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Let's Play: Battletech via MegaMek (G2)
Moderators: LawBeefaroni, Arcanis, $iljanus
- AWS260
- Posts: 12709
- Joined: Wed Feb 08, 2006 12:51 pm
- Location: Brooklyn
Re: Let's Play: Battletech via MegaMek (G2)
Why is AWS's title "Spaceman" while everyone else at her rank is "Private"?
- NickAragua
- Posts: 6135
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play: Battletech via MegaMek (G2)
I think it's a quirk of being a LAM pilot, for some reason they use space ranks instead of mechwarrior ranks.
Black Lives Matter
- TheMix
- Posts: 11017
- Joined: Thu Oct 14, 2004 5:19 pm
- Location: Broomfield, Colorado
Re: Let's Play: Battletech via MegaMek (G2)
As a noob...
I found this reference: https://www.sarna.net/wiki/index.php?title=Crusader
The important bits, I assume are:
Heat Sinks - 10
Speed - 64.8 km/h
Armament
I found this reference: https://www.sarna.net/wiki/index.php?title=Crusader
The important bits, I assume are:
Heat Sinks - 10
Speed - 64.8 km/h
Armament
- 2x LRM-15s
2x SRM-6s
2x Medium Lasers
2x Machine Guns
Black Lives Matter
Isgrimnur - Facebook makes you hate your friends and family. LinkedIn makes you hate you co-workers. NextDoor makes you hate your neighbors.
- Hyena
- Posts: 2296
- Joined: Thu Oct 14, 2004 4:14 am
- Location: San Antonio, TX
Re: Let's Play: Battletech via MegaMek (G2)
I'd like as many Clan lasers as possible on my Grasshopper...
"You laugh at me because I'm different; I laugh at you because you're all the same." ~Jonathan Davis
"The object of education is to prepare the young to educate themselves throughout their lives." ~Robert M. Hutchins
"The object of education is to prepare the young to educate themselves throughout their lives." ~Robert M. Hutchins
-
- Posts: 3054
- Joined: Sat Jan 01, 2005 11:03 pm
Re: Let's Play: Battletech via MegaMek (G2)
I would like an entire clan mech to (potentially) lead my Recon group. So there!
Sims 3 and signature unclear.
- $iljanus
- Forum Moderator
- Posts: 13693
- Joined: Wed Oct 13, 2004 3:46 pm
- Location: New England...or under your bed
Re: Let's Play: Battletech via MegaMek (G2)
I don't think my Mackie looks like that. But I'll take those upgrades please...
Black lives matter!
Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?
Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?
- xwraith
- Posts: 1085
- Joined: Mon Mar 21, 2005 6:42 pm
Re: Let's Play: Battletech via MegaMek (G2)
I'll reincarnate and join again -- Thunderbolts seem to be good luck for me so I'll be happy to jump into one again (if there happens to be a TDR-7M that would be nice).
Future chassis wish list:
Falconer, Rakshasa, War Dog, Thor, Vulture, Mad Cat
Future chassis wish list:
Falconer, Rakshasa, War Dog, Thor, Vulture, Mad Cat
I forgot to call it "a box of pure malevolent evil, a purveyor of
insidious insanity, an eldritch manifestation that would make Bill
Gates let out a low whistle of admiration," but it's all those, too.
-- David Gerard, Re: [Mediawiki-l] Wikitext grammar, 2010.08.06
insidious insanity, an eldritch manifestation that would make Bill
Gates let out a low whistle of admiration," but it's all those, too.
-- David Gerard, Re: [Mediawiki-l] Wikitext grammar, 2010.08.06
- NickAragua
- Posts: 6135
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play: Battletech via MegaMek (G2)
You're driving a modified 3L variant - so the SRM/6s are downgraded to SRM/4s, the LRM/15s downgraded to LRM/10s, and the machine gun ammo is dropped to half a ton. In exchange it gets 4 jump jets, 2 extra heat sinks and a little extra armor. So basically it's more mobile and has less heat issues but a good bit less firepower.TheMix wrote: ↑Mon Apr 26, 2021 5:39 pm As a noob...
I found this reference: https://www.sarna.net/wiki/index.php?title=Crusader
The important bits, I assume are:
Heat Sinks - 10
Speed - 64.8 km/h
ArmamentHowever, it looks like our versions are modified. Can someone translate for me?
- 2x LRM-15s
2x SRM-6s
2x Medium Lasers
2x Machine Guns
Black Lives Matter
-
- Posts: 4456
- Joined: Wed Dec 22, 2004 10:15 pm
- Location: Michigan
Re: Let's Play: Battletech via MegaMek (G2)
This sounds about right.El Guapo wrote: ↑Mon Apr 26, 2021 11:39 amAs 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.NickAragua wrote: ↑Mon Apr 26, 2021 11:33 am
Pick three
[X] El Guapo
[X] Leraje
[] Freyland
[X] Siljanus
[] Wolf
[] AWS
"Sure, go off and retire, make me step up and be in charge. Thanks a lot. Alright you rookies, quit slacking and let's see what ya' got! AND TURN THE HEAT UP ALREADY!!!"
- El Guapo
- Posts: 41458
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play: Battletech via MegaMek (G2)
Ok, so my priority list in terms of upgrading my Marauder would be this:
(1) as many double heat sinks as possible;
(2) upgrade the PPCs to ER PPCs;
(3) upgrade the medium lasers to ER medium lasers (if space and heat make this practical) or to pulse medium lasers if not;
(4) upgraded engine if feasible;
(5) mech nutz
Depending on what's available and priority within the unit.
(1) as many double heat sinks as possible;
(2) upgrade the PPCs to ER PPCs;
(3) upgrade the medium lasers to ER medium lasers (if space and heat make this practical) or to pulse medium lasers if not;
(4) upgraded engine if feasible;
(5) mech nutz
Depending on what's available and priority within the unit.
Black Lives Matter.
- Isgrimnur
- Posts: 82533
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- Location: Chookity pok
- Contact:
Re: Let's Play: Battletech via MegaMek (G2)
(6) Dirigible attachment points.
It's almost as if people are the problem.
- El Guapo
- Posts: 41458
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play: Battletech via MegaMek (G2)
Well, that's for the separate Balloon Brigade that I'm forming.
Black Lives Matter.
-
- Posts: 4456
- Joined: Wed Dec 22, 2004 10:15 pm
- Location: Michigan
Re: Let's Play: Battletech via MegaMek (G2)
So... we need 4 commanders. The Guap's gonna be captain of the Blimp company.
If you're hoping they'll air drop your Marauder, you might want to add jump jets to your list of upgrades - make the landing a little softer.
-
- Posts: 126
- Joined: Mon Dec 03, 2018 10:04 am
Re: Let's Play: Battletech via MegaMek (G2)
OH MY GOD WE'RE BACK!
Am i too late to continue? If I can I'll continue with my character and his thud (it's the JJ one yeah?) I'm not a fan of wholesale mech redesign so I'd love to replace the med lasers with the clan meds? And the PPC > cPPC if there's one spare/it doesn't ruin my heat curve?
So glad you're back!
Am i too late to continue? If I can I'll continue with my character and his thud (it's the JJ one yeah?) I'm not a fan of wholesale mech redesign so I'd love to replace the med lasers with the clan meds? And the PPC > cPPC if there's one spare/it doesn't ruin my heat curve?
So glad you're back!
-
- Posts: 126
- Joined: Mon Dec 03, 2018 10:04 am
Re: Let's Play: Battletech via MegaMek (G2)
[x] El Guapo
[X] Leraje
[x] Freyland
[] Siljanus
[] Wolf
[] AWS
Also I petition that as I'm a 2/2 pilot I should definitely be more than a private
As for the mission, I say take the training, they're always great contracts for leveling up the little folk, definitely going to be useful against the clans.
[X] Leraje
[x] Freyland
[] Siljanus
[] Wolf
[] AWS
Also I petition that as I'm a 2/2 pilot I should definitely be more than a private
As for the mission, I say take the training, they're always great contracts for leveling up the little folk, definitely going to be useful against the clans.
-
- Posts: 126
- Joined: Mon Dec 03, 2018 10:04 am
Re: Let's Play: Battletech via MegaMek (G2)
Slightly off topic, but @Nickaragua , I remember in the previous one you said you use a 'tracks' system for as the basis for these stories / missions, which books do I need to buy to find some of these? I thought the digital scenarios I got from the Kickstarter might be it but they're just one off fights.
Obviously not asking for the one you're going to use here as that would ruin your story but a book that will give me some tracks to use in my own mekHQ game in this clan invasion period would be awesome
Obviously not asking for the one you're going to use here as that would ruin your story but a book that will give me some tracks to use in my own mekHQ game in this clan invasion period would be awesome
- NickAragua
- Posts: 6135
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play: Battletech via MegaMek (G2)
Vote Results:
In the end, El Guapo, Leraje and Freyland get the company command slots and the requisite promotions to Captain. El Guapo will take charge of Alpha Company, Leraje will take charge of Gamma Company and Freyland will lead Delta company. Siljanus is promoted to Lieutenant and given command of Beta-Hunter lance, while Wolf is promoted to Lieutenant (junior grade) and given command of Gamma-Striker lance.
We've got two more Lieutenant slots, with eight candidates:
Cpl. Kwan-Uk Virmani - drives a Grasshopper. An elite mechwarrior, but nobody actually recommended him, and he's got no command experience or known command ability whatsoever, but he's been pestering our command staff and somehow his file wound up on Zenn7's desk.
Cpl. Loren Burgess - drives a Catapult. Amazing at getting maneuvering performance out of his mech, and has displayed some basic capability for tactical thought.
Pvt. Allen Nattore - drives a Trebuchet TBT-3C (an up-gunned, up-heatsinked version of the standard Trebuchet). An expert in night time and swamp ambush warfare, but has not received any command endorsements.
Pvt. Tom Chagares - we're pretty sure his application is some kind of prank. He's a good shot with his Griffin, but has no leadership skills whatsoever, preferring to goof off and play pranks on his fellow mechwarriors.
Pvt. Daniel "Moley MkII" Adepapo - drives a Thunderbolt. An expert on amphibious warfare and has an excellent tactical sense.
Pvt. Nadezda "Stefan MkV" Sikora - No idea how her file wound up on Zenn7's desk, must have been a clerical error. We'll revisit the idea in a few years.
Pvt. Tomoyuki "Bass" Owen - Has taken to the Phoenix Hawk 3M like a fish to water, with an uncanny ability to effectively engage multiple targets. Displays a reasonable understanding of tactics and our command staff feel he's got high potential.
Cpl. Varada "Cylus MkII" Sunondo - An ace mechwarrior in a Grasshopper (of course we have spares). Has absorbed an extensive amount of tactical knowledge through osmosis.
Once we eliminate those with no leadership capability whatsoever, we've actually got three people left. Let's pick 2:
[] Loren Burgess - tactics 1, "can't teach an old dog new tricks"
[] Moley Mk II - tactics 3, capability for a little more training in other leadership areas
[] Cylus Mk II - tactics 3, capability for substantial training other leadership areas
[] Bass - tactics 1, capability for extensive training in other leadership areas
---
"Got some bad news for you, pal." Isgrimnur's tech informs him.
"Yeah, and what's that?" The mechwarrior replies, in a thick Scottish accent frequently cultivated by those originating from Caledonia.
"We can put the hatchet on, but we're gonna have to take off a PPC, or most of your SRM tubes."
"Most?"
"Yeah, all but four. Or we can keep all the armor and just give you a streak-two and a hatchet."
"Uh..." our mechwarrior pauses, thinking. "What if I could get you an extended range PPC, think you could replace the left arm one as well?"
[] Keep the Thug as is - no hatchet
[] Remove the right arm PPC, replacing the left arm PPC with a clan ER model. Minor reduction in long range firepower.
[] Remove the right arm PPC and a heat sink, replacing the left arm PPC with an Inner Sphere ER model. Significant reduction in long range firepower, and trades one of the crappy light mechs we've got lying around in mothballs, but isn't basically irreplaceable.
[] Keep both PPCs, drop down to four SRM tubes and one ton of ammo. Retains long range firepower, but serious gap in short range firepower.
---
El Guapo's mech-tech proposes two options:
[] Convert single heat sinks to doubles, dropping down to 15 total (30 heat), convert medium lasers to clan ER mediums.
[] Refit to a MAD-5S (heat sinks to doubles, PPCs to inner sphere extended-range) then drop heat sinks down from 16 to 15 (30 heat) to put back the extra ton of gauss ammo.
[] Refit to a MAD-5S (heat sinks to doubles, PPCs to inner sphere extended-range) then swap the PPCs for clan versions, using the saved tonnage to put back the ton of gauss ammo and an extra ton of armor. Putting a lot of eggs in one basket, though.
---
Xwraith's Thunderbolt will get refitted to a 7M, although we'll be dropping half a ton of MG ammo to add more armor. After that, however, we run out of double heat sinks.
Leraje's tech team examines his proposed changes skeptically, pointing out that they'll turn the mech into an oven, but grudgingly concede that they can get it done.
We also decide that, since we have an XL engine of the appropriate size sitting around, to upgrade one of our Ostscouts. Putting an XL engine on it really frees up a lot of tonnage, which we use to mount the two spare pulse lasers (our tech read about the possibility of doing this in Mechs Monthly), just about max out the armor, and add a few heat sinks (with an engine that big, the weight savings are pretty crazy).
---
Our next months' contract options:
Saffel "Relief" Duty - it appears that a biotech conglomerate out of FedCom has hired a mercenary outfit to extract data and samples from the Saffel Medical Institute. Unfortunately, these mercenaries screwed up and got themselves captured. Our job would be to land on the planet, rescue or eliminate the mercenaries depending on the feasibility of said rescue attempt (before they talk enough to cause a diplomatic incident), and complete their original job. The good news is that we can expect excellent salvage opportunities - the bad news is that, in addition to planetary militia, the 36th Dieron Regulars are currently stationed there. Saffel itself is a cool, relatively low gravity world with about 50% water coverage on the surface. The estimated force commitment level is a batallion, so we may as well bring everyone we've got.
Details:
Liaison command
100% transport coverage
70% salvage rights
80% support costs coverage
Regular/C allies
Regular/B opposition
4 month contract duration, 1 month travel time
15 high-tech part orders
242M expected profit
This is an excellent contract, financially speaking. And, upon contract completion, the conglomerate is willing to go "to bat" for us and get us in line for some purchases of high-end parts, depending on our performance there. If a little icky, given both the current state of affairs and because we may wind up being the clean-up crew.
---
Hanover "Relief" Duty - the Draconis Combine wants a "discreet" force to travel to Hanover, where we are to rendezvous with local militia who reportedly put up an excellent fight against the invading clans there, destroy military assets that the DCMS wants to deny the enemy and extract any surviving personnel. The difficulty being that, excellent fight or not, the clans won and are now consolidating their gains on the planet, although their scariest mechs appear to have departed in exchange for a mixed garrison force. On the one hand, this gives us a chance to give some clanners the what-for, but, on the other hand, we're not necessarily ready to take them on again right now. Hanover is a non-descript, pretty cool and dry world with no major industry of note that we care about, but the DCMS feels differently.
Details:
Liaison command
100% transport coverage
40% salvage rights
100% battle loss compensation (re-negotiated from 10%)
Veteran/D allies
Regular/B estimated opposition
4 month contract duration, 6 month travel time
14 high-tech part orders
90M expected profit
This is a high-risk, high-reward contract, in terms of salvage anyway. Even 40% of clan tech is still 40% of clan tech. Additionally, upon contract completion, we'll be able to place some orders at factories within the DC for high-end equipment. The downside being, we might just get turned into paste, and it doesn't pay that well. Although the DCMS liaison does admit that 10% battle loss compensation is complete bullshit against the clans when our negotiators point it out.
[] Saffel Relief Duty - Rescue Mercs/Seize Assets
[] Hanover Relief Duty - Rescue Militia/Destroy Assets
[] Pass, wait another month
Spoiler:
We've got two more Lieutenant slots, with eight candidates:
Cpl. Kwan-Uk Virmani - drives a Grasshopper. An elite mechwarrior, but nobody actually recommended him, and he's got no command experience or known command ability whatsoever, but he's been pestering our command staff and somehow his file wound up on Zenn7's desk.
Cpl. Loren Burgess - drives a Catapult. Amazing at getting maneuvering performance out of his mech, and has displayed some basic capability for tactical thought.
Pvt. Allen Nattore - drives a Trebuchet TBT-3C (an up-gunned, up-heatsinked version of the standard Trebuchet). An expert in night time and swamp ambush warfare, but has not received any command endorsements.
Pvt. Tom Chagares - we're pretty sure his application is some kind of prank. He's a good shot with his Griffin, but has no leadership skills whatsoever, preferring to goof off and play pranks on his fellow mechwarriors.
Pvt. Daniel "Moley MkII" Adepapo - drives a Thunderbolt. An expert on amphibious warfare and has an excellent tactical sense.
Pvt. Nadezda "Stefan MkV" Sikora - No idea how her file wound up on Zenn7's desk, must have been a clerical error. We'll revisit the idea in a few years.
Pvt. Tomoyuki "Bass" Owen - Has taken to the Phoenix Hawk 3M like a fish to water, with an uncanny ability to effectively engage multiple targets. Displays a reasonable understanding of tactics and our command staff feel he's got high potential.
Cpl. Varada "Cylus MkII" Sunondo - An ace mechwarrior in a Grasshopper (of course we have spares). Has absorbed an extensive amount of tactical knowledge through osmosis.
Once we eliminate those with no leadership capability whatsoever, we've actually got three people left. Let's pick 2:
[] Loren Burgess - tactics 1, "can't teach an old dog new tricks"
[] Moley Mk II - tactics 3, capability for a little more training in other leadership areas
[] Cylus Mk II - tactics 3, capability for substantial training other leadership areas
[] Bass - tactics 1, capability for extensive training in other leadership areas
---
"Got some bad news for you, pal." Isgrimnur's tech informs him.
"Yeah, and what's that?" The mechwarrior replies, in a thick Scottish accent frequently cultivated by those originating from Caledonia.
"We can put the hatchet on, but we're gonna have to take off a PPC, or most of your SRM tubes."
"Most?"
"Yeah, all but four. Or we can keep all the armor and just give you a streak-two and a hatchet."
"Uh..." our mechwarrior pauses, thinking. "What if I could get you an extended range PPC, think you could replace the left arm one as well?"
[] Keep the Thug as is - no hatchet
[] Remove the right arm PPC, replacing the left arm PPC with a clan ER model. Minor reduction in long range firepower.
[] Remove the right arm PPC and a heat sink, replacing the left arm PPC with an Inner Sphere ER model. Significant reduction in long range firepower, and trades one of the crappy light mechs we've got lying around in mothballs, but isn't basically irreplaceable.
[] Keep both PPCs, drop down to four SRM tubes and one ton of ammo. Retains long range firepower, but serious gap in short range firepower.
---
El Guapo's mech-tech proposes two options:
[] Convert single heat sinks to doubles, dropping down to 15 total (30 heat), convert medium lasers to clan ER mediums.
[] Refit to a MAD-5S (heat sinks to doubles, PPCs to inner sphere extended-range) then drop heat sinks down from 16 to 15 (30 heat) to put back the extra ton of gauss ammo.
[] Refit to a MAD-5S (heat sinks to doubles, PPCs to inner sphere extended-range) then swap the PPCs for clan versions, using the saved tonnage to put back the ton of gauss ammo and an extra ton of armor. Putting a lot of eggs in one basket, though.
---
Xwraith's Thunderbolt will get refitted to a 7M, although we'll be dropping half a ton of MG ammo to add more armor. After that, however, we run out of double heat sinks.
Leraje's tech team examines his proposed changes skeptically, pointing out that they'll turn the mech into an oven, but grudgingly concede that they can get it done.
We also decide that, since we have an XL engine of the appropriate size sitting around, to upgrade one of our Ostscouts. Putting an XL engine on it really frees up a lot of tonnage, which we use to mount the two spare pulse lasers (our tech read about the possibility of doing this in Mechs Monthly), just about max out the armor, and add a few heat sinks (with an engine that big, the weight savings are pretty crazy).
---
Our next months' contract options:
Saffel "Relief" Duty - it appears that a biotech conglomerate out of FedCom has hired a mercenary outfit to extract data and samples from the Saffel Medical Institute. Unfortunately, these mercenaries screwed up and got themselves captured. Our job would be to land on the planet, rescue or eliminate the mercenaries depending on the feasibility of said rescue attempt (before they talk enough to cause a diplomatic incident), and complete their original job. The good news is that we can expect excellent salvage opportunities - the bad news is that, in addition to planetary militia, the 36th Dieron Regulars are currently stationed there. Saffel itself is a cool, relatively low gravity world with about 50% water coverage on the surface. The estimated force commitment level is a batallion, so we may as well bring everyone we've got.
Details:
Liaison command
100% transport coverage
70% salvage rights
80% support costs coverage
Regular/C allies
Regular/B opposition
4 month contract duration, 1 month travel time
15 high-tech part orders
242M expected profit
This is an excellent contract, financially speaking. And, upon contract completion, the conglomerate is willing to go "to bat" for us and get us in line for some purchases of high-end parts, depending on our performance there. If a little icky, given both the current state of affairs and because we may wind up being the clean-up crew.
---
Hanover "Relief" Duty - the Draconis Combine wants a "discreet" force to travel to Hanover, where we are to rendezvous with local militia who reportedly put up an excellent fight against the invading clans there, destroy military assets that the DCMS wants to deny the enemy and extract any surviving personnel. The difficulty being that, excellent fight or not, the clans won and are now consolidating their gains on the planet, although their scariest mechs appear to have departed in exchange for a mixed garrison force. On the one hand, this gives us a chance to give some clanners the what-for, but, on the other hand, we're not necessarily ready to take them on again right now. Hanover is a non-descript, pretty cool and dry world with no major industry of note that we care about, but the DCMS feels differently.
Details:
Liaison command
100% transport coverage
40% salvage rights
100% battle loss compensation (re-negotiated from 10%)
Veteran/D allies
Regular/B estimated opposition
4 month contract duration, 6 month travel time
14 high-tech part orders
90M expected profit
This is a high-risk, high-reward contract, in terms of salvage anyway. Even 40% of clan tech is still 40% of clan tech. Additionally, upon contract completion, we'll be able to place some orders at factories within the DC for high-end equipment. The downside being, we might just get turned into paste, and it doesn't pay that well. Although the DCMS liaison does admit that 10% battle loss compensation is complete bullshit against the clans when our negotiators point it out.
[] Saffel Relief Duty - Rescue Mercs/Seize Assets
[] Hanover Relief Duty - Rescue Militia/Destroy Assets
[] Pass, wait another month
Black Lives Matter
- NickAragua
- Posts: 6135
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play: Battletech via MegaMek (G2)
An "alpha" version (adapted for MekHQ without a full GM) of what I've been using will actually be in the next MekHQ release. For the Zoetermeer campaign I used a lot of scenarios from the most recent Battle of Tukayyid sourcebook, but I don't think I even touched a quarter of the ones that were in there.moleymoleymoley wrote: ↑Tue Apr 27, 2021 4:53 am Slightly off topic, but @Nickaragua , I remember in the previous one you said you use a 'tracks' system for as the basis for these stories / missions, which books do I need to buy to find some of these? I thought the digital scenarios I got from the Kickstarter might be it but they're just one off fights.
Obviously not asking for the one you're going to use here as that would ruin your story but a book that will give me some tracks to use in my own mekHQ game in this clan invasion period would be awesome
Black Lives Matter
- Isgrimnur
- Posts: 82533
- Joined: Sun Oct 15, 2006 12:29 am
- Location: Chookity pok
- Contact:
Re: Let's Play: Battletech via MegaMek (G2)
[] Keep the Thug as is - no hatchet
It's almost as if people are the problem.
-
- Posts: 4456
- Joined: Wed Dec 22, 2004 10:15 pm
- Location: Michigan
Re: Let's Play: Battletech via MegaMek (G2)
Contract choice is a tough call, but I think we better wait to take the clans on again until we have gotten our newbs integrated and trained up a little. I certainly won't object if the rest feel the desire to jump right into the fire though.NickAragua wrote: ↑Tue Apr 27, 2021 5:52 pm Once we eliminate those with no leadership capability whatsoever, we've actually got three people left. Let's pick 2:
[] Loren Burgess - tactics 1, "can't teach an old dog new tricks"
[] Moley Mk II - tactics 3, capability for a little more training in other leadership areas
[x] Cylus Mk II - tactics 3, capability for substantial training other leadership areas
[x] Bass - tactics 1, capability for extensive training in other leadership areas
---
[] Keep the Thug as is - no hatchet
[x] Remove the right arm PPC, replacing the left arm PPC with a clan ER model. Minor reduction in long range firepower.
[] Remove the right arm PPC and a heat sink, replacing the left arm PPC with an Inner Sphere ER model. Significant reduction in long range firepower, and trades one of the crappy light mechs we've got lying around in mothballs, but isn't basically irreplaceable.
[] Keep both PPCs, drop down to four SRM tubes and one ton of ammo. Retains long range firepower, but serious gap in short range firepower.
---
El Guapo's mech-tech proposes two options:
[] Convert single heat sinks to doubles, dropping down to 15 total (30 heat), convert medium lasers to clan ER mediums.
[x] Refit to a MAD-5S (heat sinks to doubles, PPCs to inner sphere extended-range) then drop heat sinks down from 16 to 15 (30 heat) to put back the extra ton of gauss ammo.
[] Refit to a MAD-5S (heat sinks to doubles, PPCs to inner sphere extended-range) then swap the PPCs for clan versions, using the saved tonnage to put back the ton of gauss ammo and an extra ton of armor. Putting a lot of eggs in one basket, though.
---
[x] Saffel Relief Duty - Rescue Mercs/Seize Assets
[] Hanover Relief Duty - Rescue Militia/Destroy Assets
[] Pass, wait another month
-
- Posts: 3054
- Joined: Sat Jan 01, 2005 11:03 pm
Re: Let's Play: Battletech via MegaMek (G2)
I don't recall our present financial situation, but unless we're loaded, easier money sounds best right now. Also, we haven't had a chance to be a cohesive fighting force yet.
Oh, and I need a mech, please.
Oh, and I need a mech, please.
Sims 3 and signature unclear.
- Leraje
- Posts: 608
- Joined: Tue Feb 18, 2020 11:27 am
- Location: NYC
Re: Let's Play: Battletech via MegaMek (G2)
NickAragua wrote: ↑Tue Apr 27, 2021 5:52 pm
[] Loren Burgess - tactics 1, "can't teach an old dog new tricks"
[x] Moley Mk II - tactics 3, capability for a little more training in other leadership areas
[x] Cylus Mk II - tactics 3, capability for substantial training other leadership areas
[] Bass - tactics 1, capability for extensive training in other leadership areas
[x] Saffel Relief Duty - Rescue Mercs/Seize Assets
[] Hanover Relief Duty - Rescue Militia/Destroy Assets
[] Pass, wait another month
- Zarathud
- Posts: 16597
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- Location: Chicago, Illinois
Let's Play: Battletech via MegaMek (G2)
Clean-up crew job may get icky, but it’s better than taking on the Clan. If we can’t handle it, we’re not gonna make it in this galaxy anyway.
Best of all, it pays well. If we’re going to fight, we need to build the cash reserves.
Best of all, it pays well. If we’re going to fight, we need to build the cash reserves.
"If the facts don't fit the theory, change the facts." - Albert Einstein
"I don't stand by anything." - Trump
“Bad men need nothing more to compass their ends, than that good men should look on and do nothing.” - John Stuart Mill, Inaugural Address Delivered to the University of St Andrews, 2/1/1867
“It is the impractical things in this tumultuous hell-scape of a world that matter most. A book, a name, chicken soup. They help us remember that, even in our darkest hour, life is still to be savored.” - Poe, Altered Carbon
"I don't stand by anything." - Trump
“Bad men need nothing more to compass their ends, than that good men should look on and do nothing.” - John Stuart Mill, Inaugural Address Delivered to the University of St Andrews, 2/1/1867
“It is the impractical things in this tumultuous hell-scape of a world that matter most. A book, a name, chicken soup. They help us remember that, even in our darkest hour, life is still to be savored.” - Poe, Altered Carbon
- TheMix
- Posts: 11017
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- Location: Broomfield, Colorado
Re: Let's Play: Battletech via MegaMek (G2)
Congratulations to all!In the end, El Guapo, Leraje and Freyland get the company command slots and the requisite promotions to Captain. El Guapo will take charge of Alpha Company, Leraje will take charge of Gamma Company and Freyland will lead Delta company. Siljanus is promoted to Lieutenant and given command of Beta-Hunter lance, while Wolf is promoted to Lieutenant (junior grade) and given command of Gamma-Striker lance.
---[] Loren Burgess - tactics 1, "can't teach an old dog new tricks"
[X] Moley Mk II - tactics 3, capability for a little more training in other leadership areas
[X] Cylus Mk II - tactics 3, capability for substantial training other leadership areas
[] Bass - tactics 1, capability for extensive training in other leadership areas
*The Hanover contract seems risky. At least until more of the new recruits get some experience. Saffel may be a bit "icky", but if I understand correctly, it's got some potential for some decent rewards with substantially less risk.[X] Saffel Relief Duty - Rescue Mercs/Seize Assets
[] Hanover Relief Duty - Rescue Militia/Destroy Assets
[] Pass, wait another month
Edit: Changed my first vote. I was so busy reading the descriptions/fluff text, I missed the summary with actual skills. I am assuming that like the PC game, having higher Tactics is better.
Black Lives Matter
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- $iljanus
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Re: Let's Play: Battletech via MegaMek (G2)
Pretty much what TheMix said! I’m all for going up against the Clans again but we’re not quite there yet. But their time is going to come...TheMix wrote: ↑Tue Apr 27, 2021 8:11 pmCongratulations to all!In the end, El Guapo, Leraje and Freyland get the company command slots and the requisite promotions to Captain. El Guapo will take charge of Alpha Company, Leraje will take charge of Gamma Company and Freyland will lead Delta company. Siljanus is promoted to Lieutenant and given command of Beta-Hunter lance, while Wolf is promoted to Lieutenant (junior grade) and given command of Gamma-Striker lance.
---[] Loren Burgess - tactics 1, "can't teach an old dog new tricks"
[X] Moley Mk II - tactics 3, capability for a little more training in other leadership areas
[X] Cylus Mk II - tactics 3, capability for substantial training other leadership areas
[] Bass - tactics 1, capability for extensive training in other leadership areas
*The Hanover contract seems risky. At least until more of the new recruits get some experience. Saffel may be a bit "icky", but if I understand correctly, it's got some potential for some decent rewards with substantially less risk.[X] Saffel Relief Duty - Rescue Mercs/Seize Assets
[] Hanover Relief Duty - Rescue Militia/Destroy Assets
[] Pass, wait another month
Edit: Changed my first vote. I was so busy reading the descriptions/fluff text, I missed the summary with actual skills. I am assuming that like the PC game, having higher Tactics is better.
Black lives matter!
Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?
Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?
- Hyena
- Posts: 2296
- Joined: Thu Oct 14, 2004 4:14 am
- Location: San Antonio, TX
Re: Let's Play: Battletech via MegaMek (G2)
I second this second!$iljanus wrote: ↑Tue Apr 27, 2021 9:06 pmPretty much what TheMix said! I’m all for going up against the Clans again but we’re not quite there yet. But their time is going to come...TheMix wrote: ↑Tue Apr 27, 2021 8:11 pmCongratulations to all!In the end, El Guapo, Leraje and Freyland get the company command slots and the requisite promotions to Captain. El Guapo will take charge of Alpha Company, Leraje will take charge of Gamma Company and Freyland will lead Delta company. Siljanus is promoted to Lieutenant and given command of Beta-Hunter lance, while Wolf is promoted to Lieutenant (junior grade) and given command of Gamma-Striker lance.
---[] Loren Burgess - tactics 1, "can't teach an old dog new tricks"
[X] Moley Mk II - tactics 3, capability for a little more training in other leadership areas
[X] Cylus Mk II - tactics 3, capability for substantial training other leadership areas
[] Bass - tactics 1, capability for extensive training in other leadership areas
*The Hanover contract seems risky. At least until more of the new recruits get some experience. Saffel may be a bit "icky", but if I understand correctly, it's got some potential for some decent rewards with substantially less risk.[X] Saffel Relief Duty - Rescue Mercs/Seize Assets
[] Hanover Relief Duty - Rescue Militia/Destroy Assets
[] Pass, wait another month
Edit: Changed my first vote. I was so busy reading the descriptions/fluff text, I missed the summary with actual skills. I am assuming that like the PC game, having higher Tactics is better.
"You laugh at me because I'm different; I laugh at you because you're all the same." ~Jonathan Davis
"The object of education is to prepare the young to educate themselves throughout their lives." ~Robert M. Hutchins
"The object of education is to prepare the young to educate themselves throughout their lives." ~Robert M. Hutchins
-
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- Location: Australia
Re: Let's Play: Battletech via MegaMek (G2)
Money talksPvt. Nadezda "Stefan MkV" Sikora - No idea how her file wound up on Zenn7's desk, must have been a clerical error. We'll revisit the idea in a few years.
Saffel clean up contract.
-
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Re: Let's Play: Battletech via MegaMek (G2)
I've basically chosen the options that will benefit us most when it comes to eventually fighting clans.NickAragua wrote: ↑Tue Apr 27, 2021 5:52 pm Once we eliminate those with no leadership capability whatsoever, we've actually got three people left. Let's pick 2:
[] Loren Burgess - tactics 1, "can't teach an old dog new tricks"
[X] Moley Mk II - tactics 3, capability for a little more training in other leadership areas
[x] Cylus Mk II - tactics 3, capability for substantial training other leadership areas
[] Bass - tactics 1, capability for extensive training in other leadership areas
---
[X] Keep the Thug as is - no hatchet
[] Remove the right arm PPC, replacing the left arm PPC with a clan ER model. Minor reduction in long range firepower.
[] Remove the right arm PPC and a heat sink, replacing the left arm PPC with an Inner Sphere ER model. Significant reduction in long range firepower, and trades one of the crappy light mechs we've got lying around in mothballs, but isn't basically irreplaceable.
[] Keep both PPCs, drop down to four SRM tubes and one ton of ammo. Retains long range firepower, but serious gap in short range firepower.
---
El Guapo's mech-tech proposes two options:
[] Convert single heat sinks to doubles, dropping down to 15 total (30 heat), convert medium lasers to clan ER mediums.
[x] Refit to a MAD-5S (heat sinks to doubles, PPCs to inner sphere extended-range) then drop heat sinks down from 16 to 15 (30 heat) to put back the extra ton of gauss ammo.
[] Refit to a MAD-5S (heat sinks to doubles, PPCs to inner sphere extended-range) then swap the PPCs for clan versions, using the saved tonnage to put back
---
[x] Saffel Relief Duty - Rescue Mercs/Seize Assets
[] Hanover Relief Duty - Rescue Militia/Destroy Assets
[] Pass, wait another month
The Thug - a pretty great mech by itself, moving to a single PPC drastically reduces one of its key benefits, durability, a single lucky hit would render it ineffective against anything moving slightly faster than it. Hatchets, whilst fun, are a lot of tonnage for a very situational weapon.
The MAD refit - it's already a bit of a badass with that Gauss, if we put too much clan weaponry on it it's a monumental disaster if we lose it, better to spread it thinner amongst others.
The contract - we need higher tech before we can survive clanners, seems like a good way to get it and earn an absolute fortune at the same time. Maybe get some nice salvage too?
-
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Re: Let's Play: Battletech via MegaMek (G2)
God I can't wait for that. Throw in a persistent opfor, and maybe an AI GM and I'd play mekHQ til my eyes bled I reckon.NickAragua wrote: ↑Tue Apr 27, 2021 5:55 pmAn "alpha" version (adapted for MekHQ without a full GM) of what I've been using will actually be in the next MekHQ release. For the Zoetermeer campaign I used a lot of scenarios from the most recent Battle of Tukayyid sourcebook, but I don't think I even touched a quarter of the ones that were in there.moleymoleymoley wrote: ↑Tue Apr 27, 2021 4:53 am Slightly off topic, but @Nickaragua , I remember in the previous one you said you use a 'tracks' system for as the basis for these stories / missions, which books do I need to buy to find some of these? I thought the digital scenarios I got from the Kickstarter might be it but they're just one off fights.
Obviously not asking for the one you're going to use here as that would ruin your story but a book that will give me some tracks to use in my own mekHQ game in this clan invasion period would be awesome
- El Guapo
- Posts: 41458
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play: Battletech via MegaMek (G2)
This all makes sense. I'll confess to not totally understanding the second Marauder refit option (why would we swap to inner sphere ER PPCs, and then immediately to Clan ER PPCs?), but the core logic of not putting too much Clan Tech in one mech at this point seems to make sense.moleymoleymoley wrote: ↑Wed Apr 28, 2021 2:30 amI've basically chosen the options that will benefit us most when it comes to eventually fighting clans.NickAragua wrote: ↑Tue Apr 27, 2021 5:52 pm Once we eliminate those with no leadership capability whatsoever, we've actually got three people left. Let's pick 2:
[] Loren Burgess - tactics 1, "can't teach an old dog new tricks"
[X] Moley Mk II - tactics 3, capability for a little more training in other leadership areas
[x] Cylus Mk II - tactics 3, capability for substantial training other leadership areas
[] Bass - tactics 1, capability for extensive training in other leadership areas
---
[X] Keep the Thug as is - no hatchet
[] Remove the right arm PPC, replacing the left arm PPC with a clan ER model. Minor reduction in long range firepower.
[] Remove the right arm PPC and a heat sink, replacing the left arm PPC with an Inner Sphere ER model. Significant reduction in long range firepower, and trades one of the crappy light mechs we've got lying around in mothballs, but isn't basically irreplaceable.
[] Keep both PPCs, drop down to four SRM tubes and one ton of ammo. Retains long range firepower, but serious gap in short range firepower.
---
El Guapo's mech-tech proposes two options:
[] Convert single heat sinks to doubles, dropping down to 15 total (30 heat), convert medium lasers to clan ER mediums.
[x] Refit to a MAD-5S (heat sinks to doubles, PPCs to inner sphere extended-range) then drop heat sinks down from 16 to 15 (30 heat) to put back the extra ton of gauss ammo.
[] Refit to a MAD-5S (heat sinks to doubles, PPCs to inner sphere extended-range) then swap the PPCs for clan versions, using the saved tonnage to put back
---
[x] Saffel Relief Duty - Rescue Mercs/Seize Assets
[] Hanover Relief Duty - Rescue Militia/Destroy Assets
[] Pass, wait another month
The Thug - a pretty great mech by itself, moving to a single PPC drastically reduces one of its key benefits, durability, a single lucky hit would render it ineffective against anything moving slightly faster than it. Hatchets, whilst fun, are a lot of tonnage for a very situational weapon.
The MAD refit - it's already a bit of a badass with that Gauss, if we put too much clan weaponry on it it's a monumental disaster if we lose it, better to spread it thinner amongst others.
The contract - we need higher tech before we can survive clanners, seems like a good way to get it and earn an absolute fortune at the same time. Maybe get some nice salvage too?
Black Lives Matter.
- AWS260
- Posts: 12709
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- Location: Brooklyn
Re: Let's Play: Battletech via MegaMek (G2)
NickAragua wrote: ↑Tue Apr 27, 2021 5:52 pm
[] Loren Burgess - tactics 1, "can't teach an old dog new tricks"
[x] Moley Mk II - tactics 3, capability for a little more training in other leadership areas
[x] Cylus Mk II - tactics 3, capability for substantial training other leadership areas
[] Bass - tactics 1, capability for extensive training in other leadership areas
[x] Saffel Relief Duty - Rescue Mercs/Seize Assets
[] Hanover Relief Duty - Rescue Militia/Destroy Assets
[] Pass, wait another month
- Leraje
- Posts: 608
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- Location: NYC
Re: Let's Play: Battletech via MegaMek (G2)
Refitting to an established variant first is faster and easier than assembling a design from scratch.El Guapo wrote: ↑Wed Apr 28, 2021 9:03 am This all makes sense. I'll confess to not totally understanding the second Marauder refit option (why would we swap to inner sphere ER PPCs, and then immediately to Clan ER PPCs?), but the core logic of not putting too much Clan Tech in one mech at this point seems to make sense.
- El Guapo
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- Location: Boston
Re: Let's Play: Battletech via MegaMek (G2)
One question - are we using any of the Clan ER PPCs under the likely refit plans? Seems like we should find a way to put at least two of the three that we have into mechs, so that they don't go to waste.
I'd recommend taking one and shipping back to our home world for tech research (assuming that has some in game effect, as it seems to).
I'd recommend taking one and shipping back to our home world for tech research (assuming that has some in game effect, as it seems to).
Black Lives Matter.
- TheMix
- Posts: 11017
- Joined: Thu Oct 14, 2004 5:19 pm
- Location: Broomfield, Colorado
Re: Let's Play: Battletech via MegaMek (G2)
I like this approach. I think we definitely need to think about the long game. Potentially improving armaments down the road is worth taking a small hit now.El Guapo wrote: ↑Wed Apr 28, 2021 10:19 am One question - are we using any of the Clan ER PPCs under the likely refit plans? Seems like we should find a way to put at least two of the three that we have into mechs, so that they don't go to waste.
I'd recommend taking one and shipping back to our home world for tech research (assuming that has some in game effect, as it seems to).
Black Lives Matter
Isgrimnur - Facebook makes you hate your friends and family. LinkedIn makes you hate you co-workers. NextDoor makes you hate your neighbors.
- Hyena
- Posts: 2296
- Joined: Thu Oct 14, 2004 4:14 am
- Location: San Antonio, TX
Re: Let's Play: Battletech via MegaMek (G2)
Short term loss for long term gain. I like it.TheMix wrote: ↑Wed Apr 28, 2021 10:27 amI like this approach. I think we definitely need to think about the long game. Potentially improving armaments down the road is worth taking a small hit now.El Guapo wrote: ↑Wed Apr 28, 2021 10:19 am One question - are we using any of the Clan ER PPCs under the likely refit plans? Seems like we should find a way to put at least two of the three that we have into mechs, so that they don't go to waste.
I'd recommend taking one and shipping back to our home world for tech research (assuming that has some in game effect, as it seems to).
(provided we live long term...)
"You laugh at me because I'm different; I laugh at you because you're all the same." ~Jonathan Davis
"The object of education is to prepare the young to educate themselves throughout their lives." ~Robert M. Hutchins
"The object of education is to prepare the young to educate themselves throughout their lives." ~Robert M. Hutchins
- NickAragua
- Posts: 6135
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- Location: Boston, MA
Re: Let's Play: Battletech via MegaMek (G2)
Vote Results:
Cylus and Moley get the last two lieutenant slots in the company. With Freyland climbing into a Wolverine (an appropriate mech for a company commander), we've got a full officer roster, but we're short about a company's worth (12) mechwarriors. So we'll need to do a little recruiting while our mechs are being refitted.
Wolf's Grasshopper refit completes, but then we decide to pull one of the two streak SRM ammo bins (there's no mech in the galaxy that needs a hundred shots of streak SRM/2 ammo) and install an extra heat sink instead.
We also scoop up a Stingray F-92 fighter. It's a little pricey, at 4.4M C-Bills, but it's got all the high tech toys we could want - ER PPCs, ER Large Lasers, double aero heat sinks. Additionally, in the spirit of combined arms, we pick up a Shreck PPC Carrier (basically an Awesome on treads) and a Falcon hovertank (12 SRM tubes, medium laser). We've learned enough about how to coordinate the various types of units that we're pretty confident in being able to deploy auxiliaries with out mech lances
One last refit choice. This is a list of all the mechs in the company that have PPCs, with my opinion on whether they can take a clan PPC upgrade.
Awesome AWS-8Q - 3x PPC. Nope (it can barely fire the three PPCs it's got)
Blackjack BJ-3 - 2x PPCs means it'll be weird upgrading just one, and no way it can handle +10 heat
Catapult CPLT-K2 - same problem as the Blackjack
Grasshopper GHR-5N - 1x PPC - yes, although the +5 heat will be difficult to manage
Griffin GRF-1N - 1x PPC - yes, although it'll have to alternate PPC and LRM fire
Hatamoto-Hi HTM-27U - 2x PPC, meaning same problem as the Blackjack
Mackie MSK-8B(G) - same problem as the Blackjack
Marauder MAD-5S - already discussed
Merlin MLN-1A - 1x PPC - yes, it'll throw off the heat curve but may take the mech from "not very good" to "passable"
Thunderbolt TDR-5SS - 1x PPC - yes, the heat curve will be a little more difficult to manage
So, let's pick up to two clan ER PPCs to carry out upgrades.
[] Grasshopper GHR-5N (Hyena's ride)
[] Merlin MLN-1A (Stefan's ride)
[] Thunderbolt TDR-5SS
[] Griffin GRF-1N
[] Write-in
Using the two clan ER PPCs will leave us with 1 of those and the five clan ER medium lasers. We can either ship those back to our R&D facility or use some to upgrade our mechs (we have very many mechs with medium lasers, so it won't be an issue to find somewhere to put them).
[] Ship remaining weaponry back to Dowles
[] Use some of it to upgrade our current mechs
As it turns out, our refits will take longer to complete than we have time to wait for the Saffel contract - basically that means that we'll be down four heavy hitter mechs (El Guapo's Marauder, Xwraith's Thunderbolt, Wolf's Grasshopper and Leraje's Black Knight), plus an Ostscout (but who cares) and our mechwarriors will have to ride in spares for the duration of the contract. Not a huge deal, but a shame. Additionally, even with our recruitment drive, we still come up two lances short of our full strength.
Our current budget (after our retirees took their payouts and the retired Major Scrub took about three billion C-Bills back to Dowles to help jump start the R&D scene there) is 657M C-Bills, with 13.5M C-Bills going out per month.
Or, we could pass and just wait for the refits to complete - there's probably no shortage of mercenary work.
[] Go do the contract anyway, we'll see our mechs when we finish up (or have them shipped in if possible)
[] Pass, wait for refits to finish
If we decide to do the contract anyway, those who are still waiting for refits should pick replacement mechs from the remaining rides in the first post.
Spoiler:
Wolf's Grasshopper refit completes, but then we decide to pull one of the two streak SRM ammo bins (there's no mech in the galaxy that needs a hundred shots of streak SRM/2 ammo) and install an extra heat sink instead.
We also scoop up a Stingray F-92 fighter. It's a little pricey, at 4.4M C-Bills, but it's got all the high tech toys we could want - ER PPCs, ER Large Lasers, double aero heat sinks. Additionally, in the spirit of combined arms, we pick up a Shreck PPC Carrier (basically an Awesome on treads) and a Falcon hovertank (12 SRM tubes, medium laser). We've learned enough about how to coordinate the various types of units that we're pretty confident in being able to deploy auxiliaries with out mech lances
One last refit choice. This is a list of all the mechs in the company that have PPCs, with my opinion on whether they can take a clan PPC upgrade.
Awesome AWS-8Q - 3x PPC. Nope (it can barely fire the three PPCs it's got)
Blackjack BJ-3 - 2x PPCs means it'll be weird upgrading just one, and no way it can handle +10 heat
Catapult CPLT-K2 - same problem as the Blackjack
Grasshopper GHR-5N - 1x PPC - yes, although the +5 heat will be difficult to manage
Griffin GRF-1N - 1x PPC - yes, although it'll have to alternate PPC and LRM fire
Hatamoto-Hi HTM-27U - 2x PPC, meaning same problem as the Blackjack
Mackie MSK-8B(G) - same problem as the Blackjack
Marauder MAD-5S - already discussed
Merlin MLN-1A - 1x PPC - yes, it'll throw off the heat curve but may take the mech from "not very good" to "passable"
Thunderbolt TDR-5SS - 1x PPC - yes, the heat curve will be a little more difficult to manage
So, let's pick up to two clan ER PPCs to carry out upgrades.
[] Grasshopper GHR-5N (Hyena's ride)
[] Merlin MLN-1A (Stefan's ride)
[] Thunderbolt TDR-5SS
[] Griffin GRF-1N
[] Write-in
Using the two clan ER PPCs will leave us with 1 of those and the five clan ER medium lasers. We can either ship those back to our R&D facility or use some to upgrade our mechs (we have very many mechs with medium lasers, so it won't be an issue to find somewhere to put them).
[] Ship remaining weaponry back to Dowles
[] Use some of it to upgrade our current mechs
As it turns out, our refits will take longer to complete than we have time to wait for the Saffel contract - basically that means that we'll be down four heavy hitter mechs (El Guapo's Marauder, Xwraith's Thunderbolt, Wolf's Grasshopper and Leraje's Black Knight), plus an Ostscout (but who cares) and our mechwarriors will have to ride in spares for the duration of the contract. Not a huge deal, but a shame. Additionally, even with our recruitment drive, we still come up two lances short of our full strength.
Our current budget (after our retirees took their payouts and the retired Major Scrub took about three billion C-Bills back to Dowles to help jump start the R&D scene there) is 657M C-Bills, with 13.5M C-Bills going out per month.
Or, we could pass and just wait for the refits to complete - there's probably no shortage of mercenary work.
[] Go do the contract anyway, we'll see our mechs when we finish up (or have them shipped in if possible)
[] Pass, wait for refits to finish
If we decide to do the contract anyway, those who are still waiting for refits should pick replacement mechs from the remaining rides in the first post.
Black Lives Matter
- $iljanus
- Forum Moderator
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Re: Let's Play: Battletech via MegaMek (G2)
Is there an appreciable difference in terms of research speed if we send all the ER Clan Medium Lasers to the labs vs some of them? A pair of Clan lasers on a mech could go a long way on the battlefield.
Also if we go for the refits are we at a big disadvantage with the replacement mechs? I don’t know enough to make an informed decision.
Also if we go for the refits are we at a big disadvantage with the replacement mechs? I don’t know enough to make an informed decision.
Black lives matter!
Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?
Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?
- gbasden
- Posts: 7697
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- Location: Sacramento, CA
Re: Let's Play: Battletech via MegaMek (G2)
NickAragua wrote: ↑Wed Apr 28, 2021 5:26 pm
So, let's pick up to two clan ER PPCs to carry out upgrades.
[X] Grasshopper GHR-5N (Hyena's ride)
[X] Merlin MLN-1A (Stefan's ride)
[X] Thunderbolt TDR-5SS
[] Griffin GRF-1N
[] Write-in
Using the two clan ER PPCs will leave us with 1 of those and the five clan ER medium lasers. We can either ship those back to our R&D facility or use some to upgrade our mechs (we have very many mechs with medium lasers, so it won't be an issue to find somewhere to put them).
[] Ship remaining weaponry back to Dowles
[x] Use some of it to upgrade our current mechs
[x] Go do the contract anyway, we'll see our mechs when we finish up (or have them shipped in if possible)
[] Pass, wait for refits to finish
If we decide to do the contract anyway, those who are still waiting for refits should pick replacement mechs from the remaining rides in the first post.
- gbasden
- Posts: 7697
- Joined: Wed Oct 13, 2004 1:57 am
- Location: Sacramento, CA
Re: Let's Play: Battletech via MegaMek (G2)
NickAragua wrote: ↑Wed Apr 28, 2021 5:26 pm
So, let's pick up to two clan ER PPCs to carry out upgrades.
[] Grasshopper GHR-5N (Hyena's ride)
[X] Merlin MLN-1A (Stefan's ride)
[X] Thunderbolt TDR-5SS
[] Griffin GRF-1N
[] Write-in
[] Ship remaining weaponry back to Dowles
[x] Use some of it to upgrade our current mechs
[x] Go do the contract anyway, we'll see our mechs when we finish up (or have them shipped in if possible)
[] Pass, wait for refits to finish
Last edited by gbasden on Wed Apr 28, 2021 10:46 pm, edited 1 time in total.
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- Location: Michigan
Re: Let's Play: Battletech via MegaMek (G2)
Send at least 1 of the clan ER ML's back for research.NickAragua wrote: ↑Wed Apr 28, 2021 5:26 pm So, let's pick up to two clan ER PPCs to carry out upgrades.
[] Grasshopper GHR-5N (Hyena's ride)
[x] Merlin MLN-1A (Stefan's ride)
[x] Thunderbolt TDR-5SS
[] Griffin GRF-1N
[] Write-in
Using the two clan ER PPCs will leave us with 1 of those and the five clan ER medium lasers. We can either ship those back to our R&D facility or use some to upgrade our mechs (we have very many mechs with medium lasers, so it won't be an issue to find somewhere to put them).
[] Ship remaining weaponry back to Dowles
[x] Use some of it to upgrade our current mechs
[x] Go do the contract anyway, we'll see our mechs when we finish up (or have them shipped in if possible)
[] Pass, wait for refits to finish
3 BILLION??? WOW!!! That's one heck of jump start!