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1
Ground Combat / Re: Clan Large Pulse Lasers
« Last post by PuppyLikesLaserPointers on Today at 04:55:37 »
I think the issue here is that any counter to the LPL is just a generic thing to try and 'out cheese' the LPL.  Its not a healthy solution, as most solutions are just generally good things versus all weapons, meaning the LPL, king of regular weapons, is still the best counter for them.

Basically this. Those so called solutions are all end up gives the advantage to the LPL, nothing else, since LPL is still the best choice over the other long ranged direct fire weapons and those 'solutions' make the non-LPL weapons even worse, and only push the meta to consolidate the superiority of LPL.

I've never felt the LPL was king of weapons myself.
I have a LOT more fear of the MPL.

Well, you cannot compare both of those, for those weapons have totally different role. While MPL is good at medium range harrasser LPL is the best long ranged sniper rifle. If MPL cannot cause more damage than LPL on their right range bracket, it must be wrong.
2
The Periphery / Re: The Missed Opportunity: Talos Battlemech Question
« Last post by Adacas on Today at 04:41:56 »
That's very fair, though very sad too.
I'm actually doing some brain storming with that, since I have my own little slice of lore near the SoutWest of the IS, including the Lothian League and Huntington in the FWL. Say that a manufacturing company purchased the rights to the Talos and made a factory on their home world, but would sell them back to the TC at a discount during the period leading up to the Amaris Coup and after?

On the other hand, Lothian League was settled by Taurian patriots fleeing the Star League. Would a periphery world have ANY chance of setting up a factory in such a case, if some of the lead designers from Vandenberg MilTech decided to flee the TC after the reunification war and the destruction of the original factory? Would there be a plausible way for that to work, or would that require a hell of a stretch?

Although those worlds were technologically backward at the time of the Reunification Wars, there is always the possibility
In my ATOW Chronicle in an old RWR Depot/Training Base The Hegemony finds some disassembled lines that were waiting to be moved somewhere, but a virus outbreak killed the entire garrison, the place was cleaned out and the lines were removed. There were the Talos blueprints and a couple of more common mechs, something similar could happen for you or in the official fluff the RWR Guys had their fingers in too many places
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Golems with LRMs ? and x1 ER Medium laser ?

nice upgrade
4
Aerospace / Sobek Missile Frigate (350kt)
« Last post by AngryButler with a KNIFE! on Today at 03:43:49 »
Open for adoption by any House/faction.

Named due to looking somewhat like a alligator/crocodile head with the broadside NLs & SCLs resembling a row of exposed 'teeth' (if more circular). ASF & Small Craft bays are in the belly, with all four docking collars well towards the aft. The rear HvyNPPC is located between the upper & lower engine thrust 'bells'.

Developed as part of the re-armament occurring after the rise of the Wolf Empire/3rd Star League in a way to deal with ASF swarms, enough collars to carry either two large pocket warship/dropship escorts or a mix of four smaller units, and strong enough to bloody the nose of any large pocket warships out there. Due to AMS becoming very common, the only missiles onboard are meant specifically to deal with ASFs - swarms of Extended LRM20s and/or Piranhas - which generally don't carry any. In the alternative that this runs into a real nasty/true warship? The bow has an over/under HvyNPPC with a NAC40 tucked between them, all to make for a very nasty welcoming salvo. 24 ASFs onboard at least give it a minimal internal CAP coverage without needing to use up a collar for a dropship-carrier.

As per my usual, it has one of each of the various advanced sensors, which effectively are rounding errors in the tonnage, but provide some nice bonuses if you can get things set correctly.

Code: [Select]
Sobek Missile Frigate
Mass: 350,000 tons
Technology Base: Inner Sphere (Experimental)
Introduced: 3145
Mass: 350,000
Battle Value: 65,718
Tech Rating/Availability: E/X-X-X-F
Cost: 20,250,218,000 C-bills

Fuel: 15,000 tons (37,500)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 9
Heat Sinks: 950 (1900)
Structural Integrity: 70

Armor
    Nose: 72
    Fore Sides: 60/60
    Aft Sides: 54/54
    Aft: 36

Cargo
    Bay 1:  Fighter (24)            4 Doors   
    Bay 2:  Small Craft (2)         1 Door   
    Bay 3:  Cargo (13543.0 tons)    1 Door   

Ammunition:
    40 rounds of NAC/40 ammunition (1.2 tons),
    512 rounds of Silver Bullet Gauss Rifle ammunition (8 tons),
    128 rounds of Extended LRM 20 ammunition (4 tons),
    240 rounds of Piranha ammunition (2,400 tons),
    320 rounds of LB 20-X Cluster ammunition (8 tons)

Dropship Capacity: 4
Grav Decks: 2 (80 m, 100 m)
Escape Pods: 0
Life Boats: 41
Crew:  35 officers, 102 enlisted/non-rated, 70 gunners, 58 bay personnel

Notes: Equipped with
    lithium-fusion battery system
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Satellite Imager [Infrared Imager]
    1 Satellite Imager [High-Resolution (Hi-Res) Imager]
    1 Satellite Imager [Look-Down Radar]
    1 Satellite Imager [Hyperspectral Imager]
    1 Naval Comm-Scanner Suite (Large)
490 tons of improved ferro-aluminum armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (844 Heat)
1 Naval Autocannon (NAC/40)                135  40(400) 40(400)  0(0)     0(0)   Capital AC 
    NAC/40 Ammo (40 shots)
2 Naval PPC (Heavy)                        450  30(300) 30(300) 30(300) 30(300)  Capital PPC
10 ER PPC                                  150  10(100) 10(100) 10(100)   0(0)   PPC         
6 Large VSP Laser                          60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
1 LB 20-X AC                                7   3(29)   3(29)    1(9)     0(0)   LBX AC     
    1 Silver Bullet Gauss Rifle
    Silver Bullet Gauss Rifle Ammo (64 shots)
    LB 20-X Cluster Ammo (40 shots)
FRS/FLS (306 Heat)
3 Sub-Capital Missile Launcher (Piranha)   27   9(90)   9(90)   9(90)     0(0)   Sub-Capital Missile
    Piranha Ammo (60 shots)
10 ER PPC                                  150  10(100) 10(100) 10(100)   0(0)   PPC         
2 Extended LRM 20                          20   2(24)   2(24)   2(24)    2(24)   LRM         
    Extended LRM 20 Ammo (32 shots)
6 Large VSP Laser                          60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
1 LB 20-X AC                                7   3(29)   3(29)    1(9)     0(0)   LBX AC     
    1 Silver Bullet Gauss Rifle
    Silver Bullet Gauss Rifle Ammo (64 shots)
    LB 20-X Cluster Ammo (40 shots)
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
RBS/LBS (973 Heat)
7 Naval Laser 45                           490  32(315) 32(315) 32(315) 32(315)  Capital Laser
7 Sub-Capital Laser (SCL/3)                224  21(210) 21(210)  0(0)     0(0)   Sub-Capital Laser
10 ER PPC                                  150  10(100) 10(100) 10(100)   0(0)   PPC         
6 Large VSP Laser                          60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
1 LB 20-X AC                                7   3(29)   3(29)    1(9)     0(0)   LBX AC     
    1 Silver Bullet Gauss Rifle
    Silver Bullet Gauss Rifle Ammo (64 shots)
    LB 20-X Cluster Ammo (40 shots)
ARS/ALS (306 Heat)
3 Sub-Capital Missile Launcher (Piranha)   27   9(90)   9(90)   9(90)     0(0)   Sub-Capital Missile
    Piranha Ammo (60 shots)
10 ER PPC                                  150  10(100) 10(100) 10(100)   0(0)   PPC         
2 Extended LRM 20                          20   2(24)   2(24)   2(24)    2(24)   LRM         
    Extended LRM 20 Ammo (32 shots)
6 Large VSP Laser                          60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
1 LB 20-X AC                                7   3(29)   3(29)    1(9)     0(0)   LBX AC     
    1 Silver Bullet Gauss Rifle
    Silver Bullet Gauss Rifle Ammo (64 shots)
    LB 20-X Cluster Ammo (40 shots)
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
Aft (484 Heat)
1 Naval PPC (Heavy)                        225  15(150) 15(150) 15(150) 15(150)  Capital PPC
10 ER PPC                                  150  10(100) 10(100) 10(100)   0(0)   PPC         
6 Large VSP Laser                          60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
1 LB 20-X AC                                7   3(29)   3(29)    1(9)     0(0)   LBX AC     
    1 Silver Bullet Gauss Rifle
    Silver Bullet Gauss Rifle Ammo (64 shots)
    LB 20-X Cluster Ammo (40 shots)

5
General BattleTech Discussion / Re: Adepticon livestreams
« Last post by ColBosch on Today at 03:22:32 »
-Will there be additional asset cards for vehicles on the MUL?  Absolutely, they're working on getting all record sheets and BSP cards added.


What are the assets cards?

They mean the Battlefield Support cards.
6
BattleMechs / Re: Wasp WSP-100NL (Not-LAM)
« Last post by DevianID on Today at 03:19:57 »
A normal spider can do it with armor sacrifice, but since these are not-Lams, you can use light engines/endo/ferro and IJJs to really go far.  The spider with wings that jumps 10 is a great machine.
7
Combat Vehicles / Re: Mudskipper Hovertank: An orgy of kinetic mayhem
« Last post by Daryk on Today at 03:16:12 »
*snip*
You're not allowed to switch machine gun modes mid scenario. If it's rapid fire, it has to shoot that way the entire game.
Oh!  I didn't know that, thanks!  And Hellraiser's idea of 5 and 300 rounds sounds pretty reasonable, and means you wouldn't have to do the SRM-4... :)
8
Clan Chatterweb / Re: Clan Nova Cat - Zombie Catgirl Extravaganza
« Last post by parable on Today at 03:07:35 »
Weird is one of the definitions of Clan Nova Cat in the Battletech Lexicon.

Looks to me my Nova Cat throtkin spent couple of days too many in the sweat lodge  :shocked:

It's telling that in Field Manual: Comstar the general vibe the Nova Cat author gives off when talking about ceremonial garb and how they used to have to tone it down for Grand Council meetings feels to me like a catharsis.  "As a concession to our more traditional brethren, when the Khans attended a Grand Council, the vest and shorts were replaced by a full-length black-leather suit in the same style.  Obviously, this is no longer necessary." 

Now, given how over the top other Clan ceremonial uniforms are, the only real difference I can find between Clan Nova Cat and the others is that the Nova Cat ceremonial uniform shows more skin--but the Clans surely wouldn't care about that, right?  Is it that it resembles casual clothes?  Actually, this has piqued my interest.  Why, of IIRC all the Clans, did Nova Cat feel the need to amend their ceremonial uniform for inter-Clan relations?
9
Ground Combat / Re: Clan Large Pulse Lasers
« Last post by DevianID on Today at 02:39:23 »
Scaphas are great against cLPL, I know I frustrated someone when I introduced them to the 2 MVSPL config against a TWolf B in a BV match.  Only thing that hit was the LPL, damage cut in half . . . and then my MVSPLs double tapped the same rear side torso armor.
I mean, that kind of goes to my point.  If the only thing that hit was the large pulse, despite the large pulse only dealing 5 damage, it was still putting in more damage then the LRM or Gauss Rifle on a Timby B.  On the high end of the bell curve accuracy trumps all, and speed+smoke quickly take you to the high end of the bell curve over inflating the importance of pulse accuracy.
Or like Ferro-Lam.  Ferro Lam reduces everything by 1 per 5.  SRMs lose far more damage then Large Pulse Lasers, and still have to hit on big numbers while the LPL has that massive accuracy.  Only heat damage isnt reduced by ferro lam, but if you have more then 15 heat sinks you can be immune to excess heat damage.

On the topic of MPL versus LPL, its more an activity level thing.  MPLs are more damage/efficient, but you have to move into closer range.  The LPL often just parks in woods (with smoke if you allowed it for some reason), so its a very non-interactive weapon.  From the midboard the LPL can hit anything accurately, forcing the other player to have to deal with it.  So while the 14 MPL 100 ton clan mechs will shred up close, the 4 LPL mechs deal damage without bothering to maneuver or anything, forcing the other player to have to play the game for both sides.  But at MRC we ban all pulse damage after a threshold has been reached... my Nova/Blackhawk S otherwise is a right terror with 6 MPLs.
10
Strategic Combat / Re: Maintenance's Facility
« Last post by Mostro Joe on Today at 02:19:30 »
IIRC the rules difference is that they do the same "level" of repair & refit but that the "Facility" gives you a +2 on the role v/s the DS Cubicle which doesn't.

Similar to how a "Refit" & a "Customization" use the same rules for the most part but a canon refit kit gives you a bonus to the role v/s custom work does not.


Yeah exactly that. That's why I was saying that to have a facility is an advantage yet ruleswise.
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