Author Topic: Fighter of the Week, Issue #057 (repost) - Ironsides  (Read 7119 times)

Trace Coburn

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Fighter of the Week, Issue #057 (repost) - Ironsides
« on: 13 April 2011, 00:13:36 »
IRN-SD1 Ironsides - 65t, TRO2750
Originally posted 15 Feb. 2006.

  All proposed fan-variants should be posted in the corresponding “FotW Workshop” thread.


  Brooks Manufacturing Inc. took an expensive gamble on the IRN-SD1 Ironsides, building several batches of the type - in numbers eventually exceeding a total of five hundred units - and sending them out to Regular (SLDF) Army units in a ‘try before you buy’ programme intended to both field-test the spaceframe and endear it to commanders before it was formally purchased or put into full-scale production.  By the time the SLDF Quartermaster Corps actually placed a formal order, three years’ worth of priceless operational experience had been garnered, allowing Brooks to iron out most of the quirks and ramp up for full-rate production even as the end-user units digested the lessons they’d learned in preparation for the type’s formal introduction.
  Unfortunately, they didn’t get all the bugs out, and overheating caused by the emplacement of energy weapons close to vital structural junctions in the wings is suspected to have played a part in three fatal mid-air explosions during sustained combat.  Not an overly reassuring rumour for pilots to hear, I’m sure, but the type’s Medium and Short-range punch were hard to argue with.

  Most ASFs in the medium weight-bracket clock in as 6/9 dogfighters with five-ton fuel loads, and the Ironsides is no exception.  (Interestingly, fluff-text about an engine with a variable centre-of-gravity that makes it significantly lighter and more compact than other powerplants of similar outputs suggests that the Ironsides might have been a test-bed for ASF application of XL engine technology, though if that’s actually the case, the stats in TRO2750 don’t reflect it.)  The armour is noted in the fluff as being a little thin, especially over the wings, and indeed, eleven-point-five tons of standard armour at 61/36/51 isn’t what I’d call wonderful; it could be worse, but it could be a touch better, too.  :-X
  Related to the above point, the fluff says that the amount of weaponry in the wings was minimised because of the airfoils’ vulnerability; sorry, guys, but someone sold you a bill of goods there.  ::)  The nose houses twin PPCs - never a bad place to start, as any Marauder driver will eagerly tell you - and an SRM-6 with a ton of ammo; each wing houses twin(!) SRM-6s (feeding off the fuselage rack’s magazine) and a single medium laser.  It was these last which caused those fatal mid-air explosions if you believe the RumInt, and considering that the type has only ten freezers, it’s an understandable conclusion to draw: you have enough dissipation capacity for bracketed fire of the paired PPCs or all five SRM banks, and the MLs end up either driving up your heat-scale or doing nothing for a lot of the fight.

  Now, I can’t say that having only three salvoes for my primary knife-range weapons is especially comforting, but ye gods does the thing have crit-seeking capability in air-to-ground or AT1 environments!  >:/!  (What, was one of the designers named Itano or something?  ’Cause thirty SRMs all headed at the same target is a definite Macross Missile Massacre moment, and the effects upon impact will likely be little short of hideous!  :o)  The amount of sheer punch an Ironsides can generate is pretty impressive on a sixty-five-ton spaceframe: Strafes put as much energy on target as the main batteries of a Warhammer, and a Strike with the missiles will exploit any soft spots with ruthless efficiency.  Those twin PPCs make the IRN-SD1 a fearsome Medium-range sniper/tenderiser, and its thirteen-ton external load at 3/5 makes it a pretty decent escort/fighter-bomber.  Ironsides anti-’Ship operations are going to dish out more than their fair share of bruises, too: a squadron’s 12-Capital PPC bay is enough to shred many light vessels in one or two passes, and the follow-up at Short range is scarcely less vicious, being that the SRM bays offer two 10-Capital clouts and one of 5-Capital, with two 3-Capital nudges from the ML banks if heat allows (or ammo depletion demands).

  Pilots looking to make it through an air-to-air engagement in an Ironsides are advised to use slashing tactics as much as possible.  Those twin PPCs offer staggering hitting power, but you don’t have the heat capacity to use them in conjunction with anything else (much less a full dose from one or both wings!), so you’d really, really rather not get into any turning fights.  Make your SRM ammo count: if you find a cripple or juicy singleton at Short range, centreline him and give him a full spread of missiles (and only the missiles) as a finisher - otherwise, save the good news for some more deserving recipient.  They may not be paying you to bring ammo home, but they are paying you to use it effectively.  Watch your flanks (and your uncomfortably soft wings), stick with your wingmate, shoot straight, run fast, conserve ammo, and never deal with a dragon forget the fundamentals.  :D

  In accordance with those same fundamentals, those going after Ironsides should try to work around their flanks or aft - the wings are thin-skinned and the stern is unarmed - and the preference for the task would be for interceptors or fast dogfighters like the Samurai.  Long-range fire-support wouldn’t hurt, either, so missile-platforms like my perennial ‘best in breed’ the Shilone have more ‘Happy Times’ ahead of them.  }:)


  [VARIANT PROPOSAL(S) REDACTED] All proposed fan-variants - including my own - belong in the corresponding “FotW Workshop” thread: http://www.classicbattletech.com/forums/index.php/topic,4507.0.html


  Be advised: the attached .txt transcript(s) of previous run(s) of this thread may contain numerous reader-proposals for variants.  I’ll try to change those out for ‘sanitised’ versions of those threads when I can, but I can’t promise it’ll be soon - that’s a lot of ground to cover.  ;)

Trace Coburn

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IRN-SD* Ironsides (TRO3050 Updates)
Originally posted 31 Oct. 2007.

Quote from: Maelwys
Another that could be a favorite, the Ironsides suffers from a lack of ammunition and heat issues. Another that survived the ravages of the Succession Wars (how, with the lack of DHS) the last Ironsides line would be shutdown due to corporate cost cutting, much like the Gotha. The WoB would finance and refurbish the lines on Liberty, bringing life to the design (still maligned among pilots).
  And not entirely without reason - especially if they were stuck with either of the WoB ‘upgrades’.  ::)

Quote from: Maelwys
Class/Model/Name:  Ironsides IRN-SD2
Mass:              65 tons

Equipment:                                                              Mass
Power Plant:  260 Fusion                                                13.50
Thrust:  Safe Thrust: 6
      Maximum Thrust: 9
Structural Integrity: 6                                                   .00
Total Heat Sinks:    10 Double                                            .00
Fuel:                                                                    5.00
Cockpit & Attitude Thrusters:                                            3.00
Armor Type:  Standard  (184 total armor pts)                            11.50
                           Standard Scale Armor Pts
   Location:                            L / R
   Nose:                                 61
   Left/Right Wings:                  36/36
   Aft:                                  51

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Large Laser              Nose         8      8     --     --    8      5.00
1 Large Laser              Nose         8      8     --     --    8      5.00
1 Large Laser              Nose         8      8     --     --    8      5.00
1 SRM 6                    Nose         8     --     --     --    4      3.00
  Ammo (SRM 6) 30          ---                                           2.00
1 SRM 6                    RW           8     --     --     --    4      3.00
1 SRM 6                    LW           8     --     --     --    4      3.00
1 SRM 6                    RW           8     --     --     --    4      3.00
1 SRM 6                    LW           8     --     --     --    4      3.00
------------------------------------------------------------------------------
TOTALS:                                                    Heat: 44     65.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        3,660,070 C-Bills
Battle Value:      1,107
Cost per BV:       3,306.3
Weapon Value:      2,168 (Ratio = 1.96)
Damage Factors:    SRV = 27;  MRV = 8;  LRV = 0;  ERV = 0
BattleForce2:      MP: 6,  Armor/Structure: 5 / 0
                   Damage PB/M/L: 3/1/-,  Overheat: 2
                   Class: FM;  Point Value: 11


The SD2, oddly fluffed as "a much more rare variant" (making me wonder if they're talking about the SD1, or a variant cut for word count), drops the PPCs and medium lasers for 3 large lasers and another ton of ammo. The ammo is a godsend, literally doubling the amount you have for each launcher, but people may not consider 6 rounds per launcher enough. The 3 large lasers still tax the 10 freezers, and can't really be used in conjunction with the SRMs. They got greedy: 2 large lasers would've been enough, with the remaining 5 tons going towards another ton or two of ammo, and extra heat sinks.
  Indeed.  I have a hard time disliking any fighter which packs three laser cannons as its primary armament, but with only 10 DHS the -SD2 Ironsides is not exactly brilliant stuff.  On the other hand, with the deletion of the wing-mounted MLs, pilots don’t have to worry (quite so much) about their craft’s energy weapons actively trying to kill them during sustained combat.  Heat-wise, two SRM-6s = 1 LL, so you can use much of your armament to good effect if you’re prepared to watch your heat-gauge like a hawk... but really, if your ship mounts three LLs, sooner or later you’re going to succumb to the temptation to, y’know, actually use them - at which point things start to come unstuck.  I’ve never credited the Blakers with an overabundance of brains, but this is borderline tragic.  :(
  Nonetheless, it has its uses.  Strafes from IRN-SD2s are not something to be scoffed at, and indeed allow enough cool-off time that the lasers can get a proper work-out - and as with the baseline -SD1 model, a follow-up Strike with thirty(!) SRMs will shake the (un)lucky recipient about like a leaf in a hurricane.  Similarly, if you can find a way to beat the heat-restriction, an entire squadron’s worth generate an LL nose-bay that’ll smack a ’Ship for 14(!) points of Capital damage.  All in all, though, it’s a nice idea that suffers from mediocre execution.

Quote from: Maelwys
Class/Model/Name:  Ironsides IRN-SD3
Mass:              65 tons

Equipment:                                                              Mass
Power Plant:  260 Fusion                                                13.50
Thrust:  Safe Thrust: 6
      Maximum Thrust: 9
Structural Integrity: 6                                                   .00
Total Heat Sinks:    10 Double                                            .00
Fuel:                                                                    5.00
Cockpit & Attitude Thrusters:                                            3.00
Armor Type:  Standard  (184 total armor pts)                            11.50
                           Standard Scale Armor Pts
   Location:                            L / R
   Nose:                                 61
   Left/Right Wings:                  36/36
   Aft:                                  51

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 ER PPC                   Nose        10     10     10     --   15      7.00
1 ER Large Laser           Nose         8      8      8     --   12      5.00
1 MRM 10                   Nose         6      6     --     --    4      3.00
  Ammo (MRM 10) 24         ---                                           1.00
1 MRM 10                   RW           6      6     --     --    4      3.00
1 MRM 10                   LW           6      6     --     --    4      3.00
  Ammo (MRM 10) 48         ---                                           2.00
1 MRM 10                   RW           6      6     --     --    4      3.00
1 MRM 10                   LW           6      6     --     --    4      3.00
  Ammo (MRM 10) 48         ---                                           2.00
------------------------------------------------------------------------------
TOTALS:                                                    Heat: 47     65.00
Tons Left:                                                                .00


The SD3 is the latest design to come out of the Ironsides factory, with the Protectorate forces being the main user. The twin PPCs are replaced by an extended range PPC and an extended range ER Large laser. The medium lasers are dropped, while each SRM6 is replaced by a MRM10 with its own ton of ammo. Unfortunately the 10 DHS remain. This may seem like a good upgrade. Obviously the ammo problems are fixed. However, I'll point out that the MRM10's, despite being bigger, do less damage then the SRM6's. It may seem like great fun when you're firing 50 missiles instead of 30 at something, but someone had to notice the damage was usually less. The extra ammo is nice, but the SD3 went to the extreme. While the +1 does mean you need to shoot more often to hit, 24 rounds per launcher is ridiculous. 3 tons of ammo would've been enough.

Those of you that have read my article on WoB heavy mechs may have remembered me lampooning the Guillotine for increasing the heat of its weapons, but decreasing its heat sink capacity. The SD3 isn't quite as bad, but it does increase the heat of its two main energy weapons, but keeps the same old 10 lousy DHS. Before you could fire the nose guns (2x PPC, SRM6), overheat by 4, and be alright. You try that now, and you overheat by 11. With the SD1, you would claim the PPCs were there for when you ran out of SRM ammo, and you would be confident in the fact that you WOULD run out of SRM ammo. And the PPCs were perfect backup weaponry. Hard hitting enough to get you home, and your heat sinks could handle them. Now with the ERPPC and ERLL, not only do you LOSE damage, but you lose the ability to USE them. This is a horrible, HORRIBLE design change. WoB took the design, made the heat problems WORSE, decreased the damage potential, and made a design already bad worse. Its beginning to sound like their Mech designs. I mean, they're even assigning them to Protectorate forces, where the pilots will be less experienced, so likely to be the MOST hampered by the inaccuracies of MRMs. Just off the top of my head there are 2-3 ways to make this design better...I may post them later.
  Please do - the movie Pearl Harbour wasn’t this bad!  #P  IMO, somebody at the (re-)design bureau heard all of those complaints about the IRN-SD1’s ammo shortages and went about five miles past where they should have in fixing them while also addressing the fact that the type1 was also lacking on Long-range hitting power.  What do we end up with?  Too much ammo, too much heat, NOT ENOUGH HEAT SINKS!  >:(  Sure, you can use all of your missile-racks constantly without building a heat-deficit, but considering that your Long-range arsenal spikes the gauge to +7 each turn... honestly, whichever toaster-boy designed this one in-character needs to commune with the Machine Spirit a little more (and a little more attentively).  I can’t imagine anyone using the one ‘off the rack’ if they had any choice in the matter.
  Of course, that assumes that the readout WolfNet got was the real one... and I’m not quite convinced of that.  In fact, a ‘little’ tinkering suggests that the IRN-SD3 may conceal one of the most evil concepts ever seen in aerospace combat... please see the Workshop thread for details.  }:)

Trace Coburn

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PRINCES OF THE UNIVERSE
The “Royal” Starfighters of TRO3075
Originally posted 3 Sept. 2008.

  Given that the subject of “full-service high-tech super-fighters” has been the focus of ‘vigorous discussion’ ever since people first looked at the “lacklustre” platforms listed in TRO2750 - discussions which came close to starting their share of blood-feuds for my own tastes - TPTB may well intend these ships to finally end that particular debate once and for all.  Personally, I have to say it’s about time - posters shooting at each other on a tabletop or over MegaMek is all in the spirit of the game, but all those dagger-drawn arguments were trying my nerves.  :D

  Before we start, I’d just like to chip in a helpful fluff-note for the tech-scavengers, culture-vultures and wannabe-writers (like me!) who find every tidbit of CBT lore interesting.  For those who haven’t yet had the chance to score TRO3075 :'(, it appears that any SLDF platform which was given the “Royal” treatment has a ‘b’ suffix appended to its normal type-designator, e.g. TRN-3Tb.  If you’re checking your opponent’s record-sheets or OOB before a game, you might want to be very careful about looking for that innocuous suffix; it might be the difference between a fun game and mauled by some underhanded munchkin.  :-X

  Also FWIW: in the weeks since TRO3050U was released, I’ve made a point of ‘thinking out loud’ about what I thought a Royal ASF might look like.  I’m including links to those speculations in each entry, for reference purposes; you’ll need to scroll down to the “Update Workshop” in each post, though.  ;)


IRN-SD1b Ironsides
  My version is over here, though you’ll need to scroll down a touch.  ;)

Class/Model/Name:  Ironsides IRN-SD1b [spec]
Mass:              65 tons

Equipment:                                                              Mass
Power Plant:  260 XL Fusion                                              7.00
Thrust:  Safe Thrust: 6
      Maximum Thrust: 9
Structural Integrity: 6                                                   .00
Total Heat Sinks:    15 Double                                           5.00
Fuel:                                                                    5.00
Cockpit & Attitude Thrusters:                                            3.00
Armor Type:  Standard  (184 total armor pts)                            11.50
                           Standard Scale Armor Pts
   Location:                            L / R
   Nose:                                 61
   Left/Right Wings:                  36/36
   Aft:                                  51

Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 ER PPC                   Nose        10     10     10     --   15      7.00
1 ER PPC                   Nose        10     10     10     --   15      7.00
1 SRM 6                    Nose         8     --     --     --    4      3.00
  Ammo (SRM 6) 30          ---                                           2.00
1 SRM 6                    RW           8     --     --     --    4      3.00
1 SRM 6                    LW           8     --     --     --    4      3.00
1 SRM 6                    RW           8     --     --     --    4      3.00
1 SRM 6                    LW           8     --     --     --    4      3.00
1 Medium Laser             RW           5     --     --     --    3      1.00
1 Medium Laser             LW           5     --     --     --    3      1.00
1 C.A.S.E. Equipment       Body                                           .50
------------------------------------------------------------------------------
TOTALS:                                                    Heat: 56     65.00
Tons Left:                                                                .00


  ... given the, erm, ‘aggravation’ demonstrated by GhostBear during our last discussion of the heat-woes of the Jihad-era Ironsides variants, and the assumption he says he was working from when he wrote up those designs, I can only assume that either another of TPTB wrote this one up, or that someone else whispered in his ear after ’50U went to press and said ‘y’know, the Ironsides actually can cram in more DHS’.  :D
  Like most of the Royal ASFs to date, the “Royal Ironsides” doesn’t seem to make any gross external changes to the type, leaving it with the same ‘sucker-punch’ mentality as the others.  The installation of CASE - the first such installation I’ve seen to date in an SLDF starfighter, I might add! - does much to improve pilot/spaceframe survivability, and unlike the aforementioned Gotha, this bird enjoys expanded missile-magazines for longer loiter-times and more pain delivered per-sortie.  Almost certainly more important, however, is the expanded range-envelope offered by the new PPCs, beginning the ‘softening-up’ process further out and offering the “Royal Ironsides” a certain degree of sniping capability that an adversary would not expect from a fighter so known for its in-fighting prowess.  }:)

Moonsword

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Re: Fighter of the Week, Issue #057 (repost) - Ironsides
« Reply #3 on: 13 April 2011, 07:41:02 »
This is another one of those slightly odd Star League fighters, although it's not as odd.  The SRMs have next to no endurance but are absolutely dreadful to get hit with (and, now that they cluster like LRMs in the air, can do some unpleasant things to a lot of lighter ASFs).  The PPCs are solid and reliable.  The medium lasers are, as noted, completely surplus to requirements.  The refits until the Royal don't do a lot to fix the situation, either, and ferro-fibrous would've been nice to bring the wings up to par.  Notably, the Royal is probably one of the earlier platforms to use an ER PPC.  In addition, the Royal Ironsides may well have turned up in the hands of elite Amaris pilots during the Civil War since the plants were in Hegemony space, throwing down with the non-Hegemony-built SLDF Royal birds introduced in response to the need for reinforcements.

Before TW, I'd have suggested a Hammerhead squadron be followed up by a pack of these to exploit the holes.  That's still not a bad idea but it doesn't work out as well since the SRMs don't generate their prior storm of 2 point hits.

Maelwys

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Re: Fighter of the Week, Issue #057 (repost) - Ironsides
« Reply #4 on: 13 April 2011, 11:03:46 »
Ug. Just..ug.

I mean, here was a design that hadn't seen a variant since *1989*. And then 3050U gave us this? Horrible upgrade, that should've never made it off the drawing board, both IC and OOCly. The original was interesting. You ran a risk with the original, playing fast and loose with the heat curve. The SD3? You leave at home, and take the SD1.

About the only "useful" bit is that in a turning fight you can use the ERLL, and MRM from the nose along with the two MRMs in a single wing and be just under the heat cut off for random movement. Of course, you wind up with less damage than the SD1 if it does something similar.

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Re: Fighter of the Week, Issue #057 (repost) - Ironsides
« Reply #5 on: 13 April 2011, 12:00:18 »
What people seems to miss about the MRMs is that they reach into the medium range bracket, which the SRMs can not.
No, the problem with the MRMs is that ERMLs would work better, since the 1-point clusters are nearly worthless and the weight saved would allow for more DHSs.
 

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Re: Fighter of the Week, Issue #057 (repost) - Ironsides
« Reply #6 on: 13 April 2011, 12:13:27 »
I mean, here was a design that hadn't seen a variant since *1989*. And then 3050U gave us this? Horrible upgrade, that should've never made it off the drawing board, both IC and OOCly. The original was interesting. You ran a risk with the original, playing fast and loose with the heat curve. The SD3? You leave at home, and take the SD1.

Yeah, you're right about the SD3.  I didn't really take that close a look aside from shoving it off into the mental "DO NOT USE" pile.  The SD2 is offbeat but passable.

I really don't know what GhostBear was thinking on the SD3.  He defends the decision in the second thread, but I don't agree with his reasoning.  The MRMs actually decrease damage because of the way the damage values work out and the inaccuracy means that horrifying strike power is less powerful; in compensation, they do reach farther, but you're not really getting a lot out of that in some ways.  The switch itself can be reasonably argued either way based on the range, though.  I can even see his point on not increasing the heat sink numbers.  I don't agree with him and, even in light of the Royal's increased heat sinks, it can be reasonably justified as a low-impact change to avoid the need to mess with the engine's cooling and power systems (I believe that would make it a C refit (due to the increase and changes in ammo locations) instead of a D refit).

Given that decision, increasing the heat from the primary energy weapons to levels where the plane automatically has control problems wasn't a great idea.  Worse, it's one that isn't just suboptimal, it's one that should've turned up in the testing for the design.  The first time you light off the main guns, it generates a control roll - while we (OOC) have the hard quantities that make that obvious to someone familiar with the rules on just looking at the armament and heat sink numbers, control difficulties caused by firing too many weapons at once are something that would be known in character.  So I can't really tell what the designers were after IC since it has long-range weapons it can't use at all sustainably, nor is it as powerful in strafing as the original was.  At best, I can guess that they were planning to use that for a single long-range shot while closing, then switch to the MRMs to let some heat bleed off, but if you don't bleed it immediately, the plane continues to have control difficulties.

On a 'Mech, that sort of heat would generate some grumbling but be reasonable enough, but 'Mechs don't risk complete loss of control (and, in some situations, an unplanned interaction with the ground) from what is, to them, fairly mild overheating.  ASFs do.  It just feels like a very odd decision that both costs sustainable firepower and doesn't really fix anything.

What people seems to miss about the MRMs is that they reach into the medium range bracket, which the SRMs can not.
No, the problem with the MRMs is that ERMLs would work better, since the 1-point clusters are nearly worthless and the weight saved would allow for more DHSs.
 

Err, no, I don't miss that, I just don't feel it's that useful considering the tradeoff in damage and accuracy.  (I was working on my post while you posted that.)  It's also not something the designer would've done anyway.

Maelwys

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Re: Fighter of the Week, Issue #057 (repost) - Ironsides
« Reply #7 on: 13 April 2011, 20:58:52 »
What people seems to miss about the MRMs is that they reach into the medium range bracket, which the SRMs can not.
No, the problem with the MRMs is that ERMLs would work better, since the 1-point clusters are nearly worthless and the weight saved would allow for more DHSs.

Nope, saw it. Just didn't think the trade off in damage and the +1 made it particularly worthwhile. While the +1 isn't as painful as it is when it comes to ground combat (Due to fewer modifiers), its still going to cause some hassles. Especially since the design is supposedly in use by the Protectorate Militia forces who are going to be less skilled.

I really don't know what GhostBear was thinking on the SD3.  He defends the decision in the second thread, but I don't agree with his reasoning. 

Yeah, the reasoning seemed to be rather spurious. The defense that people only wanted "optimized" designs was rather..strange as well. Its not like we were asking for an alphabird with Eisensturm-like armor. Just simply one where two of the nose guns could be fired without sending the design spiraling wildly out of control. The idea that a design can't handle more heatsinks pretty much goes against every variant ever in Battletech. Especially since it was still in production.

3050U was a chance to bring designs that hadn't been looked at in a long time and bring them inline with modern designs and a modern ruleset, and the results seem..lackadaisical.

iamfanboy

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Re: Fighter of the Week, Issue #057 (repost) - Ironsides
« Reply #8 on: 14 April 2011, 03:33:33 »
Some of the 3050U redesigns are good - I do love me the Dervishes that FINALLY lose those stinking SRM-2s. Some of them are weird - the Assassin gets an LB-2x? Why?

But most of the 3050U ASFs are... bad. Like, intentionally awful, as though someone seriously hated the old SLDF birds and wanted to dissuade anyone from actually USING them - especially grating considering the incredible art given to the new fighters.

And I'm gonna be frank, that ERPPC/ERLL variant of the Ironsides always, ALWAYS stuck out to me as being king of suck. There's a difference between 'unoptimized' and 'violates every single bit of common sense about designing anything in Battletech', and that Ironsides... well, it kinda cheesed me off because when I read the TRO for the first time I spent time filling out a sheet to see if it WAS good despite my initial impressions.

That was thirty-seven minutes of my life I'll never see again.

Sad, too, because the Ironsides art is by far my favorite of the 3050U fighters.

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Re: Fighter of the Week, Issue #057 (repost) - Ironsides
« Reply #9 on: 14 April 2011, 06:39:26 »
Some of the 3050U redesigns are good - I do love me the Dervishes that FINALLY lose those stinking SRM-2s.

The DV-8D - the twin LRM 15/quad ERML model - was originally from RS: Upgrades, not TRO3050U.  Granted, I didn't know about it until TRO3050U myself, so I can see where you'd get that impression.  I prefer it to the DV-9D, though either one is nice to have.

But most of the 3050U ASFs are... bad. Like, intentionally awful, as though someone seriously hated the old SLDF birds and wanted to dissuade anyone from actually USING them - especially grating considering the incredible art given to the new fighters.

I don't think things are that bad.  A couple of them did pretty well for themselves (Spad, Rapier), others were reasonable but conservative takes on the design, and... well, the Ironsides and Swift both singularly fail to impress.  Granted, I'm not sure you could impress anyone without basically making a completely new Swift with all-new extra-light power plant, so that one might be a wash.  The GTH-600 Gotha didn't do too much for me, either, but it was okay.

Sad, too, because the Ironsides art is by far my favorite of the 3050U fighters.

One word: Royal.  Two words: Original recipe.