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Author Topic: Tukayyid wish list - what's in your salvage?  (Read 2359 times)

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Tukayyid wish list - what's in your salvage?
« on: March 09, 2020, 06:50:44 PM »

So I've spent a bit of time pondering what ideally I'd want in the 50 tons worth of salvage.  Clan tech sounds great but beyond the technical difficulties (an additional +2 repair mod) there's the BV hit (often significant for any larger item), I'm not sold that's a good direction.  I considered trying to find a command console but that counts as experimental tech which again is another +2 TN for repairs.  Maybe the parts effectively for a refit kit depending on what SL era mech I end up with.  Anyone have any good ideas?
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deadlyfire2345

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Re: Tukayyid wish list - what's in your salvage?
« Reply #1 on: March 09, 2020, 06:54:44 PM »

So we get to choose what we get or will it be like what occurred in sudeten? List of what we can get and nothing more?
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Re: Tukayyid wish list - what's in your salvage?
« Reply #2 on: March 09, 2020, 07:13:45 PM »

So we get to choose what we get or will it be like what occurred in sudeten? List of what we can get and nothing more?

No idea.  To be fair, I'm not even sure that Rob knows.  What you're hoping for is almost certainly different than what you'll actually get though.
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Ice

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Re: Tukayyid wish list - what's in your salvage?
« Reply #3 on: March 09, 2020, 07:27:19 PM »

hell Clan tech even with extra +2 is still worth it for ERPPC ERML ERLL LPL the range and damage buffs more than make up for the extra bv. Range 20 -2 at long 10 point hit....

my goal would be mix of each of above mentioned, as much as I want clan gauss or lbx/uac. Just not worth as much tonnage as they are just for 1 weapon. ERPPC just out does the gauss in everything minus heat. The ML LL LPL are just as useful with range advantage and tonnage advantage for same heat as IS counterparts - only drawback is the bv.

IDK this will be tough to figure out not to mention how do we get to determine the mech we get at end
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deadlyfire2345

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Re: Tukayyid wish list - what's in your salvage?
« Reply #4 on: March 09, 2020, 07:52:36 PM »

I'm thinking more missile launchers, pulses, some ballistics. I'm only going to have 2 mechs with clan tech at least.
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Re: Tukayyid wish list - what's in your salvage?
« Reply #5 on: March 09, 2020, 08:52:19 PM »

hell Clan tech even with extra +2 is still worth it for ERPPC ERML ERLL LPL the range and damage buffs more than make up for the extra bv. Range 20 -2 at long 10 point hit....

my goal would be mix of each of above mentioned, as much as I want clan gauss or lbx/uac. Just not worth as much tonnage as they are just for 1 weapon. ERPPC just out does the gauss in everything minus heat. The ML LL LPL are just as useful with range advantage and tonnage advantage for same heat as IS counterparts - only drawback is the bv.

IDK this will be tough to figure out not to mention how do we get to determine the mech we get at end

Perhaps.  Taking a Wolverine 6M, swapping the 14 SHS for DHS, replacing the LL and the extra ML with a Clan ER PPC moves it from 1,299 to 1,759 and adds a +3 Repair TN (+2 Clan, +1 Custom). Replacing 1 DHS with Case and 0.5T Armor takes it to 1,804.  If I've got 1,804 BV to spare, not sure if I want it there or somewhere else like my CO's Warhammer.  Scout role lances with Field TNs of +2 for a total of +5 turns that basic weapon replacement by an elite Tech from a base TN of 11 (5 +1 Weapon, +1 Custom, +2 Clan, +2 Field) and even with Quadruple Time only drops it to TN 8 with no opportunity to go lower.  Fight deployment would be better by 2, you could start at 7+ for a Vet, 6+ for an Elite and hope the board dice roller is kind. Mobile Field Bases become available in 3059... So Clan stuff is probably reasonable for most folks, just not Scout.
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Re: Tukayyid wish list - what's in your salvage?
« Reply #6 on: March 09, 2020, 08:58:42 PM »

This raises the question of whether we cycle people through the different roles on a per Mission basis to even out opportunities for use of Clan equipment and Good/Average/Poor maintenance mods.  I want everyone to have fun.
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Ice

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Re: Tukayyid wish list - what's in your salvage?
« Reply #7 on: March 09, 2020, 09:07:59 PM »

This raises the question of whether we cycle people through the different roles on a per Mission basis to even out opportunities for use of Clan equipment and Good/Average/Poor maintenance mods.  I want everyone to have fun.

roles I thought were stuck during a contract

i mean we can cycle out people into the roles that fit best for what they have or as needed basis thats what I figured we were doing anyway already
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Re: Tukayyid wish list - what's in your salvage?
« Reply #8 on: March 09, 2020, 09:33:31 PM »

This raises the question of whether we cycle people through the different roles on a per Mission basis to even out opportunities for use of Clan equipment and Good/Average/Poor maintenance mods.  I want everyone to have fun.

roles I thought were stuck during a contract

i mean we can cycle out people into the roles that fit best for what they have or as needed basis thats what I figured we were doing anyway already

You are correct, I meant contract, not mission.  From what I've seen there doesn't tend to be a lot of difference between Fight and Defend in terms of lance configuration at least as the Rangers are operating today.  Fight should probably be 4/6/0 at a minimum with either 5/8/0 or 4/6/4 preferred.  Scout should be 4/6/4 at a minimum to 5/8/5 with some elements being faster.  Defend should be 3/5/0 at a minimum with 3/5/3 to 4/6/0 preferred.  At least that's the way I'd think about it.  NOTHING should be moving at Urbie speed (Yes Dan, I'm throwing down the gauntlet.  Get an Urbie and leave it at 2/3/x.  :P).  These Clan contracts have been skewing things because base clan speed for virtually everything is 5/8/x and if it's moving slower than that you probably don't want to see it coming.  Things will move back to where actually being 5/8/5 will be an advantage here at some point soon.

Apologies if I came off as venting.  I really am curious what people are hoping for.  It'd be nice to play with Clantech but until Mobile Field Bases are available, I just don't think I can swing it.  If any of the others want to rotate back (or up) once we're clearly out of Clan contracts I'll make that happen.  Barring one of the Company COs wanting to move, I'll likely leave them in place and keep the chain of command consistent.  We're intended to be a Medium/Heavy unit focused on raiding so will stick to those kind of missions generally.  Rob's said the post-Tukayyid timeframe tends to be quieter so we'll see what's available.
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Ice

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Re: Tukayyid wish list - what's in your salvage?
« Reply #9 on: March 09, 2020, 10:05:14 PM »

This raises the question of whether we cycle people through the different roles on a per Mission basis to even out opportunities for use of Clan equipment and Good/Average/Poor maintenance mods.  I want everyone to have fun.

roles I thought were stuck during a contract

i mean we can cycle out people into the roles that fit best for what they have or as needed basis thats what I figured we were doing anyway already

You are correct, I meant contract, not mission.  From what I've seen there doesn't tend to be a lot of difference between Fight and Defend in terms of lance configuration at least as the Rangers are operating today.  Fight should probably be 4/6/0 at a minimum with either 5/8/0 or 4/6/4 preferred.  Scout should be 4/6/4 at a minimum to 5/8/5 with some elements being faster.  Defend should be 3/5/0 at a minimum with 3/5/3 to 4/6/0 preferred.  At least that's the way I'd think about it.  NOTHING should be moving at Urbie speed (Yes Dan, I'm throwing down the gauntlet.  Get an Urbie and leave it at 2/3/x.  :P).  These Clan contracts have been skewing things because base clan speed for virtually everything is 5/8/x and if it's moving slower than that you probably don't want to see it coming.  Things will move back to where actually being 5/8/5 will be an advantage here at some point soon.

Apologies if I came off as venting.  I really am curious what people are hoping for.  It'd be nice to play with Clantech but until Mobile Field Bases are available, I just don't think I can swing it.  If any of the others want to rotate back (or up) once we're clearly out of Clan contracts I'll make that happen.  Barring one of the Company COs wanting to move, I'll likely leave them in place and keep the chain of command consistent.  We're intended to be a Medium/Heavy unit focused on raiding so will stick to those kind of missions generally.  Rob's said the post-Tukayyid timeframe tends to be quieter so we'll see what's available.

all good Im in agreement
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Re: Tukayyid wish list - what's in your salvage?
« Reply #10 on: March 09, 2020, 11:36:55 PM »

While the 50T may still be a mystery to me, my mech choice is a bit more clear. A Griffin 2N would be ideal. :) I’ve got 2 other mechs at ~1600 BV, and it would slot in well with them.
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deadlyfire2345

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Re: Tukayyid wish list - what's in your salvage?
« Reply #11 on: March 10, 2020, 12:00:31 AM »

Archer or crusader would be ideal. Atlas, talon, or griffin is cool too.
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Re: Tukayyid wish list - what's in your salvage?
« Reply #12 on: November 02, 2020, 04:32:57 PM »

Ok, after further consideration a Wolverine II would be my first choice and a Griffin 2N being second.
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serrate

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Re: Tukayyid wish list - what's in your salvage?
« Reply #13 on: November 07, 2020, 10:09:49 PM »

Ok, after further consideration a Wolverine II would be my first choice and a Griffin 2N being second.

How would you customize the Wolverine II? I've got one but I haven't really thought about what I need to do with it. And at least for now, it seems like it's always punching below it's weight. That might have something to do with my pilots too though, that mech hasn't always had a good pilot in it consistently.
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Re: Tukayyid wish list - what's in your salvage?
« Reply #14 on: November 08, 2020, 11:22:19 AM »

Ok, after further consideration a Wolverine II would be my first choice and a Griffin 2N being second.

How would you customize the Wolverine II? I've got one but I haven't really thought about what I need to do with it. And at least for now, it seems like it's always punching below it's weight. That might have something to do with my pilots too though, that mech hasn't always had a good pilot in it consistently.

Here's what my plan is:

1. Replace the Std Engine with an XL freeing up 7.5 tons
2. Add 2 DHS to 12
3. Increase armor from 161 to 185 (max)
4. Remove the Ultra AC/5, the MPL and remove Artemis from the SRM 6
5. Add the extra pilot seating (0.5T cargo space in the head that replaces the MPL) - not combat effective, pure RP, but worth it
6. Add an ER PPC to the RA, 3 ML to the RT, 3 ML to the LT, BAP to the LT, SPL to the CT and SPL to the RA

As my CO's ride I get the benefit of it being a command mech.  As a Scout/Skirmish lance the ER PPC gives me long range hitting power and the BAP allows me to identify targets.  The 2 SPL are 0 ammo anti-infantry weapons that are still useful in 3051, probably less useful in another 5 to 10 years.  If I need to take something out, getting in close brings 6 MLs and the SRM 6 to bear, so up to 42 points of damage with a base weapon heat of 22.  I'm heat neutral walking or running, and only +3 on the heat scale if I jump.  Given what's on the board, a Wolverine isn't going to stand out as the mech that needs to be taken out as there are far heavier and more obviously dangerous mechs this group uses.  It's also not so light to represent a relatively easy kill.  Total BV is 1680.  It's a lower BV than my Warhammer by almost 100 (1680 vs. 1773) with the same movement and DHS, plus cargo space.  The Whammy has an extra 12 points of armor and a PPC in place of the Wolverine II's 4 extra MLs and BAP.  Worse long range damage, but better bracket fire and scouting capabilities.  The final part of it is that my character started in a Wolverine so it would be good to get him back in an upgraded version of the machine he was awarded along with his Silver Sunburst.  Again a RP thing, but it adds to the appeal.
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