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Kraken
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PostPosted: 07-May-2007 22:32    Post subject: Need an opinion Reply to topic Reply with quote

This is for the campaign I'm doing.

There's two mechs I've upgraded / designed, but since their tasks are largely redundant and I need to figure out the supply lines for this I'm only going to do one.

Both Mechs:

*Both mechs are heavies.

*Both have a walking of 5 and a running of 8.

*Both were designed so that they can engage targets at all range brackets.

*Both mechs will be deployed in a combined-arms environment.

Mech #1

Advantages:

*Makes use of an engine already produced at the factory I want to have production be at.

*Has ECM and BAP.

Disadvantages:

*Its three largest weapons systems - two autocannons and a missile rack - are dependent on ammo. This severely cuts into the amount of time the mech can be on the field.

*Has comparatively thin armor; it's rating is 75% maximum.

*It has no hands. Except for a quad and a re-designed Enforcer, all of the other mechs used by the faction that will be producing it have at least one hand.

Mech #2

Advantages:

*The majority of its weapons systems are energy-based, meaning that it can perform extended operations if needs be.

*The mech has over 90% of its armor capacity.

*The mech has a jump movement of 2, giving it better mobility than the first unit.

Disadvantages:

*It lacks the electronics of the first unit.

* The total max heat is 20 pts higher than the total heat it can vent. There's no issue if the pilot sticks to the natural range brackets (PPCs at long range, mediums up close), but a pilot foolish or desperate enough to alpha strike risks death.


So of the two, which one would you prefer?

Thanks.
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Sir Henry
Team Bansai
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PostPosted: 08-May-2007 06:09    Post subject: Reply to topic Reply with quote

I'd take Mech #2. Heat I can deal with. Out of ammo I can't.
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Kraken
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PostPosted: 08-May-2007 10:48    Post subject: Reply to topic Reply with quote

Sir Henry wrote:
I'd take Mech #2. Heat I can deal with. Out of ammo I can't.


So the absence of the first unit's electronics wouldn't be an issue for you?
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Rudel Gurken
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PostPosted: 08-May-2007 15:59    Post subject: Reply to topic Reply with quote

Armor and energy weapons make the 2nd mech my choice too!
As I see electronics more useful on lighter mechs (and this seems to be at least heavy) it won't be an issue to me.
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CO_17thRecon
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PostPosted: 08-May-2007 16:19    Post subject: Reply to topic Reply with quote

Depends on the weaponry, but I would favor the first design for the ballistics. Go figure, yeah?
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StarRaven
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PostPosted: 08-May-2007 16:59    Post subject: Reply to topic Reply with quote

I say number two. I prefer weapons that won't run out of ammo, especially when ammo explodes. And while I prefer full jump, a jump of two could still be useful here and there. The first 'Mech's electronics don't make up for light armor and ammo dependency.
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Kraken
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PostPosted: 08-May-2007 22:29    Post subject: Reply to topic Reply with quote

I guess I'll go with #2 then.

This also means I'll be posting #1 in a few minutes.
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Sleeping Dragon
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PostPosted: 09-May-2007 12:27    Post subject: Reply to topic Reply with quote

I wouldn't mind the first design, but the second one has some advantages that the first 'Mech can't match. I would try to get the electronics on #2 by getting rid of the JJs and armor if I had the chance.
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