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1
Being the warped bastard that I am, I look at it as a structure thing.

company A, 77th Regulars (3080-something)

1st Platoon: motorized light infantry plus a 'weapons squad' of Fenrir (one four suit element)

replicate three times, then add a "weapons platoon' of mechanized w/field guns and a squad of Rottweilers as the scouting element.

The basic concept is that the suits are weapons platforms providing covering fire or heavy support for the light infantry, and a scout element for the field guns.

all in one 'company' element that's technically oversize, but surprisingly manageable in terms of manpower.

Great idea. To use the battle armor as the heavy weapons for PBI. and as scouts but instead of field guns what about subbing in field artillery to give better indirect fire to the rest of the company.

You know, just yesterday I was thinking about attaching a squad of mag-clamp BA to a platoon of PBI. Load the conventional infantry into a Winterhawk or something else that goes 9/14+, hang the BA from the sides and rush them to where they're needed.


The BA would be the shock force to the rest of your infantry, great idea.
2
Off Topic / Re: My running days are over
« Last post by garhkal on Today at 13:54:29 »
Heck, go roller blading/skating.
3
Clan Chatterweb / Re: Giftake sibkos expected to excel?
« Last post by AlphaMirage on Today at 13:50:10 »
Will this be Fan Fiction or a Shrapnel submission ? :cool:

It is in fan fiction right now as Hidden Hope, although I haven't really given her enough lines atm.
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MegaMek Games / Re: Issue with Salvage %
« Last post by DamnKerensky on Today at 13:49:12 »
Nothing like that - its not an issue of Exchange, nor one of settings.   
Nor is it me changing my mind about what we will claim, and confusing MM about how the % should be calculated.

There is no default (or random) salvage assigned to the mercs.  Every single piece of salvage by default is assigned to the employer.  The mercs only get the salvage that they CAN and DO claim.

MM is just making a decision Here based on one rounding of the percentage, and making a decision over There based on a different rounding of the percentage.
5
MegaMek Games / Re: Setting to disable bombs in AtB?
« Last post by Nehvar on Today at 13:38:47 »
There is no quick and simple way to do it as far as I know.  The slow and tedious way would be to manually remove the bot's bombs in the MM lobby before each deployment.

You can suggest new features on the MegaMek github.  An option to disable bomb selection for the bot sounds like a good feature to request.
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Protos are antithetical to the current Falcon situation.  They have more mechs than they know what to do with, but lack the trained pilots to use them.

The newer totems are all in Alyina Merchant League space so they're much less likely but not impossible to be found with the Remnant and vice versa.
7
It is not something you need to think about much - armored gyro is always better for it grants the better effect for the lighter weight. The only time you ever consider a heavy gyro is when you make it armored as well for you are really fear for losing the gyro for a random reason.

Also heavy duty gyro does not have the same effect with the armored component; it's inferior to armored component due to it only makes the mech sustains 1 more gyro hit and it also cause the bad effect. While every single critical of armored part soaks a critical individually and leave the component all safe.
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MegaMek Games / Re: Issue with Salvage %
« Last post by Hellraiser on Today at 13:19:15 »
I don't know how the salvage function works in MM but there is something that occurs to me on an "in universe" scale for this.

Is it an issue with Price/PIECE of salvage?

Like, is it 8mil for this mech, 5 mil for this mech, 3 mil for this tank, and the system divides them up by chassis to get as close to 30 as possible but when you choose a few pieces yourself then the system had to divide it again w/o those pieces & so a piece or 2 got flipped around from first try & you lost a bit of raw $$/%% by taking certain chassis?

IE.  Originally you had an Archer at 6.5 Million but then choose a Guillotine at 6.0 million but the formula didn't have another 1/2 million to give you in another close chassis?

I don't know really how MM does it but if your entitled to a max % & its on a per chassis from the actual battle, then that might be it?
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BattleMechs / Re: Dark Age/IlClan AC-2, -5, -10, -20 Challenge
« Last post by Hellraiser on Today at 13:11:02 »
I decided to try to make a Sentinel into a scout hunter. That AC/5 is gonna be precise, if nothing else.

Targeting Computer            RT        3        -       3.0   
AC/5                          LA        4        1       8.0   
Precision AC/5 Ammo (20)      LT        2        -       2.0   
CASE II                       LT        1        -       1.0   
Streak SRM 2 Ammo (50)        LT        1        -       1.0   

Hah, love the speed boost & the Precision-5 + TC combo w/ the CASE-2.  :smilie_happy_thumbup:

The only thing I would change is dropping the Streak for another pair of ERMLs to get full use of the TC & keep a WYSIWYG feel of 2 ports.
Possibly then dropping the original ERML back down to ERSL to get a 2nd ton of ammo in the process.
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BattleMechs / Re: Dark Age/IlClan AC-2, -5, -10, -20 Challenge
« Last post by Gorgon on Today at 12:59:09 »
I decided to try to make a Sentinel into a scout hunter. That AC/5 is gonna be precise, if nothing else.


Code: [Select]
Sentinel STN-4M
Mass: 40 tons
Chassis: Endo Steel Biped
Power Plant: 280 XL
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Ferro-Fibrous
Armament:
     1 ER Medium Laser
     1 Streak SRM 2
     1 AC/5
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3132
Tech Rating/Availability: E/X-X-X-E
Cost: 7,174,813 C-bills

Type: Sentinel
Technology Base: Inner Sphere (Standard)
Tonnage: 40
Battle Value: 957

Equipment                                          Mass
Internal Structure            Endo Steel              2
Engine                        280 XL                  8
    Walking MP: 7
    Running MP: 11
    Jumping MP: 0
Double Heat Sink              10 [20]                 0
Gyro                                                  3
Cockpit                                               3
Armor Factor (Ferro)          116                   6.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            12        16   
     Center Torso (rear)               7     
     R/L Torso               10        12   
     R/L Torso (rear)                  5     
     R/L Arm                 6         10   
     R/L Leg                 10        15   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm

Weapons
and Ammo                   Location  Critical   Heat    Tonnage   
ER Medium Laser               RT        1        5       1.0   
Streak SRM 2                  RT        1        2       1.5   
Targeting Computer            RT        3        -       3.0   
AC/5                          LA        4        1       8.0   
Precision AC/5 Ammo (20)      LT        2        -       2.0   
CASE II                       LT        1        -       1.0   
Streak SRM 2 Ammo (50)        LT        1        -       1.0   
   
Features the following design quirks: Improved Communications
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