Ooooh, I didn't notice that. I guess I'm curious what Light Mechs pop up then since I'm at work!
I'm not looking forward to making a Primitive Light BattleMech but I guess the experience should be eye opening...
Ooooh, I didn't notice that. I guess I'm curious what Light Mechs pop up then since I'm at work!
The Coilguns barring the Heavy one doesn't produce heat and they're Ballistic weapons. And we already have the Lowe II so not sure why we'd want more CVs?Hypothetically, if we were to mount coil guns on combat vehicles, would they need power amplifiers in order to be used by non-fusion engines and would They need to track heat?
Because I had the image of a Pike with Coilguns becoming a nightmare to many mechs, be they singular or in groups.
Equipment | Mass | |
---|---|---|
Internal Structure | | 6 |
Engine | 180 Fusion | 7 |
Walking MP: | 3 | |
Running MP: | 5 | |
Jumping MP: | 0 | |
Heat Sink: | 16 | 6 |
Gyro: | 2 | |
Cockpit: | 3 | |
Armor Factor (Heavy Industrial): | 88 | 5.5 |
Internal Structure | Armor Value | |
---|---|---|
Head | 3 | 9 |
Center Torso | 20 | 13 |
Center Torso (rear) | 4 | |
R/L Torso | 14 | 10 |
R/L Torso (rear) | 2 | |
R/L Arm | 10 | 8 |
R/L Leg | 14 | 11 |
Weapons and Ammo | Location | Critical | Tonnage |
---|---|---|---|
MML 9 LRM Ammo (26) | LL | 2 | 2 |
Heat Sink | RT | 1 | 1 |
MML 9 LRM Ammo (26) | RT | 2 | 2 |
MML 9 | RT | 5 | 6 |
3 Heat Sink | LA | 3 | 3 |
MML 9 | LA | 5 | 6 |
Heat Sink | LT | 1 | 1 |
MML 9 LRM Ammo (26) | LT | 2 | 2 |
MML 9 | LT | 5 | 6 |
Heat Sink | HD | 1 | 1 |
3 Heat Sink | RA | 3 | 3 |
CoilGun | RA | 2 | 2 |
MML 9 | RA | 5 | 6 |
Equipment | Mass | |
---|---|---|
Internal Structure | | 2 |
Engine | 100 Fusion | 3 |
Walking MP: | 4 | |
Running MP: | 6 | |
Jumping MP: | 0 | |
Heat Sink: | 10 | 0 |
Gyro: | 1 | |
Cockpit: | 3 | |
Armor Factor (Heavy Industrial): | 48 | 3 |
Internal Structure | Armor Value | |
---|---|---|
Head | 3 | 9 |
Center Torso | 6 | 6 |
Center Torso (rear) | 1 | |
R/L Torso | 5 | 7 |
R/L Torso (rear) | 1 | |
R/L Arm | 3 | 3 |
R/L Leg | 4 | 5 |
Weapons and Ammo | Location | Critical | Tonnage |
---|---|---|---|
Heat Sink | CT | 1 | 1 |
3 Heat Sink | RT | 3 | 3 |
Mech katana | LA | 7 | 3 |
2 Heat Sink | LT | 2 | 2 |
Shield | RA | 7 | 6 |
You do not have access to primitive energy weapons.
8/12DiscordOxymoron said:Speaking of, QM, what's the movement profile for the Lowe IIs?
Because this is your first Mech, which you are basing on the Crosscut chassis, and you have 0 idea what, exactly, you are doing with BattleMechs. (Not like anyone else is either, but have the excuse of starting from practically 0.) Your second Mech can be whatever tonnage you desire.If we are using primitive tech this 30 ton limit is cripplingly low, I can fit like 3 weapons and then am stuck with heavy mech speeds and paper armor, why are stuck at 30?
For the parasite craft how much does the each of them weigh and are their weapons comparable to battletech naval weaponry? are the missiles a better longer ranged capital missiles while the spinal laser is an upgunned less efficient naval laser? And i hope they have much more armor then the foil battletech call armor.Nabu
Dimensions: 200m long, 20m wide and tall.
Weapons: 2x Missile tubes at the front, 20x Anti-Missile Flak Turrets along its body.
Equipment: ECM+ECCM Modules, Scanning Suite, Transport Hangar, Planetary Entry/Lift-Off Thrusters.
Crew Requirements: 80.
Ta'xet
Dimensions: 200m long, 20m wide and tall.
Weapons: 1 Spinal Laser, 1 Faceshield, 8x Missile tubes along its length, 40x Anti-Missile Flak Turrets
Equipment: ECM+ECCM Modules.
Crew Requirement: 48.
Equipment | Mass | |
---|---|---|
Internal Structure | | 3 |
Engine | 180 Fusion | 7 |
Walking MP: | 5 | |
Running MP: | 8 | |
Jumping MP: | 0 | |
Heat Sink: | 10 | 0 |
Gyro: | 2 | |
Primitive Cockpit: | 5 | |
Armor Factor (Heavy Industrial): | 104 | 6.5 |
Internal Structure | Armor Value | |
---|---|---|
Head | 3 | 9 |
Center Torso | 10 | 15 |
Center Torso (rear) | 4 | |
R/L Torso | 7 | 11 |
R/L Torso (rear) | 3 | |
R/L Arm | 5 | 10 |
R/L Leg | 7 | 14 |
Weapons and Ammo | Location | Critical | Tonnage |
---|---|---|---|
Heat Sink | LL | 1 | 1 |
Heat Sink | CT | 1 | 1 |
SR EMP P. Launcher (10) | CT | 1 | 1 |
Battle Claw | LA | 2 | 2 |
Heat Sink | RL | 1 | 1 |
SR EMP P. Launcher | HD | 1 | 2 |
Lance (Handheld) | RA | 2 | 1.5 |
Equipment | Mass | |
---|---|---|
Internal Structure | | 7.5 |
Engine | 270 Fusion | 14.5 |
Walking MP: | 3 | |
Running MP: | 5 | |
Jumping MP: | 0 | |
Heat Sink: | 10 | 0 |
Gyro: | 3 | |
Primitive Cockpit: | 5 | |
Armor Factor (Heavy Industrial): | 231 | 14.5 |
Internal Structure | Armor Value | |
---|---|---|
Head | 3 | 9 |
Center Torso | 23 | 35 |
Center Torso (rear) | 11 | |
R/L Torso | 16 | 24 |
R/L Torso (rear) | 8 | |
R/L Arm | 12 | 24 |
R/L Leg | 16 | 32 |
Weapons and Ammo | Location | Critical | Tonnage |
---|---|---|---|
CASE | RT | 1 | 0.5 |
MML 9 LRM Ammo (13) | RT | 1 | 1 |
MML 9 SRM Ammo (11) | RT | 1 | 1 |
MML 9 | RT | 5 | 6 |
Medium Coilgun Ammo (70) | LA | 2 | 2 |
Medium Coilgun (Handheld) | LA | 2 | 4.5 |
Blowout Panel (CASE) | LT | 1 | 0.5 |
MML 9 LRM Ammo (13) | LT | 1 | 1 |
MML 9 SRM Ammo (11) | LT | 1 | 1 |
Blowout Panel (CASE) | LT | 5 | 6 |
Searchlight | HD | 1 | 0.5 |
Medium Coilgun Ammo (70) | RA | 2 | 2 |
Medium Coilgun (Handheld) | RA | 2 | 4.5 |
You could just use Streak-SRM 6 (4.5 tons), and give it two ammo and just edit it accordingly. That's what I did with the three designs I've yeeted so far here. I... am not sure about the Mech Shield in particular, seeing it doesn't have any tonnage or the likes. Like, is it free equipment? I was technically hovering over it versus the Battle Claw for the War Monk since Lance and Shield just seems awesome... though it's a one time use, but as a charging Melee Mech, it does make sense having to survive long enough to hit the enemy with said Lance. DxI tried and failed.
Can't get a custom weapon for the coilguns done correctly in Solaris Skunkworks.
From what I'm seeing I think it is possible to put 1x Medium Coilgun at 4.5Tons(Due to -10% weight quirk), ammo at 2Tons(70shots) and add an extra 1.5Tons of armor.
This was off the ED-X7 with a standard 110 fusion engine.
And then add a Mech shield for extra armor.
You do not, in fact, have the tools. You have the weapons. Your only space yard is the Furina herself, and she can only repair and maintain her parasite ships.@HeroCooky is there an option to built our navy in the next several turns? We already have the tools.
For weight, no idea. For weapons, I imagine capital missile launchers and a standard naval laser.Spyglass lore said:For the parasite craft how much does the each of them weigh and are their weapons comparable to battletech naval weaponry?
The Furina De Fontaine has a radius of around ~5km, with a ~1km diameter hole in her middle. The machinery is around...~5% of the total mass, I'd say.Spyglass lore said:also i want to ask about the warp drive we know battletech KF drive takes up 95% of its mass for a jumpship and 47.5 for a warship and had 2,5 million ton limit how is that compared to the warp drive, and how easy is the warp drive to be built?
The Shield is a scalable equipment that acts like extra armor. For every ton of shield, you gain 5 Armor Value. Add it to a left hand, and any hits that hit the left arm/leg/shoulder or torso get tanked by the shield instead, until it is destroyed. At which point it acts like any armor does, meaning it gets replaced like armor as long as you have enough spares around.I... am not sure about the Mech Shield in particular, seeing it doesn't have any tonnage or the likes. Like, is it free equipment? I was technically hovering over it versus the Battle Claw for the War Monk since Lance and Shield just seems awesome... though it's a one time use
Oh hmm then i think the next system we should integrate is Zhao's rest they already have an experience in ship building and space industry and as a bonus all of them had some degrees of democracy we could make them into our primary ship building system and heck everything just got cheaper the more you mass produce and refine it because of economies of scale so really hoping we can pump out hundreds to thousands of ships equivalent of Furina in the future, ships the size of Furina had an insane utility and use.The Furina De Fontaine has a radius of around ~5km, with a ~1km diameter hole in her middle. The machinery is around...~5% of the total mass, I'd say.
It took Earth Working Together (and starting a Golden Age of Space Colonization) around ~30 years to finish the Furina. Assume similar difficulties for another Furina.
Ghast - Scout with 2 MML-3 to fight from far and close.
Ghast 2a - Ambusher with Medium Coilgun (can pop Cockpits in one shot).
Gunman - 2 Light Coilguns and 1 MML-3 make for one hell of an anklebiter.
Urban Pacification Mech UPM2-S1S1-A - It's a fucking Kiddie URBIE that got a KNIFE! WHY IS THIS NOT WINNIING BY 86 VOTES?!
Fixed them, should work now. :]
Equipment | Mass | |
---|---|---|
Internal Structure | | 3 |
Engine | 90 Fusion | 3 |
Walking MP: | 3 | |
Running MP: | 5 | |
Jumping MP: | 0 | |
Heat Sink: | 10 | 0 |
Gyro: | 1 | |
Cockpit: | 3 | |
Armor Factor (Heavy Industrial): | 105 | 7 |
Internal Structure | Armor Value | |
---|---|---|
Head | 3 | 9 |
Center Torso | 10 | 15 |
Center Torso (rear) | 5 | |
R/L Torso | 7 | 11 |
R/L Torso (rear) | 3 | |
R/L Arm | 5 | 10 |
R/L Leg | 7 | 14 |
Weapons and Ammo | Location | Critical | Tonnage |
---|---|---|---|
SRM 4 | LL | 1 | 2 |
Heat Sink | CT | 1 | 1 |
4 Heat Sink | RT | 4 | 4 |
MML 5 SRM Ammo (20) | RT | 1 | 1 |
CASE | RT | 1 | 0.5 |
MML 5 LRM Ammo (24) | RT | 1 | 1 |
MML 5 | LA | 3 | 2.5 |
2 Heat Sink | LT | 2 | 2 |
MML 5 SRM Ammo (20) | LT | 1 | 1 |
CASE | LT | 1 | 0.5 |
MML 5 LRM Ammo (24) | LT | 1 | 1 |
SRM 4 | RL | 1 | 2 |
Shield | RA | 3 | 1.5 |
Equipment | Mass | |
---|---|---|
Internal Structure | | 3 |
Engine | 90 Fusion | 3 |
Walking MP: | 3 | |
Running MP: | 5 | |
Jumping MP: | 0 | |
Heat Sink: | 10 | 0 |
Gyro: | 1 | |
Cockpit: | 3 | |
Armor Factor (Heavy Industrial): | 105 | 7 |
Internal Structure | Armor Value | |
---|---|---|
Head | 3 | 9 |
Center Torso | 10 | 15 |
Center Torso (rear) | 5 | |
R/L Torso | 7 | 11 |
R/L Torso (rear) | 3 | |
R/L Arm | 5 | 10 |
R/L Leg | 7 | 14 |
Weapons and Ammo | Location | Critical | Tonnage |
---|---|---|---|
SRM 4 | LL | 1 | 2 |
Heat Sink | CT | 1 | 1 |
4 Heat Sink | RT | 4 | 4 |
CASE | RT | 1 | 0.5 |
Coilgun ammo (50) | RT | 2 | 2 |
Medium Coilgun | LA | 4 | 4.5 |
2 Heat Sink | LT | 2 | 2 |
SRM 4 | RL | 1 | 2 |
Searchlight | HD | 1 | 0.5 |
Shield | RA | 3 | 1.5 |
Equipment | Mass | |
---|---|---|
Internal Structure | | 3 |
Engine | 90 Fusion | 3 |
Walking MP: | 3 | |
Running MP: | 5 | |
Jumping MP: | 0 | |
Heat Sink: | 10 | 0 |
Gyro: | 1 | |
Cockpit: | 3 | |
Armor Factor (Heavy Industrial): | 105 | 7 |
Internal Structure | Armor Value | |
---|---|---|
Head | 3 | 9 |
Center Torso | 10 | 15 |
Center Torso (rear) | 5 | |
R/L Torso | 7 | 11 |
R/L Torso (rear) | 3 | |
R/L Arm | 5 | 10 |
R/L Leg | 7 | 14 |
Weapons and Ammo | Location | Critical | Tonnage |
---|---|---|---|
SRM 4 | LL | 1 | 2 |
Heat Sink | CT | 1 | 1 |
4 Heat Sink | RT | 4 | 4 |
Bridge Layer | RT | 2 | 2.5 |
Cargo (0.5 tons) | RT | 1 | 0.5 |
Backhoe | LA | 6 | 5 |
2 Heat Sink | LT | 2 | 1.5 |
Lift Hoist/Arresting Hoist | LT | 3 | 2.5 |
SRM 4 | RL | 1 | 2 |
Nail/Rivet Gun | RA | 1 | 0.5 |
Equipment | Mass | |
---|---|---|
Internal Structure | | 3 |
Engine | 90 Fusion | 3 |
Walking MP: | 3 | |
Running MP: | 5 | |
Jumping MP: | 0 | |
Heat Sink: | 10 | 0 |
Gyro: | 1 | |
Cockpit: | 3 | |
Armor Factor (Heavy Industrial): | 105 | 7 |
Internal Structure | Armor Value | |
---|---|---|
Head | 3 | 9 |
Center Torso | 10 | 15 |
Center Torso (rear) | 5 | |
R/L Torso | 7 | 11 |
R/L Torso (rear) | 3 | |
R/L Arm | 5 | 10 |
R/L Leg | 7 | 14 |
Weapons and Ammo | Location | Critical | Tonnage |
---|---|---|---|
SRM 4 | LL | 1 | 2 |
Heat Sink | CT | 1 | 1 |
4 Heat Sink | RT | 4 | 4 |
Vehicular Mine Dispenser | RT | 1 | 0.5 |
Cargo (0.5 tons) | RT | 1 | 0.5 |
Salvage Arm | LA | 2 | 2.5 |
2 Heat Sink | LT | 2 | 2 |
Remote Sensors/Dispenser | LT | 1 | 0.5 |
2 Paramedic Equipment | LT | 2 | 0.5 |
Cargo (0.5 tons) | LT | 1 | 0.5 |
SRM 4 | RL | 1 | 2 |
Searchlight | HD | 1 | 0.5 |
Shield | RA | 3 | 2 |
Spot Welder | RA | 1 | 1.5 |
Equipment | Mass | |
---|---|---|
Internal Structure | | 3 |
Engine | 180 Fusion | 7 |
Walking MP: | 5 | |
Running MP: | 8 | |
Jumping MP: | 0 | |
Heat Sink: | 10 | 0 |
Gyro: | 2 | |
Cockpit: | 3 | |
Armor Factor (Heavy Industrial): | 105 | 7 |
Internal Structure | Armor Value | |
---|---|---|
Head | 3 | 9 |
Center Torso | 10 | 15 |
Center Torso (rear) | 5 | |
R/L Torso | 7 | 11 |
R/L Torso (rear) | 3 | |
R/L Arm | 5 | 10 |
R/L Leg | 7 | 14 |
Weapons and Ammo | Location | Critical | Tonnage |
---|---|---|---|
Heat Sink | CT | 1 | 1 |
Heat Sink | RT | 1 | 1 |
Shield | LA | 6.5 | 6 |
Heat Sink | LT | 1 | 1 |
Heavy Machine Gun | HD | 1 | 1 |
Lance | RA | 1.5 | 2 |