Gamma Lance "Midnight Oil"

Discussion in 'Lance Threads' started by Skwisgaar, Jul 16, 2012.

  1. Tzeentch

    Tzeentch Bigfoot Hirdman

    Messages:
    2,181
    Likes Received:
    1,650
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Eye of Terror
    Ætt (Clan):
    Svinfylking
    How about monday night? Anytime before Wednesday is fine for me.
     
  2. Derak Darksun

    Derak Darksun Well Liked Thrall

    Messages:
    692
    Likes Received:
    482
    Trophy Points:
    63
    Gender:
    Male
    Location:
    Rochester, MN
    Ætt (Clan):
    Svinfylking
    Monday night works best for me. How does 7pm CST sound?
     
  3. Tzeentch

    Tzeentch Bigfoot Hirdman

    Messages:
    2,181
    Likes Received:
    1,650
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Eye of Terror
    Ætt (Clan):
    Svinfylking
    I'm good with that.
     
  4. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    confirmed for Monday night (tonight) @ 7pm CST (8pm EST, right?)

    someone from you lance, please arrive at least an hour early (earlier the better). your lance has yet to do mission rolls and I need time to set things up correctly.
     
  5. Hunter Gamma

    Hunter Gamma Well Liked Viking

    Messages:
    3,447
    Likes Received:
    2,821
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Finland
    Ætt (Clan):
    Svinfylking
    It's three at night for me.

    ...

    Coffee? Coffee.
     
    MagnusEffect likes this.
  6. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    Renolts needs to pick a replacement mech. Good news is that Dispossession Insurance pays 1 million C-bills for total loss of a mech. Combining that with your current funds and payout from last mission, you have roughly 1.9 million.

    You have the Centurion and Hunchback you guys had salvaged last mission. There is also a Blackjack. You can only claim 2 of the 3. Remember also that you will be paid their value BEFORE they are repaired, but you can only purchase them for their value AFTER they are repaired (the unit doesn't work on charity ;) ). If you need money, Renolts, I'm certain someone would be willing to give you a loan.

    There is also the option to continue fighting in a randomly assigned vehicle. Essentially, you are no where close to out of the fight. :)
     
  7. Derak Darksun

    Derak Darksun Well Liked Thrall

    Messages:
    692
    Likes Received:
    482
    Trophy Points:
    63
    Gender:
    Male
    Location:
    Rochester, MN
    Ætt (Clan):
    Svinfylking
    I'll cover the difference on loan if you'd like to pick up the Centurion, Hunchback, or Blackjack, Renolts. :hatchetbump:
     
  8. Renolts

    Renolts New Guy Thrall

    Messages:
    47
    Likes Received:
    20
    Trophy Points:
    8
    Gender:
    Male
    Ætt (Clan):
    Drakjägare
    Oh, I didn't think I was done. I just didnt know there was more than one mech available, and I'll have to go math and find out how much c-bills it will require. What variants are the three?
     
  9. LagCat

    LagCat Well Liked Berserker

    Messages:
    459
    Likes Received:
    473
    Trophy Points:
    63
    Location:
    Middle of Nowhere, Iowa
    Ætt (Clan):
    Drakjägare
    So yea I figure I will butt in here and help...

    The three mechs available are the Centurion CN9-AL, BlackJack BJ-1DBr, and a Hunchback 4H

    The differences being mainly in condition and weapons... The Hunchback for all intents and purposes is armless and legless but does still have it's primary weapon the AC/10. By comparison the Blackjack is in "better" shape but is missing both it's secondary medium lasers and has taken some internal damage as well as being almost devoid of armor. But now we come to the beauty of a mech. During the match we all saw the Centurion fall and it seemed like it was pretty much dead in one round of shooting, however apparently you guys didn't damage it all that much, it's still got a full compliment of weapons including a LRM-10 that would help in maintaining your Oblique attackers use. It's only serious damage was a Gyro hit that forced the pilot to eject.

    Aaaaand assuming I have done my math right, it's a bargain at around 1.7 million credits.
     
  10. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    Just load the most recent save in MekHQ. That;s the easiest way. You can find the link in the DOWNLOAD LINKS" sticky, but I will link it here for convenience:
    https://www.dropbox.com/sh/3afo9zlx9w9wrft/AAC-81wsLJ0TXfnpFjsUw85za?dl=0

    look for "TRMNS-Turn06-m3"

    you won't know the true final price until after they are repaired. but before they can be repaired, you have to haul them off the battlefield... which means picking 2 of 3 now unfortunately. just pick the one you want. (generally, the heavier they are the more expensive they will be)
     
    Last edited: Jul 21, 2015
  11. Renolts

    Renolts New Guy Thrall

    Messages:
    47
    Likes Received:
    20
    Trophy Points:
    8
    Gender:
    Male
    Ætt (Clan):
    Drakjägare
    Oh I'm sorry for the wait on the reply, I thought I had replied on my phone, and I guess it messed up. But yeah I'll take the centurion, that sounds like a good deal.
     
  12. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    Collectively, the best you guys have for Negotiation and Scrounge is level 2. That will keep hurting you until you guys buff those skills. Negotiation is a morale skill that helps buff the other 3 and Scrounge helps with avoiding ambushes and finding things that might be otherwise hidden.

    Currently, since Tzeentch is the only one with Negotiations, I recommend he cover that (his Leadership is already at levle 5 which is pretty good)

    As for Scrounge... well... three of you have it, but Moro is focusing on Astech (you guys really needed more of that too) and since Derak has more XP than Renolts, I recommend Derak buff his Scrounge ASAP.

    Of course, you are all welcome to do whatever you want... but as always, you would be wise to heed my advice. :secretlaugh: The final chapter to the Terminus Campaign is coming and you will want to be at your very best.
     
    Last edited: Aug 3, 2015
  13. Tzeentch

    Tzeentch Bigfoot Hirdman

    Messages:
    2,181
    Likes Received:
    1,650
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Eye of Terror
    Ætt (Clan):
    Svinfylking
    Okay, I'll work towards negotiations from here on out. I go all the rest of what I want skill wise for now anyways. ON RECORD anytime I can I'd like to spend my points on negotiation.
     
    MagnusEffect likes this.
  14. Derak Darksun

    Derak Darksun Well Liked Thrall

    Messages:
    692
    Likes Received:
    482
    Trophy Points:
    63
    Gender:
    Male
    Location:
    Rochester, MN
    Ætt (Clan):
    Svinfylking
    I had planned to work scrounge up after I got to 3/4 and Jumping Jack, so that'll work great! Makes sense that the speedy jumpy Mechwarrior also be the recon master. I should be pretty close to acquiring rank 3 in it. I think I'll go straight for rank 4 with all my present and future xp.
     
    MagnusEffect likes this.
  15. Derak Darksun

    Derak Darksun Well Liked Thrall

    Messages:
    692
    Likes Received:
    482
    Trophy Points:
    63
    Gender:
    Male
    Location:
    Rochester, MN
    Ætt (Clan):
    Svinfylking
    Thinking about refitting my Griffin to be a tackler. It lives up to its namesake with the pair of 6-shooters in its arms! What do you guys think? Cooking up a few other ideas too, I got a long range refit with an LRM-10, ERPPC, and a few medium lasers, as well as a range-banded jack of all trades (very similar to Magnus' ShadowHawk) with an ERPPC, SRM-4, and a few Mlasers. I'd keep the ECM in the first and last refit, and drop it in the long range refit.

    Designing my mech got me thinking, we should have a chat about what sort of playstyle each of us would like to pursue, so that we can synergize with each other the best. For example, Tzeentch has a lot of xp invested in long range combat, and I have a lot invested in my jumping ability.

    Code:
    Griffin GRF-1S
    
    Mass: 55 tons
    Tech Base: Inner Sphere
    Chassis Config: Biped
    Rules Level: Advanced Rules
    Era: Succession Wars
    Tech Rating/Era Availability: E/X-F-E-A
    Production Year: 2857
    Cost: 5,575,557 C-Bills
    Battle Value: 1,598
    
    Chassis: Earthwerks GRF Endo-Steel
    Power Plant: CoreTek 275 Fusion Engine
    Walking Speed: 54.0 km/h
    Maximum Speed: 86.4 km/h
    Jump Jets: Rawlings 55
        Jump Capacity: 150 meters
    Armor: Starshield A Standard Armor w/ CASE
    Armament:
        2  SRM-6s
        5  Medium Lasers
        1  Guardian ECM Suite
    Manufacturer: Earthwerks Incorporated, Defiance Industries, Kallon Industries
        Primary Factory: Keystone (Earthwerks), Hesperus II (Defiance), Talon (Kallon)
    Communications System: Neil 6000
    Targeting and Tracking System: Octagon Tartrac, System C
    
    ================================================================================
    Equipment           Type                         Rating                   Mass
    --------------------------------------------------------------------------------
    Internal Structure: Endo-Steel                    91 points                3.00
        Internal Locations: 5 LT, 3 RT, 1 LA, 1 RA, 2 LL, 2 RL
    Engine:             Fusion Engine                275                      15.50
        Walking MP: 5
        Running MP: 8
        Jumping MP: 5 Standard
        Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   2.50
    Heat Sinks:         Double Heat Sink             12(24)                    2.00
        Heat Sink Locations: 1 RT
    Gyro:               Standard                                               3.00
    Cockpit:            Standard                                               3.00
        Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
    Armor:              Standard Armor               AV - 176                 11.00
        CASE Locations: 1 LT                                                   0.50
    
                                                          Internal       Armor    
                                                          Structure      Factor   
                                                    Head     3            9       
                                            Center Torso     18           28      
                                     Center Torso (rear)                  7       
                                               L/R Torso     13           19      
                                        L/R Torso (rear)                  7       
                                                 L/R Arm     9            17      
                                                 L/R Leg     13           23      
    
    ================================================================================
    Equipment                                 Location    Heat    Critical    Mass
    --------------------------------------------------------------------------------
    Medium Laser                                 CT        3         1         1.00
    2 Medium Lasers                              RT        6         2         2.00
    Guardian ECM Suite                           RT        0         2         1.50
    2 Medium Lasers                              LT        6         2         2.00
    SRM-6                                        RA        4         2         3.00
    SRM-6                                        LA        4         2         3.00
    @SRM-6 (30)                                  LT        -         2         2.00
                                                Free Critical Slots: 11
    
    BattleForce Statistics
    MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 16
    5j         5       5       0       0      2     0   Structure:  5
    Special Abilities: ECM, CASE, SRCH, ES, SEAL, SOA, SRM 2/2/0
    
     
  16. LagCat

    LagCat Well Liked Berserker

    Messages:
    459
    Likes Received:
    473
    Trophy Points:
    63
    Location:
    Middle of Nowhere, Iowa
    Ætt (Clan):
    Drakjägare
    Unfortunately we do not have access to Endo-Steel making facilities at the moment... so that wont work right now :sad:


    EDIT: I am a dumbass... ignore me I just noticed you already have the structure.... *Goes back into his hole*
     
    Tzeentch and Derak Darksun like this.
  17. Sheogoraath

    Sheogoraath Worst Person in the Universe Viking

    Messages:
    4,207
    Likes Received:
    3,371
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Boston, MA
    Ætt (Clan):
    Svinfylking
    I know I'm not in gamma, but I'd go with your option of having some medium and short ranged stuff. It will give you more options if you get closed on, and you'll still get your PPC.
     
    Derak Darksun likes this.
  18. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    Sheo is right. I like the design in theory, but you are screwed if you get stuck on an open map (and you will eventually). Having something for longer range will save you headaches for when there isn't much cover.

    What about switching those x2 ER Large to standard Large Lasers? That way you still have something to put you outside the range of AC20s, but gives you better short range punch (less heat means you can fire more secondary weapons).

    Ultimately, it's your choice, though.
     
    Last edited: Aug 5, 2015
    Tzeentch and Derak Darksun like this.
  19. Skwisgaar

    Skwisgaar XO Thrall

    Messages:
    15,680
    Likes Received:
    15,617
    Trophy Points:
    113
    Location:
    East TN (EST)
    Ætt (Clan):
    Svinfylking
    PPC/SRM/ML is one of the best weapon combos in the game (IMO). You've got a big damage weapon that can reach out at range while you use your maneuverability to close in then multiple systems to hit at medium and close distance.

    See my favorite medium mech, the Gladiator GLD-4R. 55t, 5/8/5, PPC/SRM6/2xML. It's the same tonnage and very similar loadout style to the Griffin so it would be an easy canon-style conversion. With DHS and Endo you could even bump up the armor or swap the SRM6 for a pair of SRM4s.

    GLD-4R Solaris readout
     
    Last edited: Aug 5, 2015
    Derak Darksun likes this.
  20. Skwisgaar

    Skwisgaar XO Thrall

    Messages:
    15,680
    Likes Received:
    15,617
    Trophy Points:
    113
    Location:
    East TN (EST)
    Ætt (Clan):
    Svinfylking
    Derak I took a look at your mech and character and just wanted to give some ideas. Not trying to tell you how to do it just some thoughts on what I would do if it was mine.

    First things I notice with your current build:
    VERY hot. You can fire both your ERLs or all your MLs and sink it all but only if you don't jump or move. That works okay for bracket firing at different ranges but that in itself shuts down a lot of offensive options depending on range. Even then if you are jumping around a lot at long range you can only really fire both ERLs every other turn to keep the heat from building up too much.

    Your mech has got an Improved Targeting quirk, currently set at long range. The Economy and Upgrade table says that can be changed between missions but I think I would keep it at long and build around that.

    You've got a lot of things going for you as far as avoiding damage - ECM, Narrow Profile, and Jumping Jack. That gets magnified even more when you keep at range. The modifiers for all of those together can make you almost unable to be hit.

    Having both Endo and Ferro takes up a lot of space. Great for crit-padding, not so great for experimenting with different loadouts.

    All energy = no ammo explosions.

    In essence, I think you've got a great setup for building a sniper, which is essentially what your mech is currently. My concern would be finding ways to make it a bit more manageable.

    First setup I came up with drops the RL10 and ERLs for a single ERPPC and some more heat sinks, drop the Ferro armor in the process. You lose a little armor value but you're more focused on not getting hit in the first place, plus your heat dissipation is much more manageable, to the point that you can even use the ERPPC at close range with some of the mediums if needed.
    Griffin Vash (1)

    My next build kept 1 of the ERLLs and the Ferro armor, dropping the other ERLL and a couple MLs for an LRM10 with 2t of ammo. The LRM ammo gets CASE and all the other weapons along with the ECM are located on the other side of the mech, if you get an ammo explosion that cripples the LRM side none of your other weapons are affected. The plus to LRMs is that you can stay behind cover and use a spotter for indirect fire - it's not always easy to hit with but again you can avoid taking fire while enemies close in. Again almost totally heat neutral, the LRMs aren't effective at short range but if you do close in you can fire everything else.
    Griffin Vash (2)

    Again, just trying to get some ideas for you. Hopefully this helps.
     
    Last edited: Aug 5, 2015
    LagCat and Derak Darksun like this.