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Disgustingly Powerful Mod for the Jupiter...the Hellspawn
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Talen
Capellan Confederation
Sang-shao
Sang-shao


Joined: 05-Feb-2002 00:00
Posts: 1269
Location: United States
PostPosted: 27-Jan-2003 19:35    Post subject: Disgustingly Powerful Mod for the Jupiter...the Hellspawn Reply to topic Reply with quote

I was interested in how the Jupiter would operate, and it led me to believe that given the range, heat output and accuracy of UAC-5s and LRMs, that the LRM racks on that mech are fairly useless. This also furthers that the rules in Classic Battletech regaring missles are pure crap...but thats another story. In my personal modification to the Jupiter design I removed the racks of LRMs and the ammo (this is of course assuming my build of it with the 2x tons per rack was correct) and moved one of the PPCs to the opposite torso, which would put both PPCs in the same location. I then added yet another UAC-5 and 2 more tons of ammo...bringing the total ammo tonnage to 6 tons (1 per original cannon, plus 2 extra tons) which would give the 'mech a sustained dual firing mode ammo load of 12 turns, single fire for 24 turns, or any combination etc etc etc. So thats a total of 5 UAC-5s and 2 ER PPCs. I also upped the Heat Sinks by 2...bringing the total heat dissapation to 34.

We will work on some math here. Each ERPPC does 15 heat 15 damage, and each UAC does 1 heat 5 damage. (single mode). That means that firing all its weapons at once will give us a nice little total of 55 damage at 21 hexes. Now, depending on the pilot skill and the dice, thats a hefty amount of damage to be doing at 21 hex range. Yes, thats right IS fans, the Clan UAC-5s have range equal to LRMs...kinda sucks, dont it? All that potential damage is further exagerated by the fact that the mech only builds up 1 heat(assuming he isnt running). 1 point of heat for that insane amount of damage. Most LRM or Gauss boats cant dream of being able to put out that much damage and keep the heat down. I mean...to equal the average hit rate...you'd need...what...4 LRM-20s or 4 LRM-15s with Artemis. Not bad, eh?

Now its gets insane. Each of those UACs can fire double rate. That turns the decent damage of 25 a turn (ACs only) to a whopping 50 points of damage...by themselves. Add in the 2 ER PPCs and you got the incredible striking power of 80 pts of damage...in 1 turn. I dont know too many mechs that can deliever that much firepower at once...and still be accpetable heat wise. And thats where this thing shines. On DOUBLE fire mode...the monster only cooks up a total of +6 heat. So...by using alternating fire patterns you can fire all weapons, hold fire on 1 ER PPC for a turn, then fire all again. Thats max potential damage of 80/65. Average damage will figure in the 40s somewhere, depending on the gunner.

The only thing from making this mech so incredibly munchy is the jamming ACs. 5 ACs on double fire is a pretty good chance to get jammed. One bad UAC isnt going to sink you, unlike mechs that revolve around 1 or 2 larger UACs though. You are only down 5-10 points per AC a turn...keeping you in the insane 60-70 per turn damage.

Damn...thats all I have to say...damn!

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"Historians exercise great power and some of them know it. They recreate the past, changing it to fit their own interpretations. Thus, they change the future as well." - Leto II
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