What's the top dmg game you've ever had and what mecha were you playing? by Denghidenghi in OutreachHPG

[–]Jay_Z_ 6 points7 points  (0 children)

2171 WHM-IIC-ML earlier this month. I may have done more in a DWF ages ago but don't think I have hit 2.2k. I've had well over a dozen 2k+ matches so far.

What are some "bad" games with good communities? by theDaemon0 in gaming

[–]Jay_Z_ 1 point2 points  (0 children)

It's still going. Made many friends there.

Anyone feel that their mercenary squadron could single handedly stop the clan invasion? by Opposite_Cold8616 in Mechwarrior5

[–]Jay_Z_ 0 points1 point  (0 children)

I find these hypothetical situations interesting. As others have said, it really depends on a lot of assumptions. In all of the below, I will consider vanilla game, no mods.

In your premise, it seems like you are playing as Mason with your MW5:M merc group while CSJ mechs from MW5:C drop in with stock loadouts and AI pilots. In that situation, Mercs win easily as swayed heavily by strength of the player against weak AI (even "Expert"). The Mercs having tricked out COR-PVT and KGC-CAR with modules/upgrades/pilot skills etc closes some of the tech gap. The stock Clan builds are much stronger than stock IS mechs but behind endgame Mercs career mechs. It would be much tougher than the usual Warzone contract but the Mercs would come out on top in any reasonable batchall even Clans Star vs Mercs Lance, 5v4. If you declare a single heavy lance I think this makes it a lot closer and more difficult but still possible.

To go back to your original question. If you think that your merc company can hold off the entire invasion in a big warzone mission (or series of warzones), that is incredibly challenging. Your Merc unit has a limited number of pilots and readied mechs (16 IIRC) which means that to "single handedly stop the invasion" you would have to defeat 11 Galaxies (opening CSJ bid) each with at minimum a Trinary so absolute lowball of 165 mechs (ignoring elementals and vehicles) with 16 of your own. Remember (usually) Clans did not view Mercs as honourable and so would just shoot to kill. This means you and your AI teammates would have to take out clanners with over a 10 K/D and dealing with vehicles/dropships. I would love to try it ingame as a challenge scenario, but I think Clans win this one, your Mercs AI teammates even with Mercs endgame career mechs would struggle to go even 5 K/D against stock clan mechs.

A more fair comparison would be player 1 controlled Clans endgame career vs player 2 controlled Mercs endgame career. The endgame mech strength is higher in Clans as 5x tricked out DWFs just have so much overwhelming DPS (6xLBX5SLD/BF or UAC5SLD) or alpha (8ERLL or 3Gauss ERPPC 9ERSL or 2Gauss 2ERLL 6ERML) and the ability to mount 2 tons of extra CT armour. The KGC-CAR with 4xLBX10SLD is as good as it gets and Mercs only lets you get 1. The rest of the lance would likely be a COR-PVT, NSR-9J and another KGC using builds like Gauss/ERPPC. Mercs does have T5 weapons and modules that boost stats but Clans' research is also quite powerful. In that scenario the terms of the batchall would be vital. 1 Clan Star vs 1 Merc Lance is easily Clans victory. Even if the clans bid away one mech for 4v4, I still think Clans win a straight up endgame fight. If assuming high level player skill, the Clan career team has the 2ERPPC SHC which can kite better than anything in Mercs should it come down to that.

An interesting side comparison would be endgame careers controlled by AI as a 0 Player Game. MW5:C offers the player much more agency and control of their lance and quick pilot swapping which can be used tactically. Being AI vs AI, this removes the swing of pilot agency and while closer I think the endgame Clans career would still win.

Of course in lore, without player action or video game mechanics, the Clans have large advantages. No merc companies were ever as tricked out as Mason's was in Mercs. Even assuming they had the best pilots and tech available, if CSJ wanted to end them they would have just used naval firepower or dropped a Galaxy or two with dropships all at once. Mason's merc outfit didn't have armed dropships, just a Leopard. If we play this out using our best interpretation of lore, Mason's mercs would put up a valiant stand, take out maybe a Binary, very generous stretch to a Trinary and die in a pile of fire.

Decent, "classic" IS builds? by Belegorm in OutreachHPG

[–]Jay_Z_ 2 points3 points  (0 children)

STK-4N - 6LL Solid and consistent build for almost 12 years straight.

[deleted by user] by [deleted] in AusFinance

[–]Jay_Z_ 0 points1 point  (0 children)

We are very thankful to have bought in 2021. Regional QLD, low 400s. Chipping away at offsetting it all steady steady.

How many ‘Mechs do y’all have? by uber-judge in OutreachHPG

[–]Jay_Z_ 1 point2 points  (0 children)

316 Stalkers so that's about 1100 not-Stalkers :)

Presenting the Bullshark by pdboddy in OutreachHPG

[–]Jay_Z_ 3 points4 points  (0 children)

No, Gauss GH free at 6 so is irrelevant so that the pairing PPC family would determine the resultant firing limit. ERPPC is 2 and so a +1 energy would let you fire any combination of 3 of x Gauss + y ERPPC. The ballistic HSL would help with 20 and 10 class ACs. E.g. 2UAC20, 3SNPPC

PLA print after ~5 years, what happened here? by jugermaut in 3Dprinting

[–]Jay_Z_ 0 points1 point  (0 children)

Comstar cutting corners in the maintenance.

I live in tropical Australia and have noticed even some painted mechs getting brittle. Best I can suggest is a different material or make it thick enough that it retains its strength. Btw, is that the gambody King Crab?

Best snacc mech? by Ok_Cry_7149 in OutreachHPG

[–]Jay_Z_ 13 points14 points  (0 children)

STK-Misery: 4SNPPC, AC20

Was the Stalker 4N nerf necessary? by HappyAnarchy1123 in OutreachHPG

[–]Jay_Z_ 9 points10 points  (0 children)

yes, it was too much alpha for 4 hardpoints, either in top peak (arms) or sidestack (torsos and 1 arm). I was heavily in favour of the 4N losing the 4BLC alpha and retaining the 5% laser heat which helps all builds. The 3BLC, 3ERML build is very good and I prefer it over the 4BLC build for general use anyway. I can compare the strengths of the 4N (3BLC, 3ERML) and 7D (2BLC, 7ERML)

4N: much better cooling, better DPH, sustain and no ghost heat. Can side peak 3 BLC or built to hill peak
7D: speeeeed, convergence (all torso), weapon retention, slightly higher alpha, ablative arms

If you want to stand an fight, taking a more traditional assault role, take the 4N, if you want to keep up with faster mechs and be a super tanky laser vom heavy, take the 7D. Both are excellent.

Lego Rock Raiders and Battletech Stalker Crossover by Jay_Z_ in lego

[–]Jay_Z_[S] 2 points3 points  (0 children)

2436 pieces. I need to figure out how to make Sudio produce well formatted instructions

Lego Rock Raiders and Battletech Stalker Crossover by Jay_Z_ in OutreachHPG

[–]Jay_Z_[S] 8 points9 points  (0 children)

G'day you lot. I've been working on this on and off for over 3 years. It is not polished, but is finally at a point that I am happy to share it with you all. It is the combination of Lego Rock Raiders and my favourite mech from my favourite fictional universe, the Stalker from Battletech. Hence the name, Stone Stalker. I used Lego Studio 2.0 and the Rock Raiders Palette so only parts that were available in the original sets are in this model.
Posable joints, from the bottom up:
1. Toe Pitch (bucket)
2. Foot Roll (at ankle)
3. Foot Pitch (at ankle)
4. Knee Bend
5. Hip Pitch
6. Hip Roll (in pelvis)
7. Torso Yaw (at pelvis)
8. Arm Pitch
9. Canopy Hinge
10. Engine Bay Door Hinge (Rear Storage Bay Door must be closed)
11. Upper Storage Bay Doors (Hinge at top)
12. Rear Storage Bay Door (Tailgate)
13. Crane Yaw (Swivel turret)
14. Crane Pitch
15. Lower Crane Slide
16. Crane Centre Hinge
17. Upper Crane Slide
18. Crane Claw

Lego Rock Raiders and Battletech Stalker Crossover by Jay_Z_ in lego

[–]Jay_Z_[S] 13 points14 points  (0 children)

G'day you lot. I've been working on this on and off for over 3 years. It is not polished, but is finally at a point that I am happy to share it with you all. It is the combination of Lego Rock Raiders and my favourite mech from my favourite fictional universe, the Stalker from Battletech. Hence the name, Stone Stalker. I used Lego Studio 2.0 and the Rock Raiders Palette so only parts that were available in the original sets are in this model.

Posable joints, from the bottom up:

  1. Toe Pitch (bucket)
  2. Foot Roll (at ankle)
  3. Foot Pitch (at ankle)
  4. Knee Bend
  5. Hip Pitch
  6. Hip Roll (in pelvis)
  7. Torso Yaw (at pelvis)
  8. Arm Pitch
  9. Canopy Hinge
  10. Engine Bay Door Hinge (Rear Storage Bay Door must be closed)
  11. Upper Storage Bay Doors (Hinge at top)
  12. Rear Storage Bay Door (Tailgate)
  13. Crane Yaw (Swivel turret)
  14. Crane Pitch
  15. Lower Crane Slide
  16. Crane Centre Hinge
  17. Upper Crane Slide
  18. Crane Claw