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Should we end the Sim?

End the Sim, we've already won anyway.
9
43%
Lets keep it going I want to kick some more simulated asses.
5
24%
Doesn't matter to me.
2
10%
Do we refer to a lance of Jenners as a Bruce?
5
24%
 
Total votes : 21

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Northern Dominus
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Postby Northern Dominus » Fri Jan 18, 2013 5:10 pm

Ularn wrote:
Northern Dominus wrote: Cool. Again she can do what she wishes, Artemus only took command because things were going to hell and nobody decided to step up but nothing's official, but I wasn't sure if you saw the big pack o' order/suggestions.

As far as the waste heat thing goes, it's sort of a thing in Battletech. See Battlemechs are sealed vehicles. That's why they can operate in the wastes of space or underwater with ease. However that sealed nature means that waste heat generated by firing weapons or the activating of the plastic myomer muscles (the stuff that makes Battlemechs run), doesn't have anywhere to go without heat sinks.

You're right about the firing one full salvo. She might be able to fire two without real adverse effects, but heat builds with weapons fire and not letting it vent means that plastics melt, electrics fry, and stuff eventually 'splodes (all of which is bad).

The battletech wiki has a lot more info about heat sinks and the waste heat principle:
http://www.sarna.net/wiki/Heat_Sinks

I remember reading that at some point. I figured that heat sinks were effectively your exhausts or air-vents; they dump the waste heat generated by the mech's engines and weapons. The more you have of them, the faster this heat can be dumped and the longer you can keep moving/jumping/shooting. With enough heat sinks, you could conceivably keep shooting forever without any risk of overheating but very few 'mechs use such a design since it would necessitate a very small armament to generate minimal heat. For everyone else your heat buildup from weapons fire is going to outpace your heat sinks ability to deal with it and eventually you're going to have to either stop shooting and wait for the sinks to catch up or carry on and run the risk of melting and other unpleasantness.

That all sound about right?
Pretty much. There's also using that tonnage for armor and ammunition depending

Feasibly, if you had a large enough chassis you could load a mech with a single ER PPC and fit it with enough double heat sinks and give it enough armor to make it sufficiently well protected and able to vent the heat to minimize firing times...but that would work just about as long as one had until some enterprising mechwarrior decided to take a pot-shot and damage all of those heat sinks.

But don't worry. LRM-15s generate only 5 points of heat per salvo, making a full-blown salvo worth 10 heat points. Artemus fired his twin medium pulse lasers multiple times. Each generates 4 heat points so thats 8 per bolt, so he's probably in a worse situation than Jazz would be. Really the only weapons that don't generate significantheat are the ballistic ones like Gauss Rifles and Autocannons. The trouble with those is those have 'splody bits themselves. Autocannon ammunition (as well as missile ammunition BTW) can explode on its own when hit without CASE, and Gauss Rifles themselves have capacitors which explode when hit hard enough.
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Ularn
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Postby Ularn » Fri Jan 18, 2013 5:19 pm

Northern Dominus wrote:
Ularn wrote:I remember reading that at some point. I figured that heat sinks were effectively your exhausts or air-vents; they dump the waste heat generated by the mech's engines and weapons. The more you have of them, the faster this heat can be dumped and the longer you can keep moving/jumping/shooting. With enough heat sinks, you could conceivably keep shooting forever without any risk of overheating but very few 'mechs use such a design since it would necessitate a very small armament to generate minimal heat. For everyone else your heat buildup from weapons fire is going to outpace your heat sinks ability to deal with it and eventually you're going to have to either stop shooting and wait for the sinks to catch up or carry on and run the risk of melting and other unpleasantness.

That all sound about right?
Pretty much. There's also using that tonnage for armor and ammunition depending

Feasibly, if you had a large enough chassis you could load a mech with a single ER PPC and fit it with enough double heat sinks and give it enough armor to make it sufficiently well protected and able to vent the heat to minimize firing times...but that would work just about as long as one had until some enterprising mechwarrior decided to take a pot-shot and damage all of those heat sinks.

But don't worry. LRM-15s generate only 5 points of heat per salvo, making a full-blown salvo worth 10 heat points. Artemus fired his twin medium pulse lasers multiple times. Each generates 4 heat points so thats 8 per bolt, so he's probably in a worse situation than Jazz would be. Really the only weapons that don't generate significantheat are the ballistic ones like Gauss Rifles and Autocannons. The trouble with those is those have 'splody bits themselves. Autocannon ammunition (as well as missile ammunition BTW) can explode on its own when hit without CASE, and Gauss Rifles themselves have capacitors which explode when hit hard enough.

Jaz is using a CPLT-C4 Catapult, so she's firing LRM-20s instead of 15s. Still, that's only 12 heat points for the whole salvo. I don't know exactly how many heat sinks the C4 has since BattleTechWiki only says they removed "some" of the C1's fifteen sinks. Basically, the C4 was designed to fire more missiles than the C1, both in terms of salvo size and ammunition reserves, but at the cost of fire rate due to poorer heat management. I don't know how significant the penalty to the fire rate actually is though, or what the C1's original fire rate was like.

EDIT: Kind of surprised that gauss guns generate less heat than missiles though. You'd think a missile would generate very little heat in the 'mech itself given that the only heat-generating bit is the missile exhaust and that's not going to be heating up the 'mech at all once the missile's left the launcher. On the other hand, real life gauss guns (such as they are) are supposed to generate so much heat that the ones with decent muzzle velocity have a tendency to melt themselves after maybe half a dozen shots.
Last edited by Ularn on Fri Jan 18, 2013 5:24 pm, edited 2 times in total.
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Northern Dominus
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Postby Northern Dominus » Fri Jan 18, 2013 5:31 pm

Ularn wrote:
Northern Dominus wrote:Pretty much. There's also using that tonnage for armor and ammunition depending

Feasibly, if you had a large enough chassis you could load a mech with a single ER PPC and fit it with enough double heat sinks and give it enough armor to make it sufficiently well protected and able to vent the heat to minimize firing times...but that would work just about as long as one had until some enterprising mechwarrior decided to take a pot-shot and damage all of those heat sinks.

But don't worry. LRM-15s generate only 5 points of heat per salvo, making a full-blown salvo worth 10 heat points. Artemus fired his twin medium pulse lasers multiple times. Each generates 4 heat points so thats 8 per bolt, so he's probably in a worse situation than Jazz would be. Really the only weapons that don't generate significantheat are the ballistic ones like Gauss Rifles and Autocannons. The trouble with those is those have 'splody bits themselves. Autocannon ammunition (as well as missile ammunition BTW) can explode on its own when hit without CASE, and Gauss Rifles themselves have capacitors which explode when hit hard enough.

Jaz is using a CPLT-C4 Catapult, so she's firing LRM-20s instead of 15s. Still, that's only 12 heat points for the whole salvo. I don't know exactly how many heat sinks the C4 has since BattleTechWiki only says they removed "some" of the C1's fifteen sinks. Basically, the C4 was designed to fire more missiles than the C1, both in terms of salvo size and ammunition reserves, but at the cost of fire rate due to poorer heat management. I don't know how significant the penalty to the fire rate actually is though, or what the C1's original fire rate was like.

EDIT: Kind of surprised that gauss guns generate less heat than missiles though. You'd think a missile would generate very little heat in the 'mech itself given that the only heat-generating bit is the missile exhaust and that's not going to be heating up the 'mech at all once the missile's left the launcher. On the other hand, real life gauss guns (such as they are) are supposed to generate so much heat that the ones with decent muzzle velocity have a tendency to melt themselves after maybe half a dozen shots.
It's sci-fi physics. Best guess is that the capacitors in the Gauss rifle either absorb or generate all or most of the heat, wherereas the missiles use rocket boosters and that's where their heat comes from.

Still, LRM-20s have NOTHING on the heat monster that is the ER PPC. 15 heat points per shot. Even with the enormous trade-off of ridiculous damage at insane ranges that's a helluva lot...
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Ularn
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Postby Ularn » Fri Jan 18, 2013 6:14 pm

By the way, did we pick up any new players while I was away?
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Northern Dominus
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Postby Northern Dominus » Fri Jan 18, 2013 6:24 pm

Ularn wrote:By the way, did we pick up any new players while I was away?
One...but I haven't seen hide nor hair of him lately...
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Ularn
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Postby Ularn » Sat Jan 19, 2013 5:33 pm

Thought it would be worth giving the support characters something to do, so gave them an excuse to watch the battle unfold while providing snarky armchair general critiques of both sides' actions.

Also, on the initial paragraphs on Chris' personal fitness; totally not in any way based on personal experience. Yeah. :?
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Northern Dominus
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Postby Northern Dominus » Sun Jan 20, 2013 4:28 am

Ularn wrote:Thought it would be worth giving the support characters something to do, so gave them an excuse to watch the battle unfold while providing snarky armchair general critiques of both sides' actions.

Also, on the initial paragraphs on Chris' personal fitness; totally not in any way based on personal experience. Yeah. :?
Since that's the case...Jazz is in no way based off of an ex-girlfriend at all right?
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Ularn
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Postby Ularn » Sun Jan 20, 2013 4:49 am

Northern Dominus wrote:
Ularn wrote:Thought it would be worth giving the support characters something to do, so gave them an excuse to watch the battle unfold while providing snarky armchair general critiques of both sides' actions.

Also, on the initial paragraphs on Chris' personal fitness; totally not in any way based on personal experience. Yeah. :?
Since that's the case...Jazz is in no way based off of an ex-girlfriend at all right?

Actually no. She started off as me trying to portray the bulldyke lesbian feminist stereotype in a more positive light by having her crush the skulls of cocksure wankers like James. In real life I think I'd be too terrified of anyone who bore any resemblance to Jaz to ever even date them, never mind break up with them! :P
Last edited by Ularn on Sun Jan 20, 2013 4:49 am, edited 1 time in total.
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Northern Dominus
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Postby Northern Dominus » Sun Jan 20, 2013 5:14 am

Ularn wrote:
Northern Dominus wrote: Since that's the case...Jazz is in no way based off of an ex-girlfriend at all right?

Actually no. She started off as me trying to portray the bulldyke lesbian feminist stereotype in a more positive light by having her crush the skulls of cocksure wankers like James. In real life I think I'd be too terrified of anyone who bore any resemblance to Jaz to ever even date them, never mind break up with them! :P
Oh c'mon, you know deep down, secretely, you always think "Hmmm, what if..."
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SaintB
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Postby SaintB » Sun Jan 20, 2013 6:24 am

Ularn wrote:
Northern Dominus wrote:Pretty much. There's also using that tonnage for armor and ammunition depending

Feasibly, if you had a large enough chassis you could load a mech with a single ER PPC and fit it with enough double heat sinks and give it enough armor to make it sufficiently well protected and able to vent the heat to minimize firing times...but that would work just about as long as one had until some enterprising mechwarrior decided to take a pot-shot and damage all of those heat sinks.

But don't worry. LRM-15s generate only 5 points of heat per salvo, making a full-blown salvo worth 10 heat points. Artemus fired his twin medium pulse lasers multiple times. Each generates 4 heat points so thats 8 per bolt, so he's probably in a worse situation than Jazz would be. Really the only weapons that don't generate significantheat are the ballistic ones like Gauss Rifles and Autocannons. The trouble with those is those have 'splody bits themselves. Autocannon ammunition (as well as missile ammunition BTW) can explode on its own when hit without CASE, and Gauss Rifles themselves have capacitors which explode when hit hard enough.

Jaz is using a CPLT-C4 Catapult, so she's firing LRM-20s instead of 15s. Still, that's only 12 heat points for the whole salvo. I don't know exactly how many heat sinks the C4 has since BattleTechWiki only says they removed "some" of the C1's fifteen sinks. Basically, the C4 was designed to fire more missiles than the C1, both in terms of salvo size and ammunition reserves, but at the cost of fire rate due to poorer heat management. I don't know how significant the penalty to the fire rate actually is though, or what the C1's original fire rate was like.

EDIT: Kind of surprised that gauss guns generate less heat than missiles though. You'd think a missile would generate very little heat in the 'mech itself given that the only heat-generating bit is the missile exhaust and that's not going to be heating up the 'mech at all once the missile's left the launcher. On the other hand, real life gauss guns (such as they are) are supposed to generate so much heat that the ones with decent muzzle velocity have a tendency to melt themselves after maybe half a dozen shots.

A C4 has 10 heat sinks, all mounted on the engine so a volley generates about 2 extra heat so if your not moving around or doing much else while firing you can stay at that rate for a long time.
Hi my name is SaintB and I am prone to sarcasm and hyperbole. Because of this I make no warranties, express or implied, concerning the accuracy, completeness, reliability or suitability of the above statement, of its constituent parts, or of any supporting data. These terms are subject to change without notice from myself.

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Northern Dominus
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Postby Northern Dominus » Sun Jan 20, 2013 6:50 am

SaintB wrote:
Ularn wrote:Jaz is using a CPLT-C4 Catapult, so she's firing LRM-20s instead of 15s. Still, that's only 12 heat points for the whole salvo. I don't know exactly how many heat sinks the C4 has since BattleTechWiki only says they removed "some" of the C1's fifteen sinks. Basically, the C4 was designed to fire more missiles than the C1, both in terms of salvo size and ammunition reserves, but at the cost of fire rate due to poorer heat management. I don't know how significant the penalty to the fire rate actually is though, or what the C1's original fire rate was like.

EDIT: Kind of surprised that gauss guns generate less heat than missiles though. You'd think a missile would generate very little heat in the 'mech itself given that the only heat-generating bit is the missile exhaust and that's not going to be heating up the 'mech at all once the missile's left the launcher. On the other hand, real life gauss guns (such as they are) are supposed to generate so much heat that the ones with decent muzzle velocity have a tendency to melt themselves after maybe half a dozen shots.

A C4 has 10 heat sinks, all mounted on the engine so a volley generates about 2 extra heat so if your not moving around or doing much else while firing you can stay at that rate for a long time.
So in temperate condition that translates to...what, two volleys before you get the computer screaming about heat?

Granted that means 80 missiles in the air in rapid succession and a VERY bad day for the unlucky clod on the business end of that salvo if most manage to strike.
Last edited by Northern Dominus on Sun Jan 20, 2013 6:51 am, edited 1 time in total.
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SaintB
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Postby SaintB » Sun Jan 20, 2013 8:25 am

Northern Dominus wrote:
SaintB wrote:A C4 has 10 heat sinks, all mounted on the engine so a volley generates about 2 extra heat so if your not moving around or doing much else while firing you can stay at that rate for a long time.
So in temperate condition that translates to...what, two volleys before you get the computer screaming about heat?

Granted that means 80 missiles in the air in rapid succession and a VERY bad day for the unlucky clod on the business end of that salvo if most manage to strike.

In regular TT play they'd have about 5-10 shots before heat was even a concern but yeah by our reckoning about 2 volleys would be where the warning is displayed.

BTW, I rolled for all those hits and Jesus H Christ guys. This incident should probably keep most of you from feeling too invincible now lol.
Hi my name is SaintB and I am prone to sarcasm and hyperbole. Because of this I make no warranties, express or implied, concerning the accuracy, completeness, reliability or suitability of the above statement, of its constituent parts, or of any supporting data. These terms are subject to change without notice from myself.

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Ularn
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Postby Ularn » Sun Jan 20, 2013 11:21 am

SaintB wrote:BTW, I rolled for all those hits and Jesus H Christ guys. This incident should probably keep most of you from feeling too invincible now lol.

You really think that? Right now I'm thinking I just picked the best 'mech in the game! :twisted:

Out of interest, is a critical hit likely to be a regular occurrence whenever I launch forty LRMs at once or was this time just luck combined with the Centurion already being a bit roughed up?
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Northern Dominus
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Postby Northern Dominus » Sun Jan 20, 2013 1:37 pm

SaintB wrote:
Northern Dominus wrote:So in temperate condition that translates to...what, two volleys before you get the computer screaming about heat?

Granted that means 80 missiles in the air in rapid succession and a VERY bad day for the unlucky clod on the business end of that salvo if most manage to strike.

In regular TT play they'd have about 5-10 shots before heat was even a concern but yeah by our reckoning about 2 volleys would be where the warning is displayed.

BTW, I rolled for all those hits and Jesus H Christ guys. This incident should probably keep most of you from feeling too invincible now lol.
Oh surely not. Odds are there's even more nastiness over the horizon in store for the GSS.

Either that or we're just that damn good :p

Ularn wrote:
SaintB wrote:BTW, I rolled for all those hits and Jesus H Christ guys. This incident should probably keep most of you from feeling too invincible now lol.

You really think that? Right now I'm thinking I just picked the best 'mech in the game! :twisted:

Out of interest, is a critical hit likely to be a regular occurrence whenever I launch forty LRMs at once or was this time just luck combined with the Centurion already being a bit roughed up?
Well it certainly can bring the pain as far as indirect fire support...just don't get caught too close to a brawler mech like a Centurion :P

As far as the critical hit thing, yeah that's probably due to the mech being punished to begin with, but even starting fresh, a 40 missile salvo could potentially take an arm off of a mech or strip away a lot of torso armor in one shot. However, that being said, depending on how SaintB rolls there could potentially be a series of missiles hitting the same spot and drilling into something critical like ammunition or a capacitor of some kind...
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Ularn
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Postby Ularn » Sun Jan 20, 2013 4:58 pm

Northern Dominus wrote:Well it certainly can bring the pain as far as indirect fire support...just don't get caught too close to a brawler mech like a Centurion :P

As far as the critical hit thing, yeah that's probably due to the mech being punished to begin with, but even starting fresh, a 40 missile salvo could potentially take an arm off of a mech or strip away a lot of torso armor in one shot. However, that being said, depending on how SaintB rolls there could potentially be a series of missiles hitting the same spot and drilling into something critical like ammunition or a capacitor of some kind...

Hmmm...maybe I should swap the LRM-20s for a couple of Arrow IVs for lulz. then again, I suppose it's better for Jaz if she occasionally leaves enough of her enemy's wreckage behind to salvage for parts.

There's so much to love about the Catapult though. As long as you've got some friendly 'mechs in front of you to keep the enemy at bay, you can spam missiles to your heart's content. And if something does manage to sneak past your front lines to harass the support 'mechs then those jump jets mean that the Catapult can probably outrun anything it can't outfight as well as being able to bounce away if they get inside of your LRMs' minimum range. Worst case scenario; it can still attempt a highlander burial.
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SaintB
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Postby SaintB » Sun Jan 20, 2013 6:11 pm

Ularn wrote:
SaintB wrote:BTW, I rolled for all those hits and Jesus H Christ guys. This incident should probably keep most of you from feeling too invincible now lol.

You really think that? Right now I'm thinking I just picked the best 'mech in the game! :twisted:

Out of interest, is a critical hit likely to be a regular occurrence whenever I launch forty LRMs at once or was this time just luck combined with the Centurion already being a bit roughed up?

Luck plus roughed up mostly but there is always a chance that a weapon can score a through armor critical which could also result in that kind of instant death. Just remember the weaknesses that apply to enemy 'mechs apply to yours too ;)

As Dom mentioned to, a powerhouse weapon (like anything with a 20 after the name) could kill a fresh 'mech in one shot.

But to quote my buddy Shawn, who played a pilot named Eddie Takaida (You might meet him in this RP) "The first time I said 'That's a nice rack' I was referring to a Catapult."
Last edited by SaintB on Sun Jan 20, 2013 6:15 pm, edited 1 time in total.
Hi my name is SaintB and I am prone to sarcasm and hyperbole. Because of this I make no warranties, express or implied, concerning the accuracy, completeness, reliability or suitability of the above statement, of its constituent parts, or of any supporting data. These terms are subject to change without notice from myself.

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Ularn
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Postby Ularn » Sun Jan 20, 2013 6:26 pm

SaintB wrote:But to quote my buddy Shawn, who played a pilot named Eddie Takaida (You might meet him in this RP) "The first time I said 'That's a nice rack' I was referring to a Catapult."

I just imagined how much your dice are going to hate me after rolling for damage forty times whenever Jaz finds something to shoot at :P
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SaintB
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Postby SaintB » Sun Jan 20, 2013 6:36 pm

Ularn wrote:
SaintB wrote:But to quote my buddy Shawn, who played a pilot named Eddie Takaida (You might meet him in this RP) "The first time I said 'That's a nice rack' I was referring to a Catapult."

I just imagined how much your dice are going to hate me after rolling for damage forty times whenever Jaz finds something to shoot at :P

Actually its pretty easy, LRM missiles do 1 damage per missile, the hard part is either rolling or picking the spread. I have the same issue when HP launches a missile volley with his 4 clan LRM 10's
Hi my name is SaintB and I am prone to sarcasm and hyperbole. Because of this I make no warranties, express or implied, concerning the accuracy, completeness, reliability or suitability of the above statement, of its constituent parts, or of any supporting data. These terms are subject to change without notice from myself.

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Ularn
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Postby Ularn » Sun Jan 20, 2013 6:41 pm

SaintB wrote:
Ularn wrote:I just imagined how much your dice are going to hate me after rolling for damage forty times whenever Jaz finds something to shoot at :P

Actually its pretty easy, LRM missiles do 1 damage per missile, the hard part is either rolling or picking the spread. I have the same issue when HP launches a missile volley with his 4 clan LRM 10's

Ah. I'd pictured you having to roll forty 'to hit' rolls and then re-roll about thirty of those for damage and that's before we even think about saves. Then again, my tabletop war gaming experience consists mainly of Warhammer 40,000. I played Orks, so I got to roll a lot of dice. :P
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SaintB
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Founded: Apr 18, 2007
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Postby SaintB » Sun Jan 20, 2013 7:03 pm

Ularn wrote:
SaintB wrote:Actually its pretty easy, LRM missiles do 1 damage per missile, the hard part is either rolling or picking the spread. I have the same issue when HP launches a missile volley with his 4 clan LRM 10's

Ah. I'd pictured you having to roll forty 'to hit' rolls and then re-roll about thirty of those for damage and that's before we even think about saves. Then again, my tabletop war gaming experience consists mainly of Warhammer 40,000. I played Orks, so I got to roll a lot of dice. :P


Nope see this table helps decide how many missiles hit, you just roll 2 six sided dice (2d6) and total them up real simple. When rolling your missile hits and damage I rolled an 8 and a 10. Then I rolled on this table, I cheated and rolled a 12 sided die for how many landed in a location.
Hi my name is SaintB and I am prone to sarcasm and hyperbole. Because of this I make no warranties, express or implied, concerning the accuracy, completeness, reliability or suitability of the above statement, of its constituent parts, or of any supporting data. These terms are subject to change without notice from myself.

Every day NationStates tells me I have one issue. I am pretty sure I've got more than that.

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Northern Dominus
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Posts: 14337
Founded: Aug 23, 2010
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Postby Northern Dominus » Mon Jan 21, 2013 4:54 am

Ularn wrote:
Northern Dominus wrote:Well it certainly can bring the pain as far as indirect fire support...just don't get caught too close to a brawler mech like a Centurion :P

As far as the critical hit thing, yeah that's probably due to the mech being punished to begin with, but even starting fresh, a 40 missile salvo could potentially take an arm off of a mech or strip away a lot of torso armor in one shot. However, that being said, depending on how SaintB rolls there could potentially be a series of missiles hitting the same spot and drilling into something critical like ammunition or a capacitor of some kind...

Hmmm...maybe I should swap the LRM-20s for a couple of Arrow IVs for lulz. then again, I suppose it's better for Jaz if she occasionally leaves enough of her enemy's wreckage behind to salvage for parts.

There's so much to love about the Catapult though. As long as you've got some friendly 'mechs in front of you to keep the enemy at bay, you can spam missiles to your heart's content. And if something does manage to sneak past your front lines to harass the support 'mechs then those jump jets mean that the Catapult can probably outrun anything it can't outfight as well as being able to bounce away if they get inside of your LRMs' minimum range. Worst case scenario; it can still attempt a highlander burial.
All true enough, but all of that suddenly goes out the window a decent striker type mech gets past...

I thought there was an Arrow IV variant of the Catapult already in place? And maybe that should be a future potential upgrade to the Bulldyke :D Either that or swapping down to LRM-10s and tacking on Artemis IV FCS'. More ammo and more accuracy after all.

SaintB wrote:
Ularn wrote:Ah. I'd pictured you having to roll forty 'to hit' rolls and then re-roll about thirty of those for damage and that's before we even think about saves. Then again, my tabletop war gaming experience consists mainly of Warhammer 40,000. I played Orks, so I got to roll a lot of dice. :P


Nope see this table helps decide how many missiles hit, you just roll 2 six sided dice (2d6) and total them up real simple. When rolling your missile hits and damage I rolled an 8 and a 10. Then I rolled on this table, I cheated and rolled a 12 sided die for how many landed in a location.
Kinda makes you wish everybody used nothing but PPCs, autocannons, and lasers doesn't it?
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Ularn
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Founded: Oct 23, 2011
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Postby Ularn » Mon Jan 21, 2013 5:28 am

Northern Dominus wrote:
Ularn wrote:Hmmm...maybe I should swap the LRM-20s for a couple of Arrow IVs for lulz. then again, I suppose it's better for Jaz if she occasionally leaves enough of her enemy's wreckage behind to salvage for parts.

There's so much to love about the Catapult though. As long as you've got some friendly 'mechs in front of you to keep the enemy at bay, you can spam missiles to your heart's content. And if something does manage to sneak past your front lines to harass the support 'mechs then those jump jets mean that the Catapult can probably outrun anything it can't outfight as well as being able to bounce away if they get inside of your LRMs' minimum range. Worst case scenario; it can still attempt a highlander burial.
All true enough, but all of that suddenly goes out the window a decent striker type mech gets past...

I thought there was an Arrow IV variant of the Catapult already in place? And maybe that should be a future potential upgrade to the Bulldyke :D Either that or swapping down to LRM-10s and tacking on Artemis IV FCS'. More ammo and more accuracy after all.

The CPLT-C3 mounts a pair of Arrow IVs instead of LRM-15s. Unfortunately it can only carry one ton of ammo, equal to five reloads, so it's pretty much essential that you tie it to an external ammo supply of some kind. That's the main reason I went for the C4 instead; more mobile and independent.

However, since the C4's basically a C1 that trades its lasers for ammo, I imagine you could take the same approach with a C3 to give yourself more reloads. If GSS ever gets its hands on a pair of Arrow IVs then Jaz might try calling dibs on them whenever the mission involves defending an objective. That way she can sit on an ammo dump and missilespam to her heart's content. However, it probably wouldn't be a suitable loadout for a mission like this where she has to keep pretty mobile, so here she'd probably stick with the LRM-20s. I'm assuming that swapping out the weapons between deployments like that would be relatively easy?

And I think I'd possibly go for a pair of Streak LRM-20s over the Artemis IV given the choice.
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Jesus was a carpenter, so really I'm the one doing God's work - all anyone else cares about is what he got up to on the dole!

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Northern Dominus
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Founded: Aug 23, 2010
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Postby Northern Dominus » Mon Jan 21, 2013 6:03 am

Ularn wrote:
Northern Dominus wrote: All true enough, but all of that suddenly goes out the window a decent striker type mech gets past...

I thought there was an Arrow IV variant of the Catapult already in place? And maybe that should be a future potential upgrade to the Bulldyke :D Either that or swapping down to LRM-10s and tacking on Artemis IV FCS'. More ammo and more accuracy after all.

The CPLT-C3 mounts a pair of Arrow IVs instead of LRM-15s. Unfortunately it can only carry one ton of ammo, equal to five reloads, so it's pretty much essential that you tie it to an external ammo supply of some kind. That's the main reason I went for the C4 instead; more mobile and independent.

However, since the C4's basically a C1 that trades its lasers for ammo, I imagine you could take the same approach with a C3 to give yourself more reloads. If GSS ever gets its hands on a pair of Arrow IVs then Jaz might try calling dibs on them whenever the mission involves defending an objective. That way she can sit on an ammo dump and missilespam to her heart's content. However, it probably wouldn't be a suitable loadout for a mission like this where she has to keep pretty mobile, so here she'd probably stick with the LRM-20s. I'm assuming that swapping out the weapons between deployments like that would be relatively easy?

And I think I'd possibly go for a pair of Streak LRM-20s over the Artemis IV given the choice.
Uh...you may WANT it but unfortunately if you look at the box in the upper right on the wikipedia page it says Clan Experimental. So not only do you run into the problem of getting a pair of them into the hands of some random mechwarrior (no offense but in the Battletech Universe, the GSS are sorta minor players compared with big merc commands like the Eridani Light Horse or Wolf's Dragoons), but then you have the problem of mating cutting-edge clan tech to relatively primitive Inner Sphere tech. Not saying it can't be done, but wholly crap how expensive and technically complicated...

Here's another idea: mounting twin MML-7s with Artemis IV FCS. They weigh less than LRM-20 launchers, have a lot more tactical flexibility than straight-up LRMs while still delivering a significant indirect fire punch, and mated to an Artemis IV FCS you'd have to shoot backwards in order to miss badly.
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Ularn
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Founded: Oct 23, 2011
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Postby Ularn » Mon Jan 21, 2013 7:21 am

I actually thought about twin MML-9s when you suggested the Artemis IV system. It's a possibility anyway, along with bringing in the Arrow IV on occasion or maybe even permanently depending on how much shooting Jaz does in a battle. The Streak LRM-20 system is maybe a long term goal; I'm sure at some point SaintB's going to put us up against some clan 'mechs so it might happen one day. Swapping the small laser for some kind of SRM system might be worth looking into as well, or maybe I'll just lose it entirely and take some more ammo.

I'll see about tinkering with the design once they've had a few more battles, got some varied experience and I've seen what would best suit Jaz's combat style. By then GSS will hopefully have accrued enough salvage to make the upgrades possible as well.
Last edited by Ularn on Mon Jan 21, 2013 7:25 am, edited 2 times in total.
ULARN INTERSTELLAR FEDERATION
Many Worlds; One Ring!
FACTBOOK | Q&A | EMBASSIES & FOREIGN OFFICE | #NSFT | #NSLegion | TRIPLICATE DEFENCE INDUSTRIES
P2tM
Broken World: Beastmasters | Of Zombies and Men
Jesus was a carpenter, so really I'm the one doing God's work - all anyone else cares about is what he got up to on the dole!

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Northern Dominus
Postmaster-General
 
Posts: 14337
Founded: Aug 23, 2010
Ex-Nation

Postby Northern Dominus » Mon Jan 21, 2013 7:39 am

Ularn wrote:I actually thought about twin MML-9s when you suggested the Artemis IV system. It's a possibility anyway, along with bringing in the Arrow IV on occasion or maybe even permanently depending on how much shooting Jaz does in a battle. The Streak LRM-20 system is maybe a long term goal; I'm sure at some point SaintB's going to put us up against some clan 'mechs so it might happen one day. Swapping the small laser for some kind of SRM system might be worth looking into as well, or maybe I'll just lose it entirely and take some more ammo.

I'll see about tinkering with the design once they've had a few more battles, got some varied experience and I've seen what would best suit Jaz's combat style. By then GSS will hopefully have accrued enough salvage to make the upgrades possible as well.
Hopefully.

Bear in mind I'm not one for "Boating" under most circumstances, so take my suggestions with a grain of salt. I happen to like the idea of an MML because it reduces the need to take up additional rack space for long and short range indirect fire. Call me old-fashioned but I like having a weapon to fall back on when one suddenly realizes "oh shit, they got within my arc of fire and I my big-hitter weapon is nullified".

Which is why I like the concept of MML's. You have a weapon that does the job of two missile launchers and has a lot of tactical flexibility over a wide range.
Last edited by Northern Dominus on Mon Jan 21, 2013 7:43 am, edited 1 time in total.
Battletech RP: Giant walking war machines, space to surface fighters, and other implements blowing things up= lots of fun! Sign up here
We even have a soundtrack!

RIP Caroll Shelby 1923-2012
Aurora, Oak Creek, Happy Valley, Sandy Hook. Just how high a price are we willing to pay?

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