Author Topic: Best melee mechs  (Read 14778 times)

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Re: Best melee mechs
« Reply #30 on: 22 February 2018, 02:58:48 »
Locust 6M does some mighty charging damage too.

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Re: Best melee mechs
« Reply #31 on: 22 February 2018, 03:20:53 »
If you ever get hit by a 20-hex charge, then something has gone very wrong
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Re: Best melee mechs
« Reply #32 on: 22 February 2018, 03:25:17 »
If you ever get hit by a 20-hex charge, then something has gone very wrong

Yes, but if you successfully set up a 20-hex charge something has gone very right
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garhkal

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Re: Best melee mechs
« Reply #33 on: 22 February 2018, 03:41:02 »
This is why i REALLY WISH the quads "piloting bonus from stability" really applied to ITS making charges..  That way you could do an 80 ton quad, 400xl engine, supercharger + masc and do some NASTINESS with a charge!!
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Re: Best melee mechs
« Reply #34 on: 22 February 2018, 08:18:27 »
This is why i REALLY WISH the quads "piloting bonus from stability" really applied to ITS making charges..  That way you could do an 80 ton quad, 400xl engine, supercharger + masc and do some NASTINESS with a charge!!

I'd like to introduce you to the Devastator MUSE EARTH, which is a 100 ton assault model that has 10 running MPs. I think that's about the closest you can get to your 80 ton quad at the moment.
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sadlerbw

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Re: Best melee mechs
« Reply #35 on: 22 February 2018, 17:10:33 »
I messed around in MegaMek with a couple of Celerities, the ones that mount Spikes, a few months ago. As mentioned, getting another unit to give you more than about 12 hexes to work with when charging was a challenge, but I did line up a couple 15-16 hex runs. If they hit, it was pretty devastating. Assaults and Heavies usually weathered the storm fairly well, but if you managed to connect with a light or a less well armored medium, it was like playing appendage removal roulette. BOOP! There goes an arm. BOOP! There goes a leg.

The trouble was getting the charge to land. Drones aren't all that great at making piloting skill rolls in the first place, and when you add on a couple points of movement mods, it can be a challenge to get better than 50:50 odds of the charge hitting. If the charge didn't land, then you ended up right next to an un-hurt opponent who was, at the very least, likely to throw a kick or punch your way and snap a leg off if not mash the poor drone entirely. Might be easier with a real mech instead of a drone, but still isn't a guarantee and you only get one shot at it per turn.

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Re: Best melee mechs
« Reply #36 on: 22 February 2018, 21:50:44 »
Ostsol 8M. 7/11 TSM speed, twin head capper punches or a 24 point kick.

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Recklessfireball1

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Re: Best melee mechs
« Reply #37 on: 23 February 2018, 08:18:30 »
I only play with Introductory tech, so not sure how useful this recommendation will be for you, but I've always loved the Banshee for melee, particularly the 3Q variant.  Charge into combat, then punch and kick and blast away with the AC/20 to add insult to injury.  Really fun.  Nice 'Mech for fighting in close quarters arena and/or city battles.

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Re: Best melee mechs
« Reply #38 on: 23 February 2018, 08:23:38 »
Yes, but if you successfully set up a 20-hex charge something has gone very right

Fireball XF? Even 30 hexes are no problem ;)
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Re: Best melee mechs
« Reply #39 on: 23 February 2018, 16:30:39 »
This is why i REALLY WISH the quads "piloting bonus from stability" really applied to ITS making charges..  That way you could do an 80 ton quad, 400xl engine, supercharger + masc and do some NASTINESS with a charge!!

You inspired a couple custom designs I just posted.
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Re: Best melee mechs
« Reply #40 on: 23 February 2018, 16:52:41 »
I only play with Introductory tech, so not sure how useful this recommendation will be for you, but I've always loved the Banshee for melee, particularly the 3Q variant.  Charge into combat, then punch and kick and blast away with the AC/20 to add insult to injury.  Really fun.  Nice 'Mech for fighting in close quarters arena and/or city battles.

I've used the 3Q in all eras of play and it's a terror every month of every year. I applaud your taste.

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Re: Best melee mechs
« Reply #41 on: 24 February 2018, 20:42:01 »
Almost forgot: The Quasimodo cemented a place in my heart when it solo-killed a Marauder IIC. Landed a couple VSPLs in the left torso, and when the MAD pulled back to cover the hole the next turn, Quasi dashed forward and up a L1 hill, and promptly kicked that torso off. That previous salvo had also float-critted the engine elsewhere, so... :)

I'm curious about which Mad IIC that was, given how most variants mount standard engines.
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Re: Best melee mechs
« Reply #42 on: 25 February 2018, 01:08:05 »
I'm curious about which Mad IIC that was, given how most variants mount standard engines.

There's the 6 and 7 with XL...

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Re: Best melee mechs
« Reply #43 on: 25 February 2018, 11:42:43 »
One of those, I forget which. It's been a while.
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garhkal

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Re: Best melee mechs
« Reply #44 on: 25 February 2018, 15:33:14 »
You inspired a couple custom designs I just posted.

Glad to help inspire!!
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Re: Best melee mechs
« Reply #45 on: 25 February 2018, 16:11:53 »
The Sarath with talons is a very fun fast kicking machine once you get the TSM up and running.
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Re: Best melee mechs
« Reply #46 on: 25 February 2018, 21:29:31 »
TIT-1AD Titan Mech ..... four SRM-4's, one SRM-6 and two Med. Pulse Lasers in the torso to follow up on the melee attack.
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Re: Best melee mechs
« Reply #47 on: 07 March 2018, 13:23:31 »
This is why i REALLY WISH the quads "piloting bonus from stability" really applied to ITS making charges..  That way you could do an 80 ton quad, 400xl engine, supercharger + masc and do some NASTINESS with a charge!!
Leg mounted AES? TO, pg 279.
It says leg mounted gets a -1 for "physical attacks."  Or are charges and DFAs considered flavor of HULK SMASH?
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Re: Best melee mechs
« Reply #48 on: 07 March 2018, 13:32:38 »
Leg mounted AES? TO, pg 279.
It says leg mounted gets a -1 for "physical attacks."  Or are charges and DFAs considered flavor of HULK SMASH?

You can't fit a leg-mounted AES in a heavy or assault 'Mech, they take 3 and 4 spaces, respectively.
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Re: Best melee mechs
« Reply #49 on: 07 March 2018, 17:34:24 »
You can't fit a leg-mounted AES in a heavy or assault 'Mech, they take 3 and 4 spaces, respectively.

What if I removed the lower leg actuator and created a peg legged killing machine

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Re: Best melee mechs
« Reply #50 on: 07 March 2018, 18:30:32 »
What if I removed the lower leg actuator and created a peg legged killing machine

Arrrrghhhh!!!! Ye take a -2 to walking MP and canna run no more. y'arrrr.
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Re: Best melee mechs
« Reply #51 on: 08 March 2018, 07:26:46 »
What if I removed the lower leg actuator and created a peg legged killing machine

It can only be used by pirates.
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Re: Best melee mechs
« Reply #52 on: 08 March 2018, 11:26:37 »
What if I removed the lower leg actuator and created a peg legged killing machine

But if there are less actuators to enhance...does it still work?

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Re: Best melee mechs
« Reply #53 on: 08 March 2018, 11:49:25 »
But if there are less actuators to enhance...does it still work?

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Re: Best melee mechs
« Reply #54 on: 08 March 2018, 12:02:39 »
In the SW era, I'd consider a HER-1 a pretty decent melee contender on the low end of the weight scale, crashing its 30 ton mass into an opponent after a run of 14 hexes (for 42 damage), which is pretty awesome for its tonnage and BV, but still no match in raw damage for a few heavier chassis like the OSTs and the CGR.  I fondly recall an incident involving a HER-1 with a straight path to an opponent standing next to a 2 level drop; both units fell after the impact, but one ended up hurting a LOT more than the other.  Note that a 20 hex charge by a LCT-6M is distressingly likely to result in severe internal damage or total destruction of body parts for the charging unit, depending on what it hits, which would seem to rule it out as a "best" choice.

The "OST Couple", DGN, or QKD can do 5/8 at 60 tons, delivering a 48 point charge.  The basic CGR-1A1 can put 80 tons of sheer mass behind its max run of 8; it packs Assault class melee damage (64 charge damage), Medium class speed (5/8) and armor (same as a HBK), and Light class weaponry (5xSL), serving in effect as a "Medium 'Mech" with a weight problem (or "Gravitationally Challenged" by today's "politically correct" standards).  Compared to that, punching or kicking with a 100 tonner pales into relative insignificance.

After that era, TSM and XL Engines change the melee game completely.
« Last Edit: 08 March 2018, 12:11:45 by Kovax »

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Re: Best melee mechs
« Reply #55 on: 11 March 2018, 14:34:51 »
In my experience there is no rival to the Jade Hawk. It's heat isn't as easy to manage to keep TSM going but quad srm 6 with partial wings, tsm and claws? Even if you miss the head each punch lands for 20 damage

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Re: Best melee mechs
« Reply #56 on: 11 March 2018, 16:33:54 »
I'm actually kind of annoyed that even as the timeline has moved ahead into the 32nd century they haven't included an improved TSM that has heating elements in it to turn it on at command.  I mean more than a few people have included that as a house rule in their games here for at least a decade and it makes perfect sense and wouldn't even be difficult in setting.  Turn on the iTSM it generates 10 heat a turn but stays on no matter the overall heat level of the mech, turn it off and it acts as normal TSM based on the mech heat level.
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Re: Best melee mechs
« Reply #57 on: 13 March 2018, 10:52:04 »
Turn on the iTSM it generates 10 heat a turn but stays on no matter the overall heat level of the mech, turn it off and it acts as normal TSM based on the mech heat level.
What, despite building fusion reactors, particle beams, high power lasers, and near-instantaneous interstellar travel, they can't figure out how to add a thermostat?  You should be able to set an "added heat" value from 0 to +10, and have it self-adjust by + or - one or two points from there, provided that it stays within the 0-10 range.
« Last Edit: 13 March 2018, 10:54:42 by Kovax »

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Re: Best melee mechs
« Reply #58 on: 13 March 2018, 11:33:38 »
That sounds even more complicated than keeping track if your heat.
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Re: Best melee mechs
« Reply #59 on: 13 March 2018, 13:33:58 »
I'm actually kind of annoyed that even as the timeline has moved ahead into the 32nd century they haven't included an improved TSM that has heating elements in it to turn it on at command.  I mean more than a few people have included that as a house rule in their games here for at least a decade and it makes perfect sense and wouldn't even be difficult in setting.  Turn on the iTSM it generates 10 heat a turn but stays on no matter the overall heat level of the mech, turn it off and it acts as normal TSM based on the mech heat level.

Errr...don't you do that by turning off a certain number of heat sinks?
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