Modifying your mech

Discussion in 'Campaign - Reunification War' started by Skwisgaar, Mar 6, 2013.

  1. Skwisgaar

    Skwisgaar XO Thrall

    Messages:
    15,680
    Likes Received:
    15,617
    Trophy Points:
    113
    Location:
    East TN (EST)
    Ætt (Clan):
    Svinfylking
    If you decide to spend some TP on mods after finalizing your mech choice, here's the best way to submit your design.

    Use the mechlab program of your choice to create the MTF file. Once you've got the file, upload it to the Dropbox under the filepath "Dropbox\Megamek\submitted custom designs\ReuniWar Campaign Designs". From there I can download it and add it as a refit kit in MekHQ. Be sure to put your name in the file name so I know whose mech to apply it to.

    If you don't have access to the Dropbox contact Magnus and he'll get you set up.

    Technologies that are off limits to us (but not the SLDF):

    Endo Steel
    XL engines
    Double Heat Sinks (may be salvaged)

    ------

    Technologies not available to us at the beginning of the campaign:

    Ferro-Fibrous
    CASE
     
    Last edited: Mar 7, 2013
  2. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    please only submit designs you are ACTUALLY USING CURRENTLY. We don't need 50+ uber-designs that have no chance of seeing play in the campaign.
     
  3. Hordac

    Hordac New Guy Thrall

    Messages:
    730
    Likes Received:
    0
    Trophy Points:
    0
    Location:
    North Carolina, USA
    So is this for stuff we want to do eventually? XLs, double heatsinks, etc or just if we want to improve on our mech with currently available equipment?
     
  4. Skwisgaar

    Skwisgaar XO Thrall

    Messages:
    15,680
    Likes Received:
    15,617
    Trophy Points:
    113
    Location:
    East TN (EST)
    Ætt (Clan):
    Svinfylking
    Just with what you have available now.
     
  5. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    skwi, add this to the first post:

    ====

    Technologies that are off limits to us (but not the SLDF):

    Endo Steel (cannot be salvaged)
    XL engines (may be salvaged)
    Double Heat Sinks (may be salvaged)

    ------

    Technologies not available to us at the beginning of the campaign:

    Ferro-Fibrous
    CASE


    ====

    anything that i'm missing skwi?
     
    Last edited: Mar 7, 2013
  6. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    GOOD NEWS EVERYONE!

    The "Armor Swap" upgrade on the TP Chart has changed to be a little cheaper to implement (sort of).

    Changing Armor types will still cost you 1 TP, but if you are only adding, subtracting, or rearranging armor points (again, not changing the type of armor), it is now a free service. This should give many players a lot more flexibility in the customization of their mechs. However, please keep in mind that the GMs have to still implement any changes made no matter how small they are. We ask you to please not abuse this free service. Also, remember that ALL upgrades still take time in-game to implement.
     
    Last edited: Mar 7, 2013
  7. Hordac

    Hordac New Guy Thrall

    Messages:
    730
    Likes Received:
    0
    Trophy Points:
    0
    Location:
    North Carolina, USA
    Ok so now that Fet is staying in Claymore to run lights I need a new mech. Now I am looking at the TP cost chart 3.1a and I am trying to make sure I have this right before I start mucking around. I am just not sure what the line is between Basic and Advance Equipment when it comes to weapons and such. And when yall straighten me out on that, for whatever level, is that a per piece of equipment like 1 jumpjet/medium laser added costs 1 TP or you can add 3 JJ/mediums lasers for 1 TP or 3 TP? Just all around confused cause havent really paid that much attention to it since I wanst planning on modding my Firebee. Any and all help would be appreciated.
     
  8. Orcinus

    Orcinus Veteran DovaOrca Berserker

    Messages:
    2,573
    Likes Received:
    412
    Trophy Points:
    83
    Gender:
    Male
    Location:
    <Redacted>
    Basic Equipment (1 TP) is anything* that takes up a single critical slot (i.e. a Medium Laser, or a Single Heat Sink)
    *with the exception of CASE
    That 1 TP allows you to modify everything that is able to be modified.
    So you can change the number of single heat sinks AND add/remove 1-slot weapons all for a single TP.
     
  9. Hordac

    Hordac New Guy Thrall

    Messages:
    730
    Likes Received:
    0
    Trophy Points:
    0
    Location:
    North Carolina, USA
    Ok got that part. Now --->

    "Adv. Equipment Class D (Maintenance) 2 Add/remove ALL Equipment (excludes Structural Upgrades and Experimental parts) "

    So does that mean you can strip it down to bare bones of skeleton and engine, and add back whatever new weapons, JJs, and more single heat sinks you want?
     
  10. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    skeleton/internal structure = STRUCTURAL Upgrades ;)

    engine = ENGINE Swap Upgrade

    Neither is covered under Adv. Equipment Upgrade. Adv. Equipment Upgrade works the exact same as the Basic Equipment Upgrade except now you can swap out equipment (ie weapons, double heat sinks, etc.) that take up multiple slots (remember that to switch from one heat sink type to another you still have to pay for the Heat Sink Upgrade separately). Apologies for the Upgrade Sheet being a bit vague. I was trying to not get too wordy and fit it all on one sheet of paper. I will be sure to update the tech Point sheet to be more explicit about what is and is not covered under the various upgrades. Check back in 24 hrs.
     
    Last edited: Mar 11, 2013
  11. Hordac

    Hordac New Guy Thrall

    Messages:
    730
    Likes Received:
    0
    Trophy Points:
    0
    Location:
    North Carolina, USA
    That is what I said I thought. The mech is the base skeleton with its original engine and armor type and you are adding on weapons, JJs, and same heat sink type just in different numbers. What I am trying to do is take the Icarus II, get rid of the AC/10, ammo, and small laser and put in a PPC more heat sinks and some machine guns. If I am understanding correctly that is what is covered by the Advance Equipment bracket at cost of 2 TP.

    I worked one up and added it to my design folder on dropbox so if I am correct that will be the mech I am running. Will also change up my pilot stats a bit just need to make sure the mech is legal first.
     
    Last edited: Mar 11, 2013
  12. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    Oh sry... when you said "strip it down to bare bones of skeleton and engine" i thought you meant strip it down of skeleton and engine to bare bones. :lol: You are correct; 2 TP will let you swap out ALL weapons, heat sinks and JJs. Adjustment of armor points is free so go nuts with it. However, if switching from say... primitive armor to standard, that will cost you 1 TP. But yeah, looks like you are solid. Funny enough, Val is doing the same thing; PPC + 3 medium lasers + flamer for infantry + 13 or so heat sinks + max armor. It is a good setup. I would likely do the exact same thing
     
    Last edited: Mar 11, 2013
  13. Hordac

    Hordac New Guy Thrall

    Messages:
    730
    Likes Received:
    0
    Trophy Points:
    0
    Location:
    North Carolina, USA
    I debated Flamer vs Mguns for anti-infrantry work. Ended up with Mguns due to no heat generation and the ability to turn it up to 6 shots a round. :D And with that I shall go fix my character sheet with the latest round of numbers.
     
  14. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    I highly recommend using a flamer instead of machine guns; no ammo explosion + better damage against infantry + set shit on fire FTW. Machine guns are better used on vehicles because the machine guns can use rapid fire with wild abandonment with no heat concerns. Even a small hovercraft with 4 machine guns on rapid fire is brutal (rapid fire mode causes a lot of excess heat; makes it harder to use with mechs).

    My point is, MGs work differently on mechs than what you are used to with the VTOLs. They create heat on rapid fire mode. A LOT of it. More than a flamer... and as much as 6 heat per MG (damage and heat w/rapid fire is 1d6). When you consider that flamers do more damage to infantry (at least comparing with standard fire rate... not sure about rapid), there is honestly no good reason to take an MG on a mech over a flamer. Even the heat that a flamer creates is negligible because most non-antiinfantry weapons do tiny amounts of damage. If you are shooting at infantry, you are better off just not firing most of your other weapons... hence... the heat is not an issue.

    Val's build just fyi:

    Icarus II
    ICR-1S "Val-Refit"

    Config:Biped
    TechBase:Inner Sphere
    Era:2500
    Source:Star League
    Rules Level:2

    Mass:40
    Engine:160 Fusion Engine(IS)
    Structure:Standard
    Myomer:Standard

    Heat Sinks:13 Single
    Walk MP:4
    Jump MP:4

    Armor:Standard(Inner Sphere)
    LA Armor:12
    RA Armor:12
    LT Armor:15
    RT Armor:15
    CT Armor:18
    HD Armor:9
    LL Armor:20
    RL Armor:20
    RTL Armor:5
    RTR Armor:5
    RTC Armor:6

    Weapons:5
    Medium Laser, Right Torso
    Medium Laser, Center Torso
    PPC, Left Arm
    Flamer, Right Arm
    Medium Laser, Left Torso

    EDIT: straight from the source just to set things straight:

    ---

    Rapid-fire Mode
    A machine gun may be modifi ed to fi re at a much higher rate
    than normal, chewing up huge amounts of ammunition but
    significantly increasing the weapon’s damage potential. The
    controlling player must mark any machine guns to be used in
    rapid-fi re mode on the record sheet at the beginning of the game,
    and the weapons must be rapid-fi red for the entire game.
    Each time the weapon is rapid-fi red, roll 1D6 to determine the
    heat generated. This number also becomes the damage infl icted
    by the weapon if it hits (it is possible for a burst to infl ict only 1
    point of damage). Each rapid-fi re burst uses a number of rounds
    equal to the damage it infl icted x 3.
    Rapid-fi re machine guns do not infl ict increased damage on
    conventional infantry.
    Conventional infantry may not use Rapid
    Fire mode. Battle Armor may use this rule, and roll for each active
    trooper fi ring an MG separately.
    light and Heavy Machine Guns: For light machine guns, the
    damage and heat is 1D6 –1 (to a minimum of 1); for heavy machine
    guns the damage and heat is 1D6 +1.


    ---

    In summary:

    So basically, when choosing a anti-infantry weapon for a mech, reach for a flamer. There is just no good reason not to. I should add that inferno SRMs are actually fairly effective too (deal 3 damage per missile) and they obviously have much better range. Infernos also have a bit more flexibility as they are far more effective against vehicles than a flamer. The drawback, however, is their damage doesn't come anywhere near as effective as a single flamer's 4d6 damage in the anti-infantry role. I would pick one or the other, but you don't really need both infernos AND a flamer, especially if you have help.

    P.S. Not trying to be a negative nancy about your build, Hordac. Please forgive me if it sounds like that. Just wanted to give you all the info so you can see for yourself :)
     
    Last edited: Mar 11, 2013
  15. Hordac

    Hordac New Guy Thrall

    Messages:
    730
    Likes Received:
    0
    Trophy Points:
    0
    Location:
    North Carolina, USA
    Flamers may be better but well I like the idea of Machine guns better for some reason. Eccentricity is allowed :dbanana: Plus I was trying to keep it mixed up a bit cause I was seriously tempted to make a Eisenfaust with 3/5/3, 2 PPCs, and 16 heatsinks but felt that was a bit too much min/maxing :D
     
    Last edited: Mar 11, 2013
  16. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    Hey, no problems there. You are talking to the GM who let another player take a spot welder into combat. :lol: Like I said, just wanted to give you the full picture. I guess another way of looking at it is your MG on rapid fire can pull double duty against harder targets like mechs; it will deal a little more damage than a flamer would.

    Just don't feel too bad about min/maxing when you need to. I have already accounted for that in the game mechanics. I don't like to pull punches. It takes all the "fun" out of an RPG. :lol:

    (that may or may not be a dwarf fortress reference)
     
    Last edited: Mar 12, 2013
  17. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

    Messages:
    23,379
    Likes Received:
    13,460
    Trophy Points:
    113
    Location:
    Misery
    Yep, that's a Valmech.
     
  18. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    no it's not... needs moar medium lazors and claws with TSM ;)
     
  19. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

    Messages:
    23,379
    Likes Received:
    13,460
    Trophy Points:
    113
    Location:
    Misery
    Well, I didn't want to piss you off and call it a Magnusmech ;)
     
  20. Tzeentch

    Tzeentch Bigfoot Hirdman

    Messages:
    2,181
    Likes Received:
    1,650
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Eye of Terror
    Ætt (Clan):
    Svinfylking
    As soon as I get access to Ferro Fibrous, my plans to modify my Talos are as follows. Rip out the SRM6 rack and the ammo for it, install FF, and drop 1 point of armor from each leg. Allows me to install an additional 2 lrm5s and a ton of ammo for them to decimate enemies at range.

    Or I could upgrade to 250 engine and replace the already existing LRM5s for 2 srm4s with a ton of ammo. Run around at 5/8 as the brawler of the group, because the Talos has too much armor to have any business running around like a firebee. :D

    ..... holy crap I made a 50 ton fire bee with more armor and an ac10... what have I done?

    Edit: This of course unless I see a SLDF Hammerhands, notably a 3D. In which case I'm running right up to that bastard and aiming high for the cockpit. Totally willing to risk getting my Talos wrecked to be able to kill the pilot and salvage his Hammerhands. I want that mech something awful.
     
    Last edited: Mar 12, 2013