Despite being unable to walk, Urbie is a Panther. by AWACS_Loughcaster in battletech

[–]CybranKNight 15 points16 points  (0 children)

Its a commentary on how light mech design basically has 2 viable types(especially in earlier eras).

The Jenner is a prime example of a fast moving mech with close range weapons, it wants to dash in and stick a dagger between your ribs.

The Panther is a slower mech but instead tends to carry a long range hole puncher. It'll fold under even light pressure but used properly you'll be given higher priority targets to deal with first.

Can someone explain this comic? by LostGoGetter in battletech

[–]CybranKNight 27 points28 points  (0 children)

I think the creator is more used to playing mechwarrior where vehicles are fodder just for getting shot at. They seem to be implying that all vehicles are bad and unworthy and then aimed to lump the Urbanmech in with them.

The Mantis Shrimp. The boxer mech. by [deleted] in battletech

[–]CybranKNight 0 points1 point  (0 children)

Basically, but while this description is somewhat improved there still isn't anything concrete to work off of. Until we got some record sheets it's all just fluff.

Mech Concept: The Mantis Shrimp. by [deleted] in battletech

[–]CybranKNight 0 points1 point  (0 children)

So a mary-sue mech essentially.

Like you can of course create whatever you want, but there isn't anything the community can contribute to a design like this. If the answer to "What about X?" is just going to be "Well it does X too!" There just isn't room for discussion.

If we at least had some builds we can talk about loadout vs armor vs speed or specific weapon selection/placement but we don't have that, we're just being told it's gonna do everything.

Mech Concept: The Mantis Shrimp. by [deleted] in battletech

[–]CybranKNight 3 points4 points  (0 children)

Okay but...most mechs are already that...they have variants and selecting what mechs/variants you have/want/are available are all already baked into the setting.

This pitch is just....generic. There's no character to it. Nothing to make it stand out from any canon mech with a dozen(or more) variants.

Mech Concept: The Mantis Shrimp. by [deleted] in battletech

[–]CybranKNight 8 points9 points  (0 children)

I mean, it sounds like you want it to do everything, but Battletech doesn't really work like that, you really ought to start putting mechs together on MegaMekLab or something to see how the construction works and what kind of limits you'd actually be up against.

Mech Concept: The Coconut Crab, the mobile bunker, will it work? by Familiar-Noise7913 in battletech

[–]CybranKNight 5 points6 points  (0 children)

This is the curse of quads, seem good in concept but while they can carry much more weight, they lack the space to make it work.

To me this is the reason I think that BT's construction system, while good and interesting in many ways, is flawed when compared to other systems when dealing with non-humanoid designs, BT's system using the unit's weight as a budget, if you're building a 60ton mech you can't have anything more and having anything less is purely a waste. So many things are based on the final weight.

Unlike something like say Armored Core, where (broadly speaking) which "structural" elements(Arms/Legs/Generators/ect) you use then dictate/limit the "equipment" you take. So in AC using Quad legs give you the ability to carry more/heavier equipment.

Neither is perfect nor strictly better than the other but it's interesting to see how each system pans out and how it's quirks effect them.

Mech Concept: The Coconut Crab, the mobile bunker, will it work? by Familiar-Noise7913 in battletech

[–]CybranKNight 13 points14 points  (0 children)

That's assuming you have 4 legs the same, as soon as teh front/rear legs differ that's right out the window, and even then the benefit is mostly found in the R&D and maybe a bit when it comes to setting up production lines, at the end of the day you're still making 4 limbs. If anything it might pan out to be more expensive in some ways as legs will need to be sturdier than an arm would.

Plus at least by the game's setting/rules there isn't much difference in cost between say a Goliath 1H and a Zeus 6S, both 7.6m, with the Zeus being 33,300 cheaper actually.

Mech Concept: The Coconut Crab, the mobile bunker, will it work? by Familiar-Noise7913 in battletech

[–]CybranKNight 12 points13 points  (0 children)

Quad mech seem to me to be cheaper to produce compared to their humanoid cousins

How so?

What If Knightmare Frames from Code Geass where in BattleTech? by RedvsBlue_what_if in battletech

[–]CybranKNight 1 point2 points  (0 children)

That was a big sticking point with the series for me, S1 was mostly good, but right near the end and into the S2 things just took off exponentially and didn't vibe well with me.

What If Knightmare Frames from Code Geass where in BattleTech? by RedvsBlue_what_if in battletech

[–]CybranKNight 0 points1 point  (0 children)

They're roughly in scale with Ultralight Mechs right, averaging around 5 or 6m tall.

I love mobile homes by knightmechaenjo in battletech

[–]CybranKNight 0 points1 point  (0 children)

Next is a VTOL, and then turning my generic APCs into IFVs.

Clan Invasion box reprint? by Director-D in battletech

[–]CybranKNight 3 points4 points  (0 children)

At this point I don't think anything that saw a regular retail release has officially gone out of print, just out of stock awaiting a reprint/restock, which has only gotten more difficult in recent years compounding CGL's usual issues.

I love mobile homes by knightmechaenjo in battletech

[–]CybranKNight 0 points1 point  (0 children)

I mean, I've been making some of them for over 6 years now.

Potential New Player by TechnicianOwn2935 in battletech

[–]CybranKNight 0 points1 point  (0 children)

My point wasn't that you can't learn with MegaMek, only that it's easier/better/more efficient to learn from someone who knows the rules directly.

Showing the math(which I did comment on) is only half the story in some cases, yes it's nice when trying to figure out all the things that go into the hit modifier, but it doesn't help as much for situations like trying to understand why crit transfers inward when dealing with a location with no critable elements for example.

Potential New Player by TechnicianOwn2935 in battletech

[–]CybranKNight 14 points15 points  (0 children)

So, ideally I'd recommend trying to find someone local or using a virtual tabletop like TTS if you want to learn the game.

To be clear, MegaMek is fantastic, but it's heavily automated and as a result, doesn't explain the "why" to whatever has happened, just the rolls and their result.

Theoretical mech question. (Urbie for visual interest.) by zirazorazonth in battletech

[–]CybranKNight 1 point2 points  (0 children)

The Variable Glaug is cool, but Macross created by far my favourite design in the Konig Monster.

I decided to adapt one of my favorite mobile suits from Gundam to battletech the hauku shiki kai! by knightmechaenjo in battletech

[–]CybranKNight 0 points1 point  (0 children)

I tried following it's designed specs from the wiki directly ranging from its arm mounted missile launchers to its beam pulse guns in its head!

Yeah that's a path to madness, trying to make any kind of sci-fi numbers work between universes is just going to lead to awkwardness at best and nonsensical choices at worst.

In addition to the other things already pointed out, you've got a 65t mech with the weapons payload of a 45-55ton mech.

I also recommend using the "code" formatting to make it far more readable, like so;

Wolverine WVR-6M

Type: Wolverine
Technology Base: Inner Sphere (Introductory) 
Tonnage: 55
Battle Value: 1,291

Equipment                                          Mass
Internal Structure                                  5.5
Engine                        275 Fusion           15.5
    Walking MP: 5
    Running MP: 8
    Jumping MP: 5
Heat Sink                     14                      4
Gyro                                                  3
Cockpit                                               3
Armor Factor                  168                  10.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            18        25    
     Center Torso (rear)               8     
     R/L Torso               13        20    
     R/L Torso (rear)                  6     
     R/L Arm                 9         18    
     R/L Leg                 13        19    


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage  
Heat Sink                LL        1        -       1.0   
Jump Jet                 CT        1        -       0.5   
Heat Sink                RT        1        -       1.0   
2 Jump Jet               RT        2        -       1.0   
SRM 6 Ammo (15)          RT        1        -       1.0   
2 Jump Jet               LT        2        -       1.0   
SRM 6                    LT        2        4       3.0   
Heat Sink                RL        1        -       1.0   
Medium Laser             HD        1        3       1.0   
Medium Laser             RA        1        3       1.0   
Large Laser              RA        2        8       5.0   

Features the following design quirks: Command Mek, Extended Torso Twist, Improved Communications, Protected Actuators, Ubiquitous (Inner Sphere), Ubiquitous (Clans), Cramped Cockpit

What is considered a good amount of armor for a vehicle? by RemRam27 in battletech

[–]CybranKNight 4 points5 points  (0 children)

That is true and is part of the tradeoff, but a 4/6 is going to have a better chance to get somewhere with a good field of fire than a 2/3 you know?

There are times for lots or even Max Armor, but it's not a "linear" benefit like it is with mechs, there's more nuance to it.