depends on what else you've got on hand.

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PostPosted: 30-Sep-2006 13:24    Post subject: RE: some musings about variants of 3025 'mechs Reply to topic Reply with quote

Well, yes that's kind of like the AC/5. Not too good in the primary weapon role, but can do well as a secondary system, or as part of a match with energy/missle weapons. The AC/10's also a bit large for a secondary weapon except on an assault like the Banshee (3/5 versions, at least).
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PostPosted: 30-Sep-2006 14:36    Post subject: RE: Discussion on variants of 3025 'mechs (currently: MAD, ON1) Reply to topic Reply with quote

Quote:

On 2006-09-29 04:37, jymset wrote:
BLR-1* Battlemaster

Guys, I may (or may not) be gone for 1-2 weeks, so I thought I'd throw another design into the discussion before leaving. Please feel free to continue this at your own digression. I was going to do the Stalker, but then the Battlemaster caught my eye!

What an awesome design, the biggest and tallest of the original 14.... The best one? Dunno... We all know that the Battlemaster is the first in a series of assaults (Cyclops, Banshee) which mount engines that are "too big", but this ain't what the thread is about.

Let's look at the base configuration first, the

BLR-1G - this design is a BRAWLER because of the single detail that it does not carry an AC-20. Otherwise, it works exactly as a JUGGERNAUT would - constantly slowly moving forward, using good armour to get it into close range where it (purportedly) causes a world of pain.

It works fairly well on that account. The one token long-range weapon is just powerful enough to make smaller designs smart a little bit. Even though it doesn't carry a hell of a lot of armament it has two distinct weapon groups firing at different range brackets. And the close-range armament causes more damage than an AC-20.

Really, this falls out of the usual classification, because I see it more as a command 'mech - it is mobile for an assault 'mech, it has good all-round equipment at close ranges (including rear-mounted lasers and anti-infantry MGs) and, if one believes the fluff, it is stated at times that it comes with a default dual cockpit. At any rate it is a comfortable cockpit that allows for a great view of the battlefield (we'll ignore how great a target that huge cockpit must be....).

The Battlemaster is one of those designs that, IMO, has a greater name and legend than it really deserves. It remains, in the original classification, a BRAWLER. A really big and inefficient one.

Well, folks, that is still as good as it gets.

BLR-1D - the Davion variant goes the same way as the Warhammer-D - removing the secondary missile armament. Ok, that is only a single SRM6, what is the problem? And it gains another ton of armour, making it the 3rd best armoured design in 3025 (after the Atlas and the Cyclops-Q). It also has no heat problems!

Ok, that is rubbish. The loss of the SRMs suddenly show the true lack of oomph of a Battlemaster. Even a Jenner has a quartet of medium lasers. Ok, all those heat sinks mean it can always fire the PPC as well, and run. And go into a hot tub.

But seriously, this is 3025. And to me, this is way oversinked. And horribly undergunned. It can no longer hope to even pretend to be a JUGGERNAUT, it loses the fluff appeal to be a command design and a Grasshopper could out-BRAWL this any day of the week!

I don't like this Battlemaster at all.

BLR-1S - HAHAHAHAHA! What WERE they smoking?! Ok, let's get the classifications over with. This is definitely no MISSILE BOAT, mounting a total of only 20 LRMS, in the form of two different sized launchers and some really strange "extreme lack of ammo"TM.

Basically, it still needs to get in close to hurt the enemy. Yes, it is a BRAWLER, too. The coverage weapons now have a longer range. But an average 12 points of damage arriving in a 5-4-3 grouping does not cause as much respect as a single 10-damage punch.

It now has two SRM-launchers, but they add up to less than the original. One is mounted instead of the MGs, to cover their lack. And also to defend its title as "Missilemaster" (*bows to mud*) No rear-mounted lasers. And talk about oversinked?!?!?!?! How does this need *more* heat sinks than the original?!?! The close-in weapons cause as much heat. Meaning that even with 18 HS, it would never feel anything, even in full move. Surely noone expects to use those LRMs once the fight gets close and personal?!

Arguably, this is the most tooth-less of the lot. But tell you what, even in its lunacy it is more inspired than the -1D.

I have one, it is an unexpected design on the board and the conversion was a hell of a lot of fun.




God I love the Battlemaster, though I have to agree with you on all counts. I like the 1G variant the most, but I will admit I prefer to rearm it and give it a heavier forward firing payload. But this generally causes others to look at it as extremely undersinked. I have tried 2 different variants for 3025, one is a PPC variant and the other is 2 LG Lasers. But since we arent talking custom variants, I will hush now.

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PostPosted: 01-Oct-2006 08:40    Post subject: RE: some musings about variants of 3025 'mechs Reply to topic Reply with quote

Quote:

On 2006-09-26 23:45, mud wrote:
I assume you meant Orion

Another favorite of mine...and another Marauder killer (and WHM killer, since Vampire brought it up), is the good ole-fashioned T-Bolt. The variants on the T-bolt suck though...although a TDR-SS vs. a MAD-3D makes for a well balanced fight.



You shoulda seen my TBolt in Vagabond's Operation Game Campaign

Took like 6 rounds worth of fire from 2+ assault mechs

Survived the battle too, pretty beat up... but meh

I gave that pilot an award for bravery and performance above and beyond the call of duty or something like that...

Here is from the board for the game:

Quote:

ralgith wrote:
I am awarding the pilot of my Thunderbolt, Roslyn Stucki, the Solar Flare Medal for Uncommon Valor.

Also giving a Medal of Honor to her, and to both of my Marauder pilots.



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