Let's Play: Battletech via MegaMek (G2)

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NickAragua
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Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

It is the year 3051, and this is the Inner Sphere - thousands of planets colonized by humankind.
Spoiler:
Image
Once united under the (benevolent or oppressive, depending on who you ask) aegis of the Star League, for the last 300 years it has been in a state of continuous warfare between the Successor States, each Great House claiming itself to be the rightful ruler of human space. After a coup killed the ruling family on Terra, General Alexandr Kerensky led the Star League Defense Force to retake humanity's homeworld, but, disgusted at the squabbling between the heads of the Great Houses, he took the vast majority of the SLDF and headed off in the direction of the galactic core, leaving the successor states to fight among themselves. At first, the warfare between the Houses was total, but as the stalemate dragged on, worlds turned to ash and infrastructure crumbled, the major powers lost their taste for it. Thus, the conflict became an on-going simmer, with the great houses conducting periodic raids on each other using a mixture of their own forces and hired mercenaries.

In 3025, two important events happen. First, an alliance between House Steiner (Lyran Commonwealth) and House Davion (Federated Suns) results in the destabilization of the stalemate, with the Fourth Succession War lopping a huge chunk off House Liao (Capellan Confederation) territory. Second - less important in the grand scheme of things, but more important to us - the spoiled daughter of a noble family from House Marik (the Free Worlds League) runs off with her boyfriend and their family mechs to Galatea, where the two form a mercenary outfit - the First Octopus Overlords.

The boyfriend is killed in the outfit's first battle during their first contract, but the Overlords wind up doing pretty well for themselves subsequently, racking up three dozen successful contracts (and a couple of failures/contract breaches - nobody's perfect) over the next two and a half decades - participating in the Fourth Succession War, the Ronin Wars (being one of the few mercenary units that actually fought when hired by the nascent Free Rasalhague Republic) and the War of '39. The outfit expands from its initial size of a mech company (12 BattleMechs) to a reinforced batallion (48 BattleMechs plus artillery and air support). The Overlords' consistent work earns them several friends in combined Davion/Steiner space (the Federated Commonwealth, FedCom for short) and Marik space (The Free Worlds League) as well. The Overlords even set up shop on an abandoned Capellan colony, establishing a home there.

Then came the Clan Invasion. In the early part of 3050, an aggressive and technologically advanced group of invaders emerges from the coreward Periphery (galactic north), proclaiming themselves the descendants of Kerensky and stating their intent to retake Terra and re-establish the Star League under their rule. The Clans rapidly wipe out the bandit kingdoms of the coreward Periphery, then start on the major houses, taking off huge chunks of the FedCom and Draconis Combine space, along with about half of the Free Rasalhague Republic - including its capital. Then, they come to Zoetermeer, where the Overlords are stationed.

Our company takes on the forces of Clan Jade Falcon and we hold our own, but, in the end, are left hanging out to dry by our employers. Only a desperate challenge against the enemy allows the bulk of our company to escape. Not all of us make it out - many mechwarriors (and some of our favorite mechs) are left behind on the dry, dusty surface of Zoetermeer. Several are captured by and choose to join the Jade Falcons, while our company's former commander and several others choose to retire.

The overall invasion is temporarily halted when an aerospace pilot from the Free Rasalhague Republic rams her fighter into the bridge of a clan warship, killing the invasion commander. The clans continue to hold their conquered territories, while the powers of the Inner Sphere try to scramble together enough forces to hold the new defensive lines.

Afterwards, we are invited by the Wolf's Dragoons (THE premier mercenary outfit of the Inner Sphere) to participate in a conference on their world, Outreach, to share our experiences fighting the Falcons. The leaders of the major powers agree on a temporary suspension of their bickering to commit forces or materiel towards battling the invading clans. In the end, we are offered two choices.

We could commit to taking further contracts against the Clans. In exchange, we would be able to trade in some of our many spare standard-tech mech chassis for individual pieces of upgraded equipment which we could use to improve our working mechs. We will be on retainer, able to do as we see fit, but when the time comes, we'll be expected to show up with everything we've got - we won't be fighting the clans *all* the time, but it'll happen pretty frequently as long as this anti-clan coalition lasts. This is the high stakes - high reward route: we will be paid extremely well, have the opportunity to take more clan salvage (and let's be honest, be on the cutting edge of history) but the clans are deadly opponents.

Or, we could get our mechs fixed up and go about our business, which is taking contracts across the Inner Sphere to use our BattleMechs to break things and hurt people. With the major powers of the Inner Sphere focused on the Clans, there is plenty of work for mercenaries as House units are shifted to the new front lines - said houses, mega-corporations and individuals still need to project force all across the Inner Sphere. This is the low stakes - low reward route: we will be paid a lot less well, and will be watching history from four-month old reports sent out to backwaters whenever the HPG network gets around to delivering them, but our opposition will be Inner Sphere forces. Which is not to say that things won't go pear-shaped or backstabby, or we won't ever see the clans, just that we'll be technologically even with, or superior, to most of our opposition.

[] No Guts, No Galaxy - Fight alongside the Inner Sphere's best against an implacable and deadly foe. Become a part of galactic history, or die trying.

[] Mediocrity in Perpetuity - Take reliable work in the galactic backwaters. Watch history being made by someone else, from a distance.

---

Welcome to the 1st Octopus Overlords, a mercenary company that's made a (relatively small) mark on some parts of the Inner Sphere ("I'm doing my part, too!"). This is a direct continuation of Let's play: Battletech via MegaMek. The format is pretty straight-forward - we'll pick a contract from some options, travel to our destination, where we'll (likely) resolve a series of tactical battles. The story is told mostly in the form of battle reports resolved via MegaMek (https://www.megamek.org, full disclosure, I'm one of the devs), with the campaign logistics ("SpreadSheetTech") handled by MekHQ. Which is just as well, no way I'd be able to keep track of all that stuff manually. The audience will be asked to provide input on tactical, strategic and personal matters. If you've claimed a character, you'll have "override" privileges for decisions by that character.

Other than choosing the difficulty level, anybody who wants their characters from the previous quest to remain with the company should speak up. Or, opt to let your character retire to bring in new blood - the cash out payments are pretty good. Additionally, anyone else who wants to claim a spot on the dropship(s) can do so. The mechwarriors who have survived to this point and chosen to remain with the company so far are listed in the TO&E below, with previously claimed characters being bolded. If you pick a currently dispossessed mechwarrior (aka one without a mech), or if you want to swap mechs, this is a great time to do it. And hell, if you want to take an aerospace fighter pilot, they get plenty of air time, too. Apologies if your chosen character doesn't necessarily get too much air time or buys the farm the first mission out, that's just how it goes out here.

If you're not sure what a particular mech does, sarna.net is a great resource. Some of the mechs have had minor customizations done - mostly trimming down MG ammo to half a ton or rotating rear-facing weapons forward.

Current roster:
Spoiler:
Image
Current spare mechs:
Spoiler:
Image
Note: I'd forgotten to restore some mech assignments for mechwarriors who had to ride in spares, so the Leraje gets first refusal on the Black Knight while Siljanus gets first refusal on the Mackie.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

[X] No Guts, No Galaxy - Fight alongside the Inner Sphere's best against an implacable and deadly foe. Become a part of galactic history, or die trying.
Honestly the mediocrity option is probably smarter, but this seems like more fun.

I'll be myself, obviously. Does my Marauder still have a gauss rifle - like did we have a replacement after my last one blew up?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Isgrimnur »

I'm in, though my current meat suit probably wants to retire.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

[x] No Guts, No Galaxy - Fight alongside the Inner Sphere's best against an implacable and deadly foe. Become a part of galactic history, or die trying.

Yeah, ride or die baby! And if the Mackie is still viable I'd like to stick with it. I've grown a little attached to the old mech.

Oh and I'll stick with my character as well.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

Are we going to get a montage as we get ready to fight the Clans?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

Hell yeah. This is the future of the 1980s after all.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Freyland »

I'm in as old me. I think my mech blew up. I'm in my phone, so not really able to see the tiny print of the roster, so I defer to Nick for assignment.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by DiNunzio »

[X] No Guts, No Galaxy - Fight alongside the Inner Sphere's best against an implacable and deadly foe. Become a part of galactic history, or die trying
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Stefan Stirzaker »

Stefan mark iv should retire at age 49 for mark v.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by AWS260 »

[X] No Guts, No Galaxy

AWS will stay in the company. She may be forty, but she's not nearly mature enough for civilian life.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Zarathud »

No Guts No Galaxy
Thud Mk III is in for some revenge. Served via PPCs
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TheMix »

El Guapo wrote: Thu Apr 22, 2021 12:20 pm
[X] No Guts, No Galaxy - Fight alongside the Inner Sphere's best against an implacable and deadly foe. Become a part of galactic history, or die trying.
Honestly the mediocrity option is probably smarter, but this seems like more fun.
+1

I'm willing to join up. (Note: My sum total Battletech experience comes from a really old PC game and the recent turn-based one.)

I don't know enough to have a preference. So I'll take whatever needs piloting.

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Re: Let's Play: Battletech via MegaMek (G2)

Post by Hyena »

In as myself, also in for No Guts No Galaxy!
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Zenn7 »

In as myself for "No guts, no glory!"

I'll be using my Awesome (if mine is gone, I'll be using my spare that I see we made sure to keep in stock).

Gotta have some of the old guard leaders to stick around long enough to get new leadership in place at least. Besides, I want to see if I get another bonus at 300 kills... or if I live long enough to get those last 3 kills... :)
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

NickAragua wrote: Thu Apr 22, 2021 12:03 pm [x] No Guts, No Galaxy - Fight alongside the Inner Sphere's best against an implacable and deadly foe. Become a part of galactic history, or die trying.
That's the only way to get new shiny Clan toys reliably. I'll go back to Black Knight, did not get to drive it enough. Can some customization be done on it prior to next contract?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

Yeah, I’m hoping for some nice Clan upgrades for my vintage ride. Would also like an extendable middle finger so I can flip off my enemies. If the middle finger happens to house some weaponry, so much the better.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Cylus Maxii »

In - and sticking with my current mechwarrior
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Re: Let's Play: Battletech via MegaMek (G2)

Post by gbasden »

Agree. Let's take the high risk route. I can't remember if Bass Mk3 has any specializations that should inform me on what mech I should be choosing?

Barring counter indications, I'll go with the Phoenix Hawk PHX-3MO
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

Vote Results:
Spoiler:
No Guts, No Galaxy - almost unanimous
"My advice... " the Wolf's Dragoons representative tells us as the conference winds down. "Shake your new crew down, but don't get into anything that'll commit you for more than a year or two and try to stay away from anything incredibly intense. Those Clan goons may have stopped for a breather, but they'll be back."

With most of our company's higher-ranking officers cashing out after that mess with the clans, Yu-bao "Zenn7" Ting opts to take the promotion to Major, in order to shepherd the next generation of leadership so that they can take over. The outgoing commander, Major-emeritus Zanthe "Scrub" Pappathanassiou, smirks as she departs.

"I'd give you some advice, too, but between you and my predecessor, you two taught me everything I know. So, good luck. Try not to get as many of these guys killed as I did."

Zenn7 shrugs. "Give yourself a little credit, Zanthe."

"I do." Scrub replies with a smirk. "That's why I took the twenty-two mil payout. We'll keep a lounger warm for you back home."

Our first order of business is to fill three company command slots.

Alpha Company is a mixed heavy/medium company, with a solid spread of mechs capable of handling combat and recon duties.

Beta Company is a mixed assault/heavy company, featuring our heaviest mechs. This is what we bring in when we want to smash everything to bits.

Gamma Company is another mixed heavy/medium company, with similar capabilities to Alpha, but with more recon capability than Alpha.

Delta Company is a medium-weight "heavy" recon company, with an emphasis on mobility and fast strikes.

The candidates for the company command slots are:

Lt. Patrick "El Guapo" Allain - currently leads a lance in Alpha Company. Drives a modified Marauder. The upshot is that this mechwarrior is a seasoned veteran and will have no problem filling in Alpha Company's command slot. The downside is that he's 50, so who knows how long until he decides to pull up a lawn chair. He's also somewhat obsessed with blimps.

Lt. Demesu "Leraje" Jafar - currently leads a lance in Beta Company. Drives an upgraded Black Knight. There's really no downside to giving him a command slot as he's a solid shot, and proven leader. Thinks he's a big shot mech designer and won't stop pestering his long-suffering tech team with new design "ideas", ranging from the reasonable ("stop leaving the debug flag on in my targeting software") to the less good ("mech nutz").

Lt. Shinko "Freyland" Mori - currently leads a lance in Delta Company. Dispossessed at the moment. Received a field promotion in our last contract, over the heads of several longer-serving members. Has excellent leadership potential, but promotion may cause resentment among other officers.

Sgt. Omer "Siljanus" Nanji - currently a member of Beta Company's command lance. Drives a Mackie. A solid mechwarrior, with good leadership potential, but completely untested in command. Has a slight dietary maintenance problem.

Cpl. Karla "Wolf" Mellum - a member of Leraje's lance, currently dispossessed. A well-performing mechwarrior with good command skills, but briefly went over to the Jade Falcon forces during our last contract, leading to a general loss of trust of the mechwarrior.

Sgt. Nara "AWS" Cutillar - our resident Land-Air Mech pilot, currently a recon specialist in Gamma Company. Will need some command training, particularly in the area of voice projection, as, for some reason, everybody tunes her out when she talks. Also, the Phoenix Hawk LAM is not exactly suited for a command role.

Pick three
[] El Guapo
[] Leraje
[] Freyland
[] Siljanus
[] Wolf
[] AWS

---

With a whole bunch of mechwarriors retiring, our roster is down to just 39 mechwarriors. However, a few new mechwarriors have earned their callsigns including, Gurudasa "Isgrimnur MkII" Naimish, driving a Thug; Tessa "TheMix" Eng, driving a Crusader; Nadezda "Stefan MkV" Sikora, driving a Merlin (this might change, the Merlin is not a very good mech); and Jesper "SgtSoldier" Myhra, driving a Phoenix Hawk.



---

We also need to make a decision on whether we take any of the currently available contract offers or hang out for another month and look at the stuff available then. There's currently only one contract available that doesn't take us to the wrong end of the Inner Sphere or commit us for multiple years.

The Draconis Combine is looking to hire between one and two companies of our mechs to assist a training cadre from the 6th Ghost Regiment in setting up additional defenses on the planet Marshdale. It's directly on the new border line of the Draconis Combine, within a single jump of clan-controlled space. We would also be responsible for helping repel any raiders or pirates (of whatever nature) - which we are likely to see as Marshdale is a very well-developed industrial and agricultural center. It's a little on the cool side at 25C average equatorial temperature. The main drawback is that the local gravity is 1.14g, which means we'll be popping actuators left and right if we engage in combat.

Nitty gritty details:
Liaison command
30% salvage (non-negotiable)
100% transport coverage
100% battle loss compensation
4 months contract duration, 4 months travel time
Green/F allied force
Unknown opposition - possible pirates or clan raiders
32M C-Bill Estimated profit

Pretty reasonable contract, good to shake some greenhorns down. Unless the clans show up, in which case we're screwed. We also haven't really worked with the Draconis Combine Mustered Soldiery (DCMS) before, and scuttlebutt among mercenaries isn't that great regarding their dealings with mercs.

[] Take the Marshdale Cadre Duty contract
[] Pass, hang out on Outreach for another month and do some mech refits while looking for better contracts
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

NickAragua wrote: Mon Apr 26, 2021 11:33 am
Pick three
[X] El Guapo
[X] Leraje
[] Freyland
[X] Siljanus
[] Wolf
[] AWS
As for the contract, seems like a good contract, but have we finished our Clan refits and training montages? If not I'd recommend waiting until we're at least mostly done with those before we jet off anywhere.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

El Guapo wrote: Mon Apr 26, 2021 11:39 am
NickAragua wrote: Mon Apr 26, 2021 11:33 am
Pick three
[X] El Guapo
[X] Leraje
[] Freyland
[X] Siljanus
[] Wolf
[] AWS
As for the contract, seems like a good contract, but have we finished our Clan refits and training montages? If not I'd recommend waiting until we're at least mostly done with those before we jet off anywhere.
Agreed. This way you can also make the BA-100-N mech aerial mobility enhancements mandatory for your company.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Freyland »

Well, if course I'm voting for myself... I'm delightful!

I too would pass on the initial contact option.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

Sgt. Omer "Siljanus" Nanji - currently a member of Beta Company's command lance. Drives a Mackie. A solid mechwarrior, with good leadership potential, but completely untested in command. Has a slight dietary maintenance problem.
Hey if this is some kind of snide commentary on my largish, imposing figure just remember that I am in a heavy assault company. Every bit of tonnage helps...

Since I feel weird voting for myself (but will happily take on the responsibility of command if offered):

Pick three
[] El Guapo
[] Leraje
[] Freyland

And I think refitting and waiting for something more lucrative is the way to go.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Isgrimnur »

NickAragua wrote: Mon Apr 26, 2021 11:33 am Gurudasa "Isgrimnur MkII" Naimish
Image

I can dig it.
Backing up the PPCs are two Bical-6 SRM launchers mounted in either side torso with one ton of CASE-protected reloads.
Oh, I can definitely dig it.
The Thug also benefits from the fact that it has hand actuators, making it a mean close-quarters combatant and a good raider able to carry away the spoils of its labor.
Or, perhaps, a hatchet as sharp as the Devil himself?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

Is there a ClanTech version of a hatchet?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

El Guapo wrote: Mon Apr 26, 2021 1:38 pm Is there a ClanTech version of a hatchet?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

The DCMS agrees about axes being barbaric. I believe it'll take them another decade or two to come up with a sword :roll:. That being said, if you want to trade one of the SRM launchers for a hatchet, I'm sure we could hook it up.

Also, we might start running into the Axman, either on the battlefield or on the market, so I'll let you know when that happens.

BTW, Leraje, if you want to propose modifications for your Black Knight, go ahead - just keep it not-too-crazy.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

Can I propose modifications to my Marauder to integrate more Clan Tech? If so, what are the general limits on that?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Isgrimnur »

NickAragua wrote: Mon Apr 26, 2021 1:57 pm That being said, if you want to trade one of the SRM launchers for a hatchet, I'm sure we could hook it up.
:think:
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

NickAragua wrote: Mon Apr 26, 2021 1:57 pm BTW, Leraje, if you want to propose modifications for your Black Knight, go ahead - just keep it not-too-crazy.
I was thinking about replacing the LPLs with a pair of Clan ERLLs (if we have enough of those available) where they'll be relatively secure in the torso. That would allow to fit 4 jumpjets, extra ton of armour and an additional DHS. Optionally ERPPC can be replaced with LPL to compensate for slight heat increase and beef up medium range firepower.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

El Guapo wrote: Mon Apr 26, 2021 2:02 pm Can I propose modifications to my Marauder to integrate more Clan Tech? If so, what are the general limits on that?
Clan tech inventory:

Medium Pulse Laser x1
ER PPC x3
ER Large Laser x2
ER Medium Laser x5

Inner Sphere advanced tech inventory:
225XL engine, for 45 ton mechs (results in 5/8 movement profile)
280XL engine, for 35 ton mechs (results in 8/12 movement profile)
270XL engine, for 90 ton mechs (results in 3/5 movement profile)
4x Beagle Active Probe (6-hex sensor, good for spotting hidden units and shooting through woods)
179 (?!) double aero heat sinks
800 points ferro-fibrous armor
36 double heat sinks
1 Guardian ECM
10 Gauss Rifle
2 medium pulse laser
2 NARC launchers
7 small pulse laser
2 Streak SRM/2 launcher

Customization limitations (updated):
You can use a standard refit kit to carry out a refit to any model of mech available in 3051 or prior, assuming we have the parts for it. You can also replace weapons with same size or lesser weapons (of the same category, no swapping a laser out for an autocannon etc), add/remove armor, change engine heat sinks, and remove parts. Also, adding "miscellaneous" non weapon components is ok.


Brief overview:
Clan ER PPC - 6 tons, 15 heat, 15 damage, 2 crits. Throws off the heat curve compared to standard PPCs, but is a straight upgrade against inner sphere ER PPCs.

Clan ER Large Laser - 4 tons, 12 heat, 10 damage, 1 crit. Throws off the heat curve compared to standard large lasers, but a straight upgrade for inner sphere ER large lasers.

Clan ER medium laser - 1 ton, 5 heat, 7 damage, 1 crit. Hotter than standard IS medium lasers, but much better range and damage.

Clan medium pulse laser - 2 ton, 4 heat, 7 damage, 1 crit. Straight up damage and range upgrade for IS medium pulse lasers.

IS medium pulse laser - 2 ton, 4 heat, 6 damage, 1 crit. Shorter range than standard medium laser, but easier to hit things.

IS double heat sinks - sinks 2 heat (as opposed to 1), but eats 3 critical slots, so it's harder to fit them in past a certain point.

We can also "donate" clan/advanced tech to our research folks back on Dowles (basically our retirement home). Specific mechanics TBD, but the idea being that they'll take examples of high tech stuff apart so that they can (with additional funding) set up production lines for the stuff. Note: research on clan tech may not necessarily lead directly to clan tech.
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Leraje
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

Do JJ count as "miscellaneous non-weapon component"? :wink:
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

Oooh, from looking over the standard specs on the Sarna site I’d like to trade in my vanilla PPC for the Clan version to start. And only if I’m not being a hog I’d also like to swap out at least one of the medium lasers with a shiny Clan one. Now if we could only get our hands on a upgraded AC10...

And did we end up restarting a laser weapons research lab back home? I think sending one back could be fruitful in the long term and perhaps lucrative too if we come up with some shiny new laser model that people would like to buy.
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El Guapo
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

Can I replace all of my heat sinks with double heat sinks? If so, if I take out all my current weapons, how much tonnage would I have to work with in terms of putting in replacement clan weapons?

Also, since we have a limited number of Clan tech weapons, do we need to take turns, or is it first come first serve? Like ideally I'd like to swap out my PPCs for ER PPCs and my medium lasers for either pulse or ER lasers, but we only have three ER PPCs, so not sure if there are two to spare or not.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

Oooh, double heat sinks would be nice too! But willing to wait on those if they can be put to better use on another mech.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

To maintain some semblance of fairness, if you've got lostech on your mech already, you're lower in the queue than somebody with all standard tech.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Isgrimnur »

Isgrimnur wrote: Mon Apr 26, 2021 2:23 pm
NickAragua wrote: Mon Apr 26, 2021 1:57 pm That being said, if you want to trade one of the SRM launchers for a hatchet, I'm sure we could hook it up.
:think:
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Re: Let's Play: Battletech via MegaMek (G2)

Post by AWS260 »

NickAragua wrote: Mon Apr 26, 2021 11:33 am Pick three
[x] El Guapo
[] Leraje
[x] Freyland
[] Siljanus
[x] Wolf
[] AWS
NickAragua wrote: Mon Apr 26, 2021 11:33 am [] Take the Marshdale Cadre Duty contract
[x] Pass, hang out on Outreach for another month and do some mech refits while looking for better contracts
No need to rush, and constant actuator damage is a pain.
NickAragua wrote: Mon Apr 26, 2021 11:33 am "mech nutz"
The thread has peaked, folks. Let's shut it down and go home.
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Leraje
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

AWS260 wrote: Mon Apr 26, 2021 4:29 pm
NickAragua wrote: Mon Apr 26, 2021 11:33 am "mech nutz"
This :D
Spoiler:
Mackie C

Mass: 100 tons
Chassis: Standard Biped
Power Plant: 300 XL
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Standard
Jump Capacity: 90 meters
Armor: Standard
Armament:
2 ER PPC
1 Gauss Rifle
1 Laser AMS
5 Medium Pulse Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3050
Tech Rating/Availability: F/X-X-F-E
Cost: 26,296,000 C-bills

Type: Mackie
Technology Base: Mixed (Advanced)
Tonnage: 100
Battle Value: 3,852

Equipment Mass
Internal Structure 10
Engine 300 XL 9.5
Walking MP: 3
Running MP: 5
Jumping MP: 3
Double Heat Sink 20 [40] 10
Gyro 3
Cockpit 3
Armor Factor 307 19.5

Internal Armor
Structure Value
Head 3 9
Center Torso 31 50
Center Torso (rear) 12
R/L Torso 21 32
R/L Torso (rear) 10
R/L Arm 17 34
R/L Leg 21 42


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

Weapons
and Ammo Location Critical Heat Tonnage
Double Heat Sink LL 2 - 1.0
Jump Jet CT 1 - 2.0
Triple Strength Myomer CT/RT/RA/LA 1/1/2/2 - 0.0
Jump Jet RT 1 - 2.0
Triple Strength Myomer CT/RT/RA/LA 1/1/2/2 - 0.0
Laser AMS RT 1 5 1.0
Gauss Rifle Ammo (24) RT 3 - 3.0
2 Double Heat Sink RT 4 - 2.0
2 Triple Strength Myomer CT/RT/RA/LA 1/1/2/2 - 0.0
Double Heat Sink LA 2 - 1.0
2 ER PPC LA 4 15 12.0
Jump Jet LT 1 - 2.0
5 Medium Pulse Laser LT 5 4 10.0
2 Double Heat Sink LT 4 - 2.0
Double Heat Sink RL 2 - 1.0
ECM Suite HD 1 - 1.0
2 Triple Strength Myomer CT/RT/RA/LA 1/1/2/2 - 0.0
Gauss Rifle RA 6 1 12.0
Double Heat Sink RA 2 - 1.0

Features the following design quirks: Easy to Maintain, Protected Actuators, Rugged (1 Point), Oversized
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TheMix »

NickAragua wrote: Mon Apr 26, 2021 11:33 am
The candidates for the company command slots are:

Pick three
[X] El Guapo
[X] Leraje
[] Freyland
[X] Siljanus
[] Wolf
[] AWS

---

We also need to make a decision on whether we take any of the currently available contract offers or hang out for another month and look at the stuff available then. There's currently only one contract available that doesn't take us to the wrong end of the Inner Sphere or commit us for multiple years.

[] Take the Marshdale Cadre Duty contract
[X] Pass, hang out on Outreach for another month and do some mech refits while looking for better contracts

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