BTW - I get the detailed breakdown but as I said this was my FIRST attempt at working up a VTOL, which I only did because that pic looked sooooo damn cool.
NOTHING about Battletech holds much resemblance to anything real world, so honestly as much as we might try to "legitimize" one thing or another all we're really doing is trying to make a make-believe wargame sound more realistic for our own sense of satisfaction.
For example, if modern VTOLs were as wimpy as the ones in Battletech they wouldn't be the major threats they are on the modern battlefield. All you'd need to do to make them go away is spray them with a .50 cal or two and call it a day. ;) O0
well, for a first attempt, you hit the usuals, which isn't a mark against you.
I have an idea...
Let's take a look at your picture, and work up from there...
alright. You're packing a lot of ordinance on that frame for an airspeed that isn't workable. suggestion:
Rebalance your loadout. Two 4-packs might look cool, but you don't need them. Your "Long gun" puts you at AC/5 ranges-which works for tanks but doesn't give you enough reach for something as inherently fragile to hits in the game, as a VTOL.
so...here's my suggestions. (You can tell me to stuff it if you like, I won't mind.)
we'll begin with the obvious-your design needs to go on a diet.
BattleTech Vehicle Technical Readout
VALIDATED
Type/Model: Untitled
Tech: Inner Sphere / 3060
Config: V.T.O.L.
Rules: Level 3, Standard design
Mass: 25 tons
Power Plant: 85 DAV Fusion
Cruise Speed: 97.2 km/h
Maximum Speed: 151.2 km/h
Armor Type: Ferro-Fibrous
Armament:
1 LRM 5
1 SRM 2
1 Large Laser
3 Rocket Launcher 10s
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
--------------------------------------------------------
Type/Model: Untitled
Mass: 25 tons
Equipment: Items Mass
Int. Struct.: 15 pts Standard 0 2.50
Engine: 85 Fusion 0 2.50
Shielding & Transmission Equipment: 0 1.50
Cruise MP: 9
Flank MP: 14
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 1.50
Crew: 2 Members 0 .00
Rotor Equipment: Main/Tail Rotors 0 2.50
Armor Factor: 54 pts Ferro-Fibrous 2 3.00
Internal Armor
Structure Value
Front: 3 18
Left / Right Sides: 3 13/13
Rear: 3 8
Rotor: 3 2
Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 LRM 5 Front 0 24 2 3.00
1 SRM 2 Front 0 50 2 2.00
1 Large Laser Front 8 1 5.00
3 Rocket Launcher 10s Front 0 3 1.50
--------------------------------------------------------
TOTALS: 8 10 25.00
Items & Tons Left: 0 .00
Calculated Factors:
Total Cost: 1,070,056 C-Bills
Battle Value: 1,097
Cost per BV: 975.44
Weapon Value: 235 / 235 (Ratio = .21 / .21)
Damage Factors: SRDmg = 34; MRDmg = 21; LRDmg = 7
BattleForce2: MP: 9V, Armor/Structure: 0 / 2
Damage PB/M/L: 1/2/-, Overheat: 0
Class: VA; Point Value: 11
Specials: if
now, for the specifics...
Yes, you can't one-shot BA with two infernoes-but you CAN crit a tank with a two-pack under Total Warfare's rules. The rocket pods are 'unbalanced' layout, but that kinda works with the LRM-5 and the SRM pack, and you have a heat-neutral hole opener at roughly the same engagement ranges you had with the RAC, but since RAC can't use specialty munitions either, it's not a loss.
9/14 is perfectly adequate in Total Warfare rules, and an LRM-5 gives you a few mission-specific options you can load out with before a battle or match;
Thunder (minefields)
Swarm (if you're under a ruleset that permits it)
Smoke (Great for laying down cover for the units you're supporting)
FRAG-for killing infantry in the open.
In
Battletech VTOLs, like Tanks, work better in groups of 2 or 4, that group in turn working with something else. (think: Attack choppers supporting armor at Fulda.)
The rocket pods are, of course, for hitting targets of opportunity. (say, getting in the rear of that Hellbringer, unload the rocket pods and fire your laser.)
Pair this with a 'stocker' like the H-7 (base model, but load infernoes and Precision ammo) and you can probably get your opponent to throw the table over in frustration.
In the game, key tactic for a VTOL is to stay in motion, and avoid flanking whenever possible unless you're in very, very clear skies against an enemy with no ADA specialties (No standard ACs with Flak, no LBX, no HAG.)
the reason is to exploit the "I don't have to flank" numbers for your gunnery and TMM-a high TMM, and low to no penalties for cruising makes you a tough target he has to, in turn, choose between standing still to hit you, or missing you on 11 or worse. (lowest you ever want to let him have minus bonuses for weapon type, is 9.)
25 tons is the "Apache range" for VTOL in Battletech-a 25 tonner moving at 10/15 is better. (22 is, of course, the optimum, but you start REALLY shedding firepower and crash protection at that range. The original H-7 got away with it by using fractional accounting, which is now verboten because of too many innumerates in the community.)
30 tons, you end up sacrificing everything that makes a VTOL "Good". (there's..what, ONE? VTOL that's even adequate at that weight-the Pinto.)