Author Topic: Best melee mechs  (Read 14770 times)

Drewbacca

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Best melee mechs
« on: 13 February 2018, 17:03:06 »
Hello everyone, I was wondering what every thinks are the best mechs for making melee attacks with that do NOT have melee weapons.

Nightsong

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Re: Best melee mechs
« Reply #1 on: 13 February 2018, 17:07:08 »
The Ostsol comes to mind, with the beamspam in the CT and freed up fists, each able to do 6 points of damage (2 head hits will knock the opponent's block off), or each taking the head off in the future when the TSM-equipped models came about. the OTL-6D in particular comes to mind, with the 6/9 (When the TSM activates), and array of ER and pulse lasers on a T-Comp to help mitigate the accuracy penalties for heat in much the way a lot of clan Heavy/T-Comp combos do.
« Last Edit: 13 February 2018, 17:15:19 by Nightsong »

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Re: Best melee mechs
« Reply #2 on: 14 February 2018, 08:40:41 »
Do 20-ton 'Mechs count as melee weapons? If so the AS8-D Atlas would be excluded at times.
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Drewbacca

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Re: Best melee mechs
« Reply #3 on: 14 February 2018, 08:59:55 »
HAHAHAHA!!! I forgot all about that. Although I did have the following in the write up for a 'rejected clan'

"A name come up with apparently by Andery Kerensky, during the initial trials for a spot in the 800. While watching a large scale battle, Andery noticed a group of warriors, who rushed their opponents and unleashed a furious barrage of physical attacks, including instances of attempting to twist an enemy battlemech's head off, kicking a leg clean off a mech and pummeling that very mech about the head and torso with it, numerous Death From Above attacks with varying success, and in one case what appeared to be a German Suplex applied to a Wasp by a Black Knight."

So, I think I have to exclude 20-ton mechs.

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Re: Best melee mechs
« Reply #4 on: 14 February 2018, 10:08:52 »
The Thunderbolt 60-RLA. Multiple options to keep the TSM at the sweet spot, where it moves 6/9 and has no weapons in either arm. It's punch instantly removes a head, and you get two attempts!   >:D
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Re: Best melee mechs
« Reply #5 on: 14 February 2018, 11:56:47 »
I have a lot of luck finding heads and gyros with Archers.

Then there was a hilarious match I had once where I rammed an enemy mech off a cliff with a Jackal.

Tyler Jorgensson

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Re: Best melee mechs
« Reply #6 on: 14 February 2018, 22:37:05 »
Celerities? Fireballs?

No but seriously a lot of larger mechs for their obvious weight per damage rations. I've personally had success with my Grasshoppers. I have several and after being hit for many turns (and turning things into Swiss cheese themselves) eventually things go to melee range. Dropping a medium laser or two for a couple punches or kicks (also get some heat back if you've lost some heat Sinks) ends up working pretty well for me.

Any SR based mech would benefit in melee : I mean a Piranha isn't that atrocious in melee because it shreds things with its MG's.

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Re: Best melee mechs
« Reply #7 on: 14 February 2018, 22:42:13 »
TSM'ed Charger-1A1's

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Re: Best melee mechs
« Reply #8 on: 14 February 2018, 23:47:36 »
Few mechs were designed with hand to hand combat in mind.  The quickdraw, grasshopper,Battlemaster and banshee are a few.

After the advent of the battlemech melee weapon, a lt of mechs started being designed with the open possibility of such combat. The Stealth, anvil, gallowglas, thunder, and salamander all had at least one hand actuator free explicitly for self defense or offensive melee.  The trend waxed and waned from there.

Personally the stealth is good for hit and runs, the anvil and ost heavies for persistant melee strikes
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Re: Best melee mechs
« Reply #9 on: 15 February 2018, 00:48:31 »
Few mechs were designed with hand to hand combat in mind.  The quickdraw, grasshopper,Battlemaster and banshee are a few.

After the advent of the battlemech melee weapon, a lt of mechs started being designed with the open possibility of such combat. The Stealth, anvil, gallowglas, thunder, and salamander all had at least one hand actuator free explicitly for self defense or offensive melee.  The trend waxed and waned from there.

Personally the stealth is good for hit and runs, the anvil and ost heavies for persistant melee strikes

Really the quickdraw?  Wasn't it a mech that has weak ankles and so was always worried about a good kick could cripple it?  It also has its forward close range firepower in its arms so I am surprised it would be looked at as a mech designed for hand to hand combat.

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Re: Best melee mechs
« Reply #10 on: 15 February 2018, 02:08:05 »
The Ti T'sang is pretty brutal. The Gorillabolt and the Ostboxer (the TDR-60-RLA and the OTL-8M respectively) are also way up there, along with the NDA-2KO No-Dachi.


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Re: Best melee mechs
« Reply #11 on: 15 February 2018, 02:49:11 »
I love using the Burrock in close combat. Blasting the enemy with the Ultra AC/20 or the Heavy Lasers followed by kicking him is fun. The Flamberge Prime is also pretty pretty good for the job, especially if you can jump into the enemies rear.
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Re: Best melee mechs
« Reply #12 on: 15 February 2018, 08:51:43 »
TSM'ed Charger-1A1's

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Now that I've turned off all my heatsinks it will just take me a few turns to heat up....  ^-^

The Ti T'sang is pretty brutal. The Gorillabolt and the Ostboxer (the TDR-60-RLA and the OTL-8M respectively) are also way up there, along with the NDA-2KO No-Dachi.

Well, the Ti T'sang and No-Dachi both have melee weapons, so that takes them out of the running.
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Re: Best melee mechs
« Reply #13 on: 15 February 2018, 11:43:08 »
Vindicators. Nothing special about the design, but in our group it seems like EVERY time a Vindy lands a kick on a prone target, the damage finds a way to make that target Stackpole.
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Re: Best melee mechs
« Reply #14 on: 15 February 2018, 14:19:24 »
According to the MUL, the list of 100t mechs with TSM and no Melee weapons is: Atlas AS-8D, Pillager PLG-5Z, and Vanquisher VQR-7U. For me, it would be a toss-up between the Atlas and the Pillager. The Atlas has better medium range damage, but the Pillager has stealth armor. However, while the 100t+TSM mechs will give you the largest amount of damage from a punch or kick, they are a bit slow.

For a Melee mech, I would like to see a base, non-TSM speed of 5/8 or 3/5/5 if improved jump jets are an option. Still want TSM though. It literally doubles the damage, and there is no getting around how powerful that is. Looking at those criteria, the first contender is, oddly, the Hammerhands. Both the HMH-6D and -6E are 3/5/5 and have TSM. They aren't perfect though, as their major weapons are also in the arms, so really these are best for kicking and not punching...at least until you run out of autocannon ammo. The next steps down, the Thunder THR-2L and Excalibur EXC-CS have the same problems though, and are 5t lighter, so really the Hammerhands is a solid choice. Further down the weight scale, you get the Thunderbolt TDR-60-RLA which is 5/8/5, has TSM, and all its weapons in the torso. Not bad at all for fisticuffs.

I don't like going much below 65T mechs because, even with TSM, you start getting damage that is awful close to what a non-TSM'd assault could manage. You do pick up some speed, but I just feel that you end up being in too much danger from a return melee attack once you get down to 50t-55t. So, the TSM OstSol's are about as low as I would go. Plus, when you go smaller, there are actually very few mechs that have TSM but don't have a melee weapon of some sort to go with it. The ones that do exist tend to be pretty rare for one reason or another. If you start looking at 50t and smaller mechs without TSM or melee weapons (or both!), your physical attacks get unimpressive real fast.

All that said, the TSM Berzerker is still probably the most frightening melee mech out there if you ask me.

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Re: Best melee mechs
« Reply #15 on: 15 February 2018, 14:28:13 »
Executioner I. It will get in. It will get behind you. It will slice open your rear armour. And it will fill your torsos with missile spam.

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Re: Best melee mechs
« Reply #16 on: 15 February 2018, 18:18:24 »
Well, the Ti T'sang and No-Dachi both have melee weapons, so that takes them out of the running.

Whoops, I missed the 'no melee weapons' part of the OP. Well, then it's really gotta be the Gorillabolt, I don't think anything else really comes close. The Ostboxer is nasty but it can't jump, which is a huge disadvantage for a melee unit.


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Re: Best melee mechs
« Reply #17 on: 15 February 2018, 18:22:04 »
I have a lot of luck finding heads and gyros with Archers.

Then there was a hilarious match I had once where I rammed an enemy mech off a cliff with a Jackal.

Not as hilarious as the fight we had where the two archers punched each other's head off simultaneously.
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Re: Best melee mechs
« Reply #18 on: 15 February 2018, 18:25:28 »
I seem to remember that you were using a Black Knight in that exchange.  Either way that was pretty epic.

Of course there was also the time you misread the terrain and forgot my custom Timber Wolf configuration could jump and it kicked an Awesome's head off.

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Re: Best melee mechs
« Reply #19 on: 15 February 2018, 18:36:28 »
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... :)
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Re: Best melee mechs
« Reply #20 on: 15 February 2018, 18:43:40 »
A few years back I ran a No-Dachi 2ko in Masters and minions at Gencon. There was a masakari that I got up to and blasted away enough that it fell.  At my feet. With its back facing me.

Well, I decided to do a samurai check. See if I considered kicking a downed mech in the back not worthy of a warrior. Decided that 5+ I was taking the clanner out not matter what. Rolled a 2. Decided to not kick it, and instead talk about bushido.

And then the next turn Randall Bills' Hellstar blew me apart, because that surat doesnt observe zell.
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Re: Best melee mechs
« Reply #21 on: 16 February 2018, 01:47:15 »
Just for punching love, spiders, ostols, oscouts and ostrocs..  For kicking, anything 60 tons +..
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Re: Best melee mechs
« Reply #22 on: 16 February 2018, 09:30:02 »
Any SR based mech would benefit in melee : I mean a Piranha isn't that atrocious in melee because it shreds things with its MG's.

"SR" being what? Super rare?
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Re: Best melee mechs
« Reply #23 on: 16 February 2018, 09:31:18 »
"SR" being what? Super rare?

I'm guessing short ranged.
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Re: Best melee mechs
« Reply #24 on: 16 February 2018, 17:11:50 »
Yeah sorry short ranged was correct.

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Re: Best melee mechs
« Reply #25 on: 21 February 2018, 17:01:39 »
The Ostsol comes to mind, with the beamspam in the CT and freed up fists, each able to do 6 points of damage (2 head hits will knock the opponent's block off), or each taking the head off in the future when the TSM-equipped models came about. the OTL-6D in particular comes to mind, with the 6/9 (When the TSM activates), and array of ER and pulse lasers on a T-Comp to help mitigate the accuracy penalties for heat in much the way a lot of clan Heavy/T-Comp combos do.

I prefer the 8M - 7/11 when the TSM activates. Plus one punch will take the opponents head off and you get 2 chances to do so.

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Re: Best melee mechs
« Reply #26 on: 21 February 2018, 17:32:07 »
My group's taken to calling the TDR-60-RLA "Death Punchies"
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Re: Best melee mechs
« Reply #27 on: 21 February 2018, 23:13:24 »
The SW era unaltered Banshee.  With its combination of size and torso favoring weapons, that's some very nasty punches and kicks. 
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Re: Best melee mechs
« Reply #28 on: 22 February 2018, 00:41:01 »
What about the Celerity? A guided missile of charging death - HOW much damage can it do, theoretically?

I'm asking, seriously. I'm not sure where my basic book is.

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Re: Best melee mechs
« Reply #29 on: 22 February 2018, 01:34:50 »
What about the Celerity? A guided missile of charging death - HOW much damage can it do, theoretically?

I'm asking, seriously. I'm not sure where my basic book is.

I think the 5X does 60 damage on a max charge (IIRC MASC and Supercharger will give it a top move of 40 hexes).  By comparison a Dasher II 2 will do 80 on a successful 20-hex charge
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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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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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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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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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truetanker

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

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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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garhkal

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Re: Best melee mechs
« Reply #60 on: 13 March 2018, 14:14:37 »
Turning off heat sinks though, comes into play on following rounds, not in THAT round.
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Re: Best melee mechs
« Reply #61 on: 13 March 2018, 14:38:56 »
I prefer it that way, making TSM players have to weight the risks of using it and getting hit with infernos, flamers and plasma rifles.
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grimlock1

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Re: Best melee mechs
« Reply #62 on: 14 March 2018, 01:59:02 »
I prefer it that way, making TSM players have to weight the risks of using it and getting hit with infernos, flamers and plasma rifles.

I agree with you on that one. 

And after playing with a Quasimodo this weekend, I learned something.  I'm never going to bring TSM to the table unless I've sat down and made a chart that tells me exactly which weapons to fire to either hit or maintain the magic 9.
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Apollo's Law- if it needs Clan tech to make it useable, It doesn't deserve those resources in the first place.
Sure it isn't the most practical 'mech ever designed, but it's a hundred ton axe-murderer. If loving that is wrong I don't wanna be right.

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Re: Best melee mechs
« Reply #63 on: 14 March 2018, 08:14:01 »
The 9 heat sweet spot is only needed if you need the speed boost. If you're already fast enough or already in close, you've got plenty more leeway.
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Re: Best melee mechs
« Reply #64 on: 14 March 2018, 10:47:02 »
This is why the No-Dachi is the perfect mech for TSM, in almost any configuration.

1K - ERPPC (15), Medium laser (3), 2xMRM20 (6), SRM2 (2), SRM4 (3)
Heat dissipation: 20
To attain heat: Fire PPC+2xMRM20+run  = 15+12+2 = 9 over.
Once you are at heat: PPC + SRM2 + Medium laser or SRM4 + run. Want to walk? PPC + MLAS+SRM4 (or PPC+MRM20)

2K - ERLL (12), 2xMRM10 (4), 5xMPLAS (4), SLAS (1)
Heat dissipation: 22
To attain heat: ERLL  + 2xMRM10 + 2xMPLAS + SLAS + run = 12 + 8 + 8 + 1 + 2 = 9 over
To maintain, lots of combos here: 5MPLAS+run, ERLL+2mplas+run, 2MRM10+3mplas+run.  And any Run you can substitute walk + SLAS.

2KO - LPL (10), 6xMPLAS (4), SLAS (1), SPLAS (2), Flamer (3), 2xERML (5) rear
Heat dissipation: 28
To attain heat: LPL + 2 ERML + 3MPLAS + Flamer + run = 10 + 10 + 12 + 3 + 2 = 9 over
Maintain: LPL+4MPLAS = 10 + 16 + run.  Or go short range all pulse: 6mplas + SPLAS + run (or switch for walk+SLAS).
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MoneyLovinOgre4Hire

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Re: Best melee mechs
« Reply #65 on: 14 March 2018, 13:03:57 »
What about the 3S?
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Re: Best melee mechs
« Reply #66 on: 14 March 2018, 14:56:13 »
What about the 3S?

The Steiner abomination?  Alright.

3S - 2xMVSPL (7), 3xMPLAS (4), Splas (2), 3xSLAS (1),  2xERML (5)
20 heat dissipation.
To heat up: 2xMVSPL + 3xMPLAS + SLAS + Run  = 14 + 12 + 1 + 2= 9 over heat
To maintain: 2 MVSPL + 1 MPLAS + run = 14+4+2..  Alternate: 2xERML+2MPLAS+run (or switch run to walk+SLAS)

That said, 19pt Mace * 2 = 38 point ouchy in one location.

the 3X doesn't mount TSM. But it still very scary. Clan ERPPC and Clan LRM15s combined with vibroblade and a supercharger is pretty powerful.
« Last Edit: 14 March 2018, 14:59:16 by RoundTop »
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MoneyLovinOgre4Hire

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Re: Best melee mechs
« Reply #67 on: 14 March 2018, 15:06:12 »
I used the 3S one time.  I kept lasering things to death before I could get into mace range.  Very effective for area denial, though.
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grimlock1

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Re: Best melee mechs
« Reply #68 on: 15 March 2018, 02:53:32 »
This is why the No-Dachi is the perfect mech for TSM, in almost any configuration.

1K - ERPPC (15), Medium laser (3), 2xMRM20 (6), SRM2 (2), SRM4 (3)
Heat dissipation: 20
To attain heat: Fire PPC+2xMRM20+run  = 15+12+2 = 9 over.
Once you are at heat: PPC + SRM2 + Medium laser or SRM4 + run. Want to walk? PPC + MLAS+SRM4 (or PPC+MRM20)

2K - ERLL (12), 2xMRM10 (4), 5xMPLAS (4), SLAS (1)
Heat dissipation: 22
To attain heat: ERLL  + 2xMRM10 + 2xMPLAS + SLAS + run = 12 + 8 + 8 + 1 + 2 = 9 over
To maintain, lots of combos here: 5MPLAS+run, ERLL+2mplas+run, 2MRM10+3mplas+run.  And any Run you can substitute walk + SLAS.

2KO - LPL (10), 6xMPLAS (4), SLAS (1), SPLAS (2), Flamer (3), 2xERML (5) rear
Heat dissipation: 28
To attain heat: LPL + 2 ERML + 3MPLAS + Flamer + run = 10 + 10 + 12 + 3 + 2 = 9 over
Maintain: LPL+4MPLAS = 10 + 16 + run.  Or go short range all pulse: 6mplas + SPLAS + run (or switch for walk+SLAS).

The 2KO was where I learned to love TSM :-)

What about the 3S?
I missed something.  -3S what?
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Apollo's Law- if it needs Clan tech to make it useable, It doesn't deserve those resources in the first place.
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AldanFerrox

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Re: Best melee mechs
« Reply #69 on: 15 March 2018, 03:02:34 »
I missed something.  -3S what?

A No-Dachi variant built by the Lyrans from captured Kuritan No-Dachis. Two Medium VSPL's, three Medium Pulse Lasers, three Small Lasers, two ER Medium Lasers and a Small Pulse Laser. The sword is replaced by a Mace. It was in RS 3067: Unabridged 
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garhkal

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Re: Best melee mechs
« Reply #70 on: 15 March 2018, 15:38:58 »
The 9 heat sweet spot is only needed if you need the speed boost. If you're already fast enough or already in close, you've got plenty more leeway.

Yup.  You don't need to worry till you hit 14 for that 2nd to hit penalty iirc..

Or is it 12?

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grimlock1

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Re: Best melee mechs
« Reply #71 on: 16 March 2018, 01:45:40 »
Yup.  You don't need to worry till you hit 14 for that 2nd to hit penalty iirc..

Or is it 12?
TH penalty kicks in at 13.  The more bothersome one is the shutdown check at 14. 

Granted I'm a scaredy cat who's only made four or five shutdown checks in 20 odd years...
I'm rarely right... Except when I am.  ---  Idle question.  What is the BV2 of dread?
Apollo's Law- if it needs Clan tech to make it useable, It doesn't deserve those resources in the first place.
Sure it isn't the most practical 'mech ever designed, but it's a hundred ton axe-murderer. If loving that is wrong I don't wanna be right.