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Design Preferences
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StarRaven
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PostPosted: 20-Oct-2004 20:02    Post subject: Design Preferences Reply to topic Reply with quote

I was thinking about this, and wondered what others would say when asked. What design preferences and idiosyncrasies do you have? What do you always or usually put into your designs, or what do you never put in? Do you have some preference or dislike for specific weapons?

Me, I hate AC/2s and 5s. Much rather have a PPC, even on a level one 'Mech. For 10s and 20s, I prfer a standard or LBX AC; I hate Ultras. I also don't like gauss rifles; a critted AC just doesn't work; a critted gauss goes boom.

I only ever use Streak SRMs. Even on level one 'Mechs I avoid standard SRMs and use medium lasers instead.

I put ECM on a 'Mech whenever possible, especially Clan 'Mechs, with such light ECM. I rarely have a level three design without an Angel ECM.

My favorite weapons are ER PPCs, PPCs, RAC/5s, Streak 6s, and LB20-Xs. That's both Clan and IS (except the PPC, of course). Edit: Forgot to mention the lowly medium laser.

So, how about you all?


[ This Message was edited by: StarRaven on 2004-10-20 20:06 ]
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bladewind
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PostPosted: 20-Oct-2004 20:17    Post subject: RE: Design Preferences Reply to topic Reply with quote

Standard engine for everything, unless its a 5/8 assault, then i might consider an XL.

they must be cheap on the C-Bills.

My mechs must be able to perform 2 alphas without shutdown. Even better no heat.

i use only the 20s on cannons, only lb-
10x and UAC-10s are considered. I like UltraAutocannons, mainly for range increase, if its upclose i will take the gamble of double fire. Lb-10x is a good weapon with anything.

PPCs are nice but sometimes not worth the heat mainly because i will always try to fire them as a pair which means more heatsinks.

I like Gauss rifles especially if the chassis is already running warm and avoid the PPC.

I avoid Thunderbolts, SRM/LRMS/Streaks are all acceptable. SRMs mostly for the ammo types.

Token long range weapon/s on a close in mech must deal 15- 25 damage.
Token short range weapon on a long range hitter must deal 20 damage or more.

Targeting comp if i have more than 4 pulse lasers.

All ammo based weapons must have at least 16 reloads.

I use MGs in groups of 2 and 4 for half ton ammo and 1 ton ammo respectively. And if i deliberately wants a chassis to run with 0 heat.

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Stinger
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PostPosted: 20-Oct-2004 20:18    Post subject: RE: Design Preferences Reply to topic Reply with quote

I prefer energy weapons to ammo, I do happen to really like UAC 20's though. Just for the fear factor.

its easier to list the weapons I dont like,

RAC's (lots of people like them I think they are silly)

Pulse lasers (completely unbalancing imo, prefer ER's to them any day of the week)

Narc (great concept but is really a wast on the battlefield)

Light versions of anything. (love light engines though)

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Beebles
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PostPosted: 21-Oct-2004 11:51    Post subject: RE: Design Preferences Reply to topic Reply with quote

Personally, I like lighter mechs.
XL is usually a flip of the coin for me.
I love energy weapons, especially pulse weapons tied to a TC.
I always put artemitis on my lrms.
I always carry two tons of ammo for the larger types of weapons.
I like my mechs to have a perfect/near perfect heat curve...

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Blackhand
Draconis Combine
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PostPosted: 21-Oct-2004 16:14    Post subject: RE: Design Preferences Reply to topic Reply with quote

About the only thing I have a serious preference is that the mech shouldn't be able to fire an alpha strike without heat. I prefer the range bracket setup where you have enough heat sinks for roughly 60-70% of your weapons at once.
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Stinger
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PostPosted: 21-Oct-2004 16:30    Post subject: RE: Design Preferences Reply to topic Reply with quote

Agreed.

Oh and I KNEW there was a B-tech item I forgot (and hate with a passion)


PULSE LASERS TIED TO TARGETING COMPUTERS!

Oh my, I feel better.

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Kraken
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PostPosted: 21-Oct-2004 16:49    Post subject: RE: Design Preferences Reply to topic Reply with quote

IMHO?

Most of the time I design now, it's just something to get me thinking before I begin to do something else.


Usually, I try to come up with a base function or concept and work from there.

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Stinger
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PostPosted: 21-Oct-2004 18:44    Post subject: RE: Design Preferences Reply to topic Reply with quote

Agreed. I really dont design much for S & G any more. I will start something when I get and Idea for something (usually at work and by the time I get home I have forgotten the fluff I wrote.

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Stinger
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Kraken
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PostPosted: 21-Oct-2004 21:22    Post subject: RE: Design Preferences Reply to topic Reply with quote

Usually, if I do attempt a concept design the concept is something simple - IE: what would happen if I slapped a PPC on a helicopter?

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Motown Scrapper
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PostPosted: 22-Oct-2004 00:00    Post subject: RE: Design Preferences Reply to topic Reply with quote

I love speed ...speed is good ...all hail speed.
I make extensive use of XL engines I will use MASC and superchargers I come up with stuff that has obscenely high speeds Gotta have plenty of armour I try to max that out I generally build at the light end of the spectrum I prefer energy weapons I do make use of missile launchers LRMs being my favorite I also like to be able to fire all of my weapons with out over heating.

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bladewind
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PostPosted: 22-Oct-2004 00:40    Post subject: RE: Design Preferences Reply to topic Reply with quote

Quote:

On 2004-10-22 00:00, Motown Scrapper wrote:
I love speed ...speed is good ...all hail speed.
I make extensive use of XL engines I will use MASC and superchargers I come up with stuff that has obscenely high speeds Gotta have plenty of armour I try to max that out I generally build at the light end of the spectrum I prefer energy weapons I do make use of missile launchers LRMs being my favorite I also like to be able to fire all of my weapons with out over heating.




XL engine luving = Typical clanner. =X
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Kraken
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PostPosted: 22-Oct-2004 06:24    Post subject: Design Teardown: SHD-LAM Shadow Hawk LAM Reply to topic Reply with quote

Considering as I just posted this design, I think I'll use this thread to explain how it came about.

Base Concept: In the fluff text for the Phoenix Hawk LAM, it states that the Star League was also considering a Shadow Hawk LAM, but the project was scrapped. The project was an attempt to see if I could do it.

Tech Level: LAMs are level 3 tech, so it would give me an excuse to use Endo, fractional accounting, and DHS to help me out.

Weapons / gear: First off, the mech needed all 5 jump jets. Next, I had to look at the weapons load-out. The load-out was asymmetrical and heavy, so I needed to do some tinkering to compensate.

1. The SRM 2 rack in the head became an LRM 5 rack in the left torso to counteract the right torso's LRM 5.

2. For the weight savings, the AC/5 was dropped to an ER large laser. For the purposes of symmetry, the laser was moved into one of the arms.

Fluff: Although the factory on Irece was destroyed ca. 3052, the simple fact is that the Draconis Combine has had the most recent experience manufacturing LAMs. Plus, the technology exchange left the DCMS with several designs (such as the Firestarter and Blackjack) that it never had before.

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arcosian
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PostPosted: 07-Nov-2004 21:45    Post subject: RE: Design Preferences Reply to topic Reply with quote

I primarily work with Clan designs, so I've got a different "taste" for hardware than people who do more Spheroid machines.

However....$0.02:

1) XL engines are your friend, although some heavier designs can do without them. Unfortunately, I tend to pack these onto designs on the basis that while survivability is good, you're infinitely more survivable if you pack enough weapons to kill your opponent dead before he can kill you.

2) I favor a mix of energy weapons and missiles for most designs. I often tend to avoid UACs on the basis that they can and do jam, at inopportune times, and I seem to roll 2s with them regularly.

3) I try to choose loadout based on intended role rather than weight efficiency.

Snipers get ER Large Lasers or ER PPCs tied to a targeting computer, although I'll put on a single LPL as a secondary (yes, secondary) weapon. It's intended to be used to exploit holes opened by the longer-range beam weapons using called shots. I used to pack on LPLs and targeting comps, but I've since outgrown that particular bad habit.

Urban and close-combat units get a "can-opener" loadout: a single or paired heavy-hitting weapon which hopefully doubles for jousting while one closes (ER PPC again, or sometimes a Gauss Rifle or UAC/20) and a battery of close-in crit-seekers. My fav crit seekers are either cluster shot LB-X (in which case you can use an LB 20-X as both heavy hitter and crit-seeker) or a group of standard non-Streak SRM-4 or SRM-6 launchers.

Close-in energy loadouts typically center around a cluster of ER Medium Lasers tied to a targeting computer.

Fire support either mounts lots of long-range beam weapons, or a cluster of several LRM racks (usually LRM 15s). I've found that it's often better to skip the extra weight of an Artemis system on Clan LRMs - often by skipping the Artemis you can just pack on another launcher, which gives you better weapon survivability and boosts your damage output during an alpha strike. Inner Sphere LRM launchers are so heavy that they actually get more benefit from the Artemis system.

I like a suite of an ECM system (to hinder enemy attacks) and a Light Active Probe or Active Probe (no dishonorable point-blank shots from hiding, kiddies.) If I have the weight left over, I often use one or both of these to fill it out, increasing survivability without adding any heat or ammo-explosion burden to the design.

For anti-infantry and vehicle-hunter work, I prefer the flamer to machine guns. No ammo to worry about exploding, and if you're hitting infantry you can probably afford to take a big gun off-line to pay the heat cost.

I prefer to add jump jets only to close-in designs and smaller machines, using the extra mass on heavier designs for more firepower and heat sinks (which double as crit padding...fewer "roll again" empty crits mean fewer weapons or engine crits).

I have the funny quirk of never putting any weapon heavier than a medium laser in the head crit...I usually stick electronics (targeting computer or ECM) in there. I know people who put ER Large Lasers in head crits because it means that the 'Mech will rarely lose the laser, but I consider it a cruel thing to do to a pilot, sticking him next to a blast furnace.

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bladewind
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PostPosted: 07-Nov-2004 23:09    Post subject: RE: Design Preferences Reply to topic Reply with quote

for clans, making a good mech is almost too easy. That is in my opinion.

The XL engine is like an IS light engine which has less weaknesses than the IS XL. IS DBH are so massive and clans are alot smaller. Clan have pulse lasers that are almost too uber. The large pulse even exceeds an IS ERLL range.

Clans are good because they are supposed too, however, they dont have a place in low BV and budget matchups. (unless u use stuff like Masakari C where u dont need extra help heh)

[ This Message was edited by: bladewind on 2004-11-07 23:12 ]
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Erenon
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PostPosted: 08-Nov-2004 02:15    Post subject: RE: Design Preferences Reply to topic Reply with quote

Warhawk Cs are just plain deadly....
i piss in my pants whenever i see one...


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