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User Review: Tarantula ZPH-1MB
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PostPosted: 19-Jun-2004 00:40    Post subject: User Review: Tarantula ZPH-1MB Reply to topic Reply with quote

Quote:

On 2004-06-18, Motown Scrapper wrote:
Nice and Mobile I like the Quad Stability The armour is light especialy for a unit that has to fight at close range, the legs need much more armour. And the head also is way under armoured.



Out of curiosity, you rated the Stock Tarantula a 3.00 (with a note about thin armor). So, why is this one only a 2.00? Do you think the changes I made take away from the survivability of the design?

Same armor, same movement, Light Fusion instead of XL and Pulse Lasers in place of the regular mediums.

I'm trying to get a feel for how you're going about rating these designs, because they seem to be very inconsistent. It may be a good idea to check out how you rated other variants of a design prior to submitting a review. Naturally I understand how ratings are influenced by a persons mood that day. But the differences didn't warrant a full 1 point difference between this and the stock. If anything it should have stayed the same or went to 3.5 or 2.5, but not 2. Just my opinion.

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PostPosted: 19-Jun-2004 01:17    Post subject: RE: User Review: Tarantula ZPH-1MB Reply to topic Reply with quote

There has been a number of times I accidantly inputted the wrong rating number that 1st one may have been one of them.

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PostPosted: 19-Jun-2004 01:31    Post subject: RE: User Review: Tarantula ZPH-1MB Reply to topic Reply with quote

o.K. I double checked both designs the first rating was an input error ...and should have been lower ....But I consider it to be a superior design to the second it has much better range which cancels out the pulse lasers accuracy it does more damage yours does have a better safety factor without the ammo all in all I find fault with both the first should also have been a 2.I may run it through HMP to show you how to do it right.

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PostPosted: 19-Jun-2004 02:01    Post subject: RE: User Review: Tarantula ZPH-1MB Reply to topic Reply with quote

Like this:
               BattleMech Technical Readout


Type/Model: Tarantula ZPH-1B
Tech: Inner Sphere / 3055
Config: Quad BattleMech
Rules: Level 2, Standard design

Mass: 25 tons
Chassis: Corean IX Standard
Power Plant: 200 Hermes XL XL Fusion
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: 8 Rawlings 75 Standard Jump Jets
Jump Capacity: 240 meters
Armor Type: StarSlab/2 Standard
Armament:
3 Magna Mk VI ER Medium Lasers
Manufacturer: Corean Enterprises (MacAdams-Suharno)
Location: Stewart
Communications System: Garret T10B
Targeting & Tracking System: Corean CalcMaster

------------------------------------------------------------------------------
==Overview:==
The Tarantula while a good design had some faults notably thin armour on the
legs and head and uncased ammo so Corean industrys took it in hand and made
some adjustments in the design to improve its survivability and reach.

==Capabilities:==
The first thing Coream enterprises did was remove the missile rack and its
dangerous ammo 1.5 tons of armour was added bringing protection to near
maximum rthe lasers were upgraded to ERs and a third was added increasing both
range and hitting power and removing the need for ammo replenishment and
lightening the burden on the supply lines. While it can get hot if it does a
full jump and alpha strikes.under most conditions it does have adaquete heat
sinks.

--------------------------------------------------------
Type/Model: Tarantula ZPH-1B
Mass: 25 tons

Equipment: Crits Mass
Int. Struct.: 47 pts Standard 0 2.50
Engine: 200 XL Fusion 12 4.50
Walking MP: 8
Running MP: 12
Jumping MP: 8
Heat Sinks: 10 Double [20] 6 .00
(Heat Sink Loc: 1 LT, 1 RT)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Leg Act: Hip + UpLeg + LowLeg + Foot 16 .00
Armor Factor: 96 pts Standard 0 6.00

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

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
2 ER Medium Lasers CT 10 2 2.00
1 ER Medium Laser HD 5 1 1.00
8 Standard Jump Jets: 8 4.00
(Jump Jet Loc: 2 LFL, 2 RFL, 2 LRL, 2 RRL)
--------------------------------------------------------
TOTALS: 15 54 25.00
Crits & Tons Left: 12 .00

Calculated Factors:
Total Cost: 3,752,916 C-Bills
Battle Value: 854
Cost per BV: 4,394.52
Weapon Value: 502 / 502 (Ratio = .59 / .59)
Damage Factors: SRDmg = 13; MRDmg = 5; LRDmg = 0
BattleForce2: MP: 8J, Armor/Structure: 2/1
Damage PB/M/L: 2/2/-, Overheat: 0
Class: ML; Point Value: 9


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PostPosted: 19-Jun-2004 22:32    Post subject: RE: User Review: Tarantula ZPH-1MB Reply to topic Reply with quote

I guess getting it right is just a matter of perspective, isn't it? Yours still has XLs, and in my opinion, will die before mine. Also, with the 8/12/8 movement, if you can't get within range of the Pulse Lasers, there is something wrong with you!

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PostPosted: 20-Jun-2004 02:09    Post subject: RE: User Review: Tarantula ZPH-1MB Reply to topic Reply with quote

Quote:

On 2004-06-19 22:32, Mordel wrote:
I guess getting it right is just a matter of perspective, isn't it? Yours still has XLs, and in my opinion, will die before mine. Also, with the 8/12/8 movement, if you can't get within range of the Pulse Lasers, there is something wrong with you!

I have noticed that some people have a phobia about XL engines (Phobia by deffinition is an unreasonable fear) I use them in virtualy all of my mechs ( excepting a few with XXLs) and find that better armour ,armament, and /or speed offsets the increased exposure. and a lot of times when lights clash it is with another light usualy also a fast machine and in the post 3055 battlefield That kind of speed is common.

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PostPosted: 20-Jun-2004 13:04    Post subject: RE: User Review: Tarantula ZPH-1MB Reply to topic Reply with quote

Please name all the 3055 or greater designs that are 8/12/8 or better, And then tell me if that speed is "common". I'll consider 10/15/0 equal to 8/12/8 because usually (with the exception of rocky mountain and wooded terrain) the extra movement allows you to essentially equal the 8 jump.

I don't have an unreasonable fear for them. But I think in Assault 'mechs which are going to take a beating they are not good at all! In a 1v1 battle it very well may win out, but think lance on lance. That XL will get you dead quicker, believe me. Anyone that says differently has been either lucky or is naive.

On super fast light 'mechs, I don't like them either. Light mechs WILL take damage. The hope is to avoid it, but lucky rolls are always had. When that AC/10 comes in and opens up that side torso and then another weapon hits you there, you're dead. I've seen it happen way too often!

Mo, can I ask you if you attend conventions or is your experience solely based upon your game-play with others in your group and freinds?

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PostPosted: 20-Jun-2004 17:35    Post subject: RE: User Review: Tarantula ZPH-1MB Reply to topic Reply with quote

Well in a game of surviveability, XL's detract from that. If I put any type of special engine in it there has to be a reason for it. I dont believe in just tossing them in because. Like the Stinger I made that moves 7/11/7 with 1 ER med. Sorry I wouldnt put a XL in that for any reason at all. A extra weapon would be nice but it is a SCOUT mech not a front line fighter. Armor was maxxed (or near maxxed) on it so there was not more to add to it to increase survivability. If I was goingto add a different engine to that model it would be a light fusion but even then that would be iffy.

XL's are nice for the extra weapons or armor but a Light fusion is prefferable since there is less chance of losing the mech due to a torso and being put out of action, IMO Xl's only have a place on heavy or light assults that are trying to squeeze some extra speed out of the design and then only if you are going to get MAX armor out of it. With out MAX armor and high speed a XL driven assult is a waste of time and could be replaced by a simular unit 95% of the time.

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PostPosted: 20-Jun-2004 19:02    Post subject: RE: User Review: Tarantula ZPH-1MB Reply to topic Reply with quote

I love lists!!
Well I compiled a list of most units(non custom)that can top 100 kph.
Suprisingly long.
Inner Sphere:
Flea: 6,9,0(12)
Locust: 8,12,0
Mercury: 8,12,0(16)
Mongoose: 8,12,0
Hermes: 9,14,0(18)
Hussar: 9,14,0
Spider: 8,12,8
OstScout: 8,12,8
Cicada: 8,12,0
Wolverine: 5,8,5(10)
Fireball: 11,17,0
Dart: 9,14,0
Tarantula: 8,12,8
Hitman: 7,11,0(14)
Scarabus: 10,15,0
Venom: 8,12,8
Owens: 8,12,0
Talon: 8,12,0
Jenner: 7,11,5
Assassin: 7,11,7
Jackel: 7,11,0
Stealth: 7,11,7
Wraith: 7,11,7
Raptor: 7,11,0
Nexus: 7,11,4
Spector: 7,11,7

Clan:
Dasher: 10,15,0(20)
Dragonfly: 8,12,8
Fenris: 8,12,0
Locust IIC: 8,12,0
Jenner IIC: 9,14,8
Vixen: 9,14,0
Phantom: 9,14,0
Piranha: 9,14,0
Fire Falcon: 8,12,0
Hankyu: 8,12,6
Shadow Cat: 6,9,6(12)
Black Lanner: 7,11,0(14)
Thresher: 5,8,5(10)
Koshi: 7,11,6
Baboon: 7,11,0
Grendel: 7,11,7

That's what I could find. There were 16 clan mechs and 26 inner sphere mechs that can top 100 kph for a total of 42 different designs not including the various variants you can run across. Then, of course, there are the myriad customs and field mods you will run across througout known space that also travel over 100 kph. I didn't include vehicles though they would be almost exclusively hovercraft.
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PostPosted: 20-Jun-2004 21:26    Post subject: RE: User Review: Tarantula ZPH-1MB Reply to topic Reply with quote

Good start I can add some more from the two latest TROs (3060 & 3067)
Inner Sphere
Kabuto 7-11
Duan Gung 7-11-6
Beowulf 6-9(12)-6
Bishamon 7-11
Blitzkrieg 7-11
Men Shen 6-9(12)
Ti Ts\'ang 6(7)-9(11)
Red Shift 9-14
Anubis 8-12
Osiris 8-12-4
Gurka 7-11
Stiletto 8-12
Sha Yu 7-11
Bloodhound 7-11
Light ray 7-11

Clan
Snow Fox 8-12(16)
Icestorm 12-18
Pack Hunter 7-11-7
Artic Wolf 7-11
Stalking Spider 5-8(10)-5
Siren (protomech) 10-15
Satyr (protomech) 7-11
Solitaire 10-15
Hellion 7-11(14)
Spirit 7-11
Crimson Langur 7-11

Please take note of the Clan Machines that WALK over 100kph

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PostPosted: 21-Jun-2004 19:43    Post subject: RE: User Review: Tarantula ZPH-1MB Reply to topic Reply with quote

Funny Mordel I thought you asked or 8-12-8 or better? Sorry but 7-11-whatever dosent qualify.So remove 19 mechs from that list.


Jenner: 7,11,5
Assassin: 7,11,7
Jackel: 7,11,0
Stealth: 7,11,7
Wraith: 7,11,7
Raptor: 7,11,0
Nexus: 7,11,4
Spector: 7,11,7
Koshi: 7,11,6
Baboon: 7,11,0
Grendel: 7,11,7
Bishamon 7-11
Blitzkrieg 7-11
Gurka 7-11
Pack Hunter 7-11-7
Artic Wolf 7-11
Flea: 6,9,0(12)
Spirit 7-11
Crimson Langur 7-11



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PostPosted: 21-Jun-2004 21:08    Post subject: RE: User Review: Tarantula ZPH-1MB Reply to topic Reply with quote

He did, but I decided to include any mech that could better 100kph. In my opinion, if your mech can go that fast then you are piloting a rather fast mech for any tech level. Sorry Stinger for coming up short of the criteria but I noticed quite a few mechs that were slightly slower but could still top 100kph.
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PostPosted: 21-Jun-2004 21:10    Post subject: RE: User Review: Tarantula ZPH-1MB Reply to topic Reply with quote

I did ask for 8-12-8 or better. And I also stated that 10-15 is equivalent to 8-12-8 because the extra MP lets you navigate around a little more to make up for the lack of jump. But that doesn't hold true in deep woods or mountain areas.

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PostPosted: 21-Jun-2004 21:12    Post subject: RE: User Review: Tarantula ZPH-1MB Reply to topic Reply with quote

Or watersheds/rivers either.
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