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User Review: Berserker BRZ-D3
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StarRaven
Federated Suns
Leftenant General
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Joined: 01-Jun-2004 00:00
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PostPosted: 12-Apr-2005 02:21    Post subject: User Review: Berserker BRZ-D3 Reply to topic Reply with quote

Well, you sure do seem to catch a lot of these, Blackhand. This one is a matter of me not quite understanding what you mean, and thus asking for clarification.

Quote:

On 2005-04-04, Blackhand wrote:
Its a good above average design. But your lacking the ability to keep it overheated. I can get it to 9 heat after 3 careful volleys. However, there is no way to keep it there.

Logical upgrade is pulling one of the Large Pulses, and mounting enough various laser type weapons to get you to produce 30, or 31, or 32, heat on command. As it stands your choices are okay as you can hit 30 but sometimes you might want more flexibility.

Its the best Hatchet mech I've ever rated in the assault class. Doesn't mean I like the idea yet though.


What are you firing in these three volleys?

I just ran it through MegaMek again (been a while since I looked at this one), to check the numbers. For precisely 9 overheat, you walk and alpha strike from zero heat (heat generation of 41, with 32 dissipation). It can't be done a second time in a row, I'm afraid, as I didn't quite think it through well enough. But you can keep it over 9 after that, leaving you at 3/5, but still with a hatchet which deals 40 damage. Or you can try to cool down and go again. Weapons or engine hits throw the whole thing out the window, of course.

I admit that getting the movement bonus out of the TSM isn't perfectly thought out. Perhaps I'll try another version. But it shouldn't be nearly as hard to get the TSM into play for the hatchet, which was the primary focus.

The primary question here, which I sort of wondered away from. Could you explain your heat calculations?

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Blackhand
Draconis Combine
Chu-i
Chu-i


Joined: 05-Jul-2002 00:00
Posts: 334
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PostPosted: 12-Apr-2005 13:05    Post subject: RE: User Review: Berserker BRZ-D3 Reply to topic Reply with quote

Well my numbers were, firing everything but the ER Medium. So 37, 5 heat produced a round. Giving you 2 rounds to close and get the hatchet into play. Which is a slightly better idea than firing everything and hoping you can close in one round.

So at the end of your 2nd round you have TSM fully engaged and during your 3rd round you BETTER get your butt in gear and kill something. Then ignore a LPL and fire the ER Medium and only drop 2 heat, then repeat with a walk and a LPL, LPL, ER medium, while you use the hatchet.

Okay so on second glance you might be able to keep it at 9 for a bit. But its going to take dancing like you wouldn't believe. So it'd be best to shift that weapons load out around.

Run, LPL, ER PPC, LPL, 37. (+5)
Walk, LPL, ER PPC, LPL, 36 (+4)
ER PPC, LPL, ER Medium, RUN 32 (0)

A single weapon hit or engine hit will break the setup.

The loss of either the LPL or ER PPC is fatal, the ER Medium can be fixed with an engine hit though.

So if your in melee you have to RUN around to keep your hatchet working right, OR you can try to drop by 4 or 5 and make up for it with your next run to catch up...

Kind of hard to manage, but barely possibly with lucky initiative dice.

[ This Message was edited by: Blackhand on 2005-04-12 13:17 ]
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Oafman
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Joined: 18-Nov-2003 00:00
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PostPosted: 13-Apr-2005 08:59    Post subject: RE: User Review: Berserker BRZ-D3 Reply to topic Reply with quote

I found that with my Samurai. I like the design, but the turns were taking too long while I was trying to figure the math out. (not my strong suit.)

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