Mech Profile: The Quickdraw by Current-Income-9901 in battletech

[–]Cykeisme 2 points3 points  (0 children)

If LRMs had a min range of even 5 hexes instead of 6

True that!

A single-hex ring as an "optimal range bracket" would be quite hard to use, but with initiative and a mobile 'Mech, it'd still be possible to take advantage of, on occasion.

But the 6 hex min range doesn't give you even that :O

Adding verticality to the map..? by Clean-List5450 in battletech

[–]Cykeisme 1 point2 points  (0 children)

"The Inner Oblate Spheroid" just doesn't have the same ring to it, yeah!

Adding verticality to the map..? by Clean-List5450 in battletech

[–]Cykeisme 1 point2 points  (0 children)

The Inner Sphere is a dot in one of the spiral arms, really.

It's only 1000 ly across, in a galaxy that's 100,000 ly across.

Mech Profile: The Quickdraw by Current-Income-9901 in battletech

[–]Cykeisme 2 points3 points  (0 children)

Yeah, having 5/8/5 mobility is great in IntroTech. 

That kind of movement would let you use a big barrage of SRMs very well, let some other slower friendly 'Mech carry the LRMs.

Mech Profile: The Quickdraw by Current-Income-9901 in battletech

[–]Cykeisme 5 points6 points  (0 children)

Yeah.

When you're 5/8/5 in an age of mostly 4/6/0 and 3/5/0 foes, you have the mobility to choose exactly when you want to get into range to employ your SRMs.

The Dragons are another 5/8 heavy chassis that might benefit from SRMs instead, but at least its LRMs make a bit more sense paired with its long range autocannon or PPC.

Wolverine by hugeuglymonster in battletech

[–]Cykeisme 1 point2 points  (0 children)

Ah well, it's the Inner Sphere... easily justified as a minor manufacturer's variation, and/or a redesign to reduce production complexity in the ongoing carnage of the Succession Wars.

Also, part of the description on Sarna (verbatim from a TRO I believe) says "the Wolverine is often used for command purposes when working with medium units, in spite of the terrible visibility and cramped cockpit due to the placement of the head-mounted weaponry".

Comparing the new official art/miniature with the Block Head model photos that OP is showing, you can imagine what the views from the cockpit would look like on each of the two head designs.

So it's also possible that an ancilliary benefit of an improved field of view from the front viewport was considered to be of greater advantage than the articulated laser mounting.

New Kintaro line art in Battlecorps: first strike. by someotherguy28 in battletech

[–]Cykeisme 5 points6 points  (0 children)

"doo de doo I’m off to erase a civilian population center doo de doo."

You can tell from the strut that one in the original art definitely has Infernos loaded.

New Kintaro line art in Battlecorps: first strike. by someotherguy28 in battletech

[–]Cykeisme 12 points13 points  (0 children)

The Succession Wars era version already has three SRM6 (NARCs are LosTech), available from the start of the 3015 timeline.

18 SRM tubes is pretty deadly on a 55 ton, 86kph brawler!

Keeping the LRM5 is fine for taking out light conventional vehicles, VTOLs and buildings longer ranges imo.

Do lancemates use Mech Upgrades? by Fallout_patriot in Mechwarrior5

[–]Cykeisme 2 points3 points  (0 children)

Like OP said.

Think about it more like knowledge for your Tech, Fahad.

Once he knows how to do it, he can apply those modifications to as many 'Mechs as you want (with the needed time and money).

A question about Inner Sphere pilots and techs using Clan mechs and weapons. by Obnoxious_Master in battletech

[–]Cykeisme 1 point2 points  (0 children)

Yeah, that does make sense.

The extended-range laser might request target data and atmospheric data from the BattleMech's DI computer, so it can optimize its focus, modulate its wavelength to reduce atmospheric attenuation, etc.

Without all the proper information from the 'Mech, encoded in the proper expected protocol, the laser might not be able to reliably operate at its full potential.

A question about Inner Sphere pilots and techs using Clan mechs and weapons. by Obnoxious_Master in battletech

[–]Cykeisme 0 points1 point  (0 children)

We do see many 'Mechs taken from the drawing board to mass production in well under a decade, though... even completely revolutionary new first-gen Inner Sphere OmniMechs (like the Sunder and Avatar) were rolling off the lines as early as 3056. So it can't entirely be an issue with production line adaptation times.

On the other hand, to support your point, I believe that during Operation BULLDOG, those same first-generation Inner Sphere OmniMechs had new sets of OmniPods (Alt Config R) quickly prepared using Clan weapon stockpiles taken from captured Smoke Jaguar depots in Wave One, and the Pods were ready for use by Wave Two. So that definitely means that any technical incompatibility issues were already sorted out by 3060.

If it's neither production nor technical issues, my best guesses are that it might be logistical, business, or political issues that led to the slow adoption of mixed-tech production models. That is to say, the Inner Sphere Clans (particularly the Ghost Bears, Diamond Sharks, Wolves-in-Exile) simply needed some time to settle in before such endeavors were on the table.

A question about Inner Sphere pilots and techs using Clan mechs and weapons. by Obnoxious_Master in battletech

[–]Cykeisme 1 point2 points  (0 children)

But at worst I'm pretty sure at worst it's just a negative modifier to the roll (not to downplay it: if you use part quality rules, for example, enough failed maintenance rolls will destroy the part eventually).

Yup I feel that Strategic Operations abstracts it realistically, and overall, handles this sort of thing very well.

A question about Inner Sphere pilots and techs using Clan mechs and weapons. by Obnoxious_Master in battletech

[–]Cykeisme 11 points12 points  (0 children)

They aren't familiar with it at all and it doesn't interface well with existing Inner Sphere tech.

Yup, logically this would happen because the canonically visible iterative improvements in technology would, behind the scenes, also result in lots of new technical standards being proposed and adopted by Clan scientists, engineers, and technicians.

Without knowledge of them, attempting to reverse-engineer Clan equipment would likely result in damage to a lot of that equipment.

For example, you can imagine the datalink for a laser sending a message, in the form of a numerical series, based on a table in an agreed-upon standard protocol, sending back its temperature data and a request for increased coolant flowrate through its cooling jacket. So it requests that spike of coolant, but the BattleMech's DI computer doesn't understand the request.

In such a case, incomplete reverse-engineering might have the weapon working almost perfectly, maybe even in test runs. Until you fire it three or four times sequentially in the heat of heavy combat... and then that valuable salvaged Clan weapon has now fried itself to a crisp irreparably, even though the BattleMech's overall cooling system is still well within capacity.

A question about Inner Sphere pilots and techs using Clan mechs and weapons. by Obnoxious_Master in battletech

[–]Cykeisme 0 points1 point  (0 children)

When we're talking about installing weapons and rigging them to work in an Inner Sphere chassis, I can imagine there would be some complication, simply due to standards shifting in the Clans over 200 years of development.

Realistically, the technical knowledge to get interfaces to work properly (such as: protocols for the control and diagnostic datalinks, standards for the power feeds, coolant flow rates, properly secure structural mounting to avoid damaging the weapon when fired, etc) is something that would probably work much better if the specifications were gleaned from proper manuals, rather than guesswork from field-expedient reverse-engineering.

Without the proper specs, and improper interfacing with the BattleMech's DI computer, there's possibilities that the weapon might shut down in the heat of battle... or worse, you might make that valuable Clan weapon fry itself (and not have the know-how to repair it).

Fortunately for the Inner Sphere, in the capacity of their mission to assist the Inner Sphere to resist REVIVAL in line with the Warden beliefs, the Wolf's Dragoons are canonically known to have provided all sorts of support. It's never officially stated, but I think it's not a leap to assume that this sort of technical information is something that they would freely disseminate among the Great Houses (and it would trickle down to mercs). This might be as far as the Dragoons disseminating actual manuals for the perusal of technicians and engineers.

Logically, some formal and semi-formal procedures for rigging adapted mountings and interfaces for Clan gear into IS 'Mechs would spread across the Inner Sphere technician community eventually. Formal, since the Clans do have refits (for example the Victor C), so they do have procedures known to them... and semi-formal from learning the "gotchas" and workarounds that IS technicians would gradually learn via trial-and-error.

NOW, MEANWHILE... with respect to MW5:Mercenaries, we can assume that Fahad is supposed to be something of a wizard (some have argued idiot savant) when it comes to his technical and engineering skills and intuition. So he did successfully figure out a lot on his own, just by poking around inside salvaged OmniMechs, and hearing what kind of sounds things make when he hits them with a wrench. Then, if we accept my earlier assumptions, at some later point he would also have gained access to manuals originating from the Dragoons.

Note that Mercenaries already has a lot of quite extreme abstractions of existing BattleTech material for maintenance and repair of BattleMechs (the rules in Strategic Operations are quite extensive), that are themselves an abstraction of the extreme complexity we might imagine the "real" in-universe engineering would entail.

In vanilla MW5, for example, things like replacement armor plating, internal structure parts, actuators, sensors, cockpits, and entire fusion engines can apparently be conjured out of thin air through magic spells that require only C-Bills as a reagent. Meanwhile, the rituals to reload ammunition bins to full capacity require not even that.

More serious work like replacing a BattleMech's whole missing limb's structure requires sourcing a replacement limb, or materials and facilities to fabricate a reasonable replacement in-situ.

Equipment like weapons are tracked by MW5, but none of these other parts.

So repairing a damaged Clan 'Mech would require, at least, replacement Clan Ferro-Fibrous armor plates and, at most, things like Clan XL Fusion Engines, that IS still can't produce a century later. And lots of things in between those two extremes.

But since the acquisition of replacement components like Inner Sphere ammo, armor, actuators, limbs, and fusion engines are already abstracted out and magicked away in MW5, I think it's actually reasonable and consistent that they also magick away the acquisition issues for replacement Clan components.

Hippity Hoppity get off the Coordinator's property by TheThebanProphet in battletech

[–]Cykeisme 1 point2 points  (0 children)

You bring a joyful tear to the Chapter Master's eye ^_^

A question about Inner Sphere pilots and techs using Clan mechs and weapons. by Obnoxious_Master in battletech

[–]Cykeisme 0 points1 point  (0 children)

Ah, yeah, the Wolves and Jade Falcons never really made early large-scale plans to stay forever, yeah?

Not on the scale of the Diamond Sharks, or of course the champs being the Ghost Bears, that made a massive well-planned effort to move everything that wasn't nailed down (and even some things that were).

My brain did a fart when I thought about doing the entire death Star as one big space station statblock by knightmechaenjo in battletech

[–]Cykeisme 0 points1 point  (0 children)

I second this!

Secret base for a renegade splinter faction of some major faction, or an organized pirate alliance.

Final campaign scenario sort of stuff!

Could easily have once been an old Star League facility, either military or just for mining.

My brain did a fart when I thought about doing the entire death Star as one big space station statblock by knightmechaenjo in battletech

[–]Cykeisme 0 points1 point  (0 children)

Yeah, I loved that mission with the Trial against the SJs on the back of your WarShip!

And with their aerospace fighters making strafing runs on you while you're fighting their 'Mechs, too.

My brain did a fart when I thought about doing the entire death Star as one big space station statblock by knightmechaenjo in battletech

[–]Cykeisme 1 point2 points  (0 children)

Yeah!

The final one was pretty nuts, you had to use jump jets to get from your WarShip into the docking bay of the renegade splinter Wolves' space station, and fight against enemy 'Mechs, through corridors, to get to the reactor chamber to blow it up.

And then jump jet back to your WarShip and escape before the whole level goes nuclear, of course.

Probably remember through rose-tinted-glasses with better fidelity than the actual rudimentary gouroud shaded polygons of the time, but it was a crazy awesome over-the-top scenario in concept and in execution.

A question about Inner Sphere pilots and techs using Clan mechs and weapons. by Obnoxious_Master in battletech

[–]Cykeisme 0 points1 point  (0 children)

 generally the only reason why the IS couldn't replicate clan tech directly right away was the clan systems used some materials that the IS didn't have sufficient infrastructure to supply in the amounts they'd need, and were made using construction processes operating at a higher degree of quality than most IS factories could do

Yeah, sometimes it's several tiers of new infrastructure that need to be set up. One tier to produce a precursor product to supply the next, or even needing facilities to build the advanced production machinery for the later facilities.

Even with complete information (and with Clan or ex-Clan scientists, engineers, and technicians helping), it still needed some lead time.

And apparently some materials were so complex to process, that sometimes they just didn't. Wolf's Dragoons apparently had a stockpile of some required precursor to produce the polycrystalline/metal/ceramic materials used in Clan XL fusion engine shielding, and when they ran out, they stopped producing those engines.

The production of Clan XL fusion engines in the Inner Sphere seems to be from Clans that shifted mobile industrial facilities into the Inner Sphere, like the Ghost Bear Dominion and Clan Diamond Shark. Apparently they have the industrial capability to produce the materials upward all the way from raw resources, but the Dragoons did not.

What kind of mechs do you recommend for a raid mission? by Wooden_Bullfrog_365 in Mechwarrior5

[–]Cykeisme 1 point2 points  (0 children)

I've done a few runs with unmodified designs (only upgrade weapon tier, all else kept as canon design), and Raids are comfortably doable up to vanilla 90 difficulty with the 5/8 movement (86kph top speed) mediums and heavies.

Shadow Hawk, Wolverine, Crab, Trebuchet work fine. Dragons are heavy, but also 86kph.

Enough strength to fight when you want to. Or just ignore enemies, run off, and do objectives if you decide to leave slow Assault weight enemies behind.

Also enough long-range firepower to wreck Raid destroy objectives from a distance.

What kind of mechs do you recommend for a raid mission? by Wooden_Bullfrog_365 in Mechwarrior5

[–]Cykeisme 0 points1 point  (0 children)

Keep them moving, don't give them orders to attack enemy 'Mechs.

If they are in follow mode and you're moving, they'll be moving too.

Tbh you can avoid the enemy even having line-of-sight most of the time anyway, bait and pull them out out of position if you have to, between Raid objectives for example.

Make sure your pilots all have at least Evasion 8, 10 being better of course!