I could see the Firestarter as a contender, but I'm not sure I would run with stock. I'd drop some weapons, not going to speculate on what until we know exactly how flamers function and their specs in the release, but drop something for enough heat sinks to be able to jump continually if necessary.
Fair point. Even with 12 sinks the FS9-H builds up plenty of heat in long distance jumps, even more so with an Angel of Death pilot. With 14 sinks, 2 MLs and max armour that should be more manageable.
At 6 jump jets maximum, the Firestarter is both a slower runner and a shorter jumper than the 7 jump jet Jenner or CDA-3C..
True, but the FS9 offsets that with more armour and heat capacity than either of them.
As a side note: hooray for a third confirmed Canopian on these forums! We can form a mini-faction with @Packrat.![]()
The Firestarter-M could be a good candidate, with a good mix of speed and armor.
Why I'm a Canopian: https://community.battletechgame.com/forums/threads/10975/
I'm still waiting for a Sign... waiting for the Word of Kiva...
They do. Angel of Death also increases the maximum jump distance by 25%, with a heat penalty applied accordingly. A pilot like Paradise might seem like just the right choice for an extraction mission, but because of his relatively low Guts and the possibility of overheating the 'mech maximum jump distance should be used sparingly.
They do. Angel of Death also increases the maximum jump distance by 25%, with a heat penalty applied accordingly. A pilot like Paradise might seem like just the right choice for an extraction mission, but because of his relatively low Guts and the possibility of overheating the 'mech maximum jump distance should be used sparingly.
Jordan's "Extraction Spider" is great in early missions - I hadn't heard about it until last week, somehow - and I've been trying it. I literally flip the bird to my monitors and cackle early on.
Late game, it can be much more difficult, because even up-armored, the enemy has a tendency to blow off legs, jump jets, and torsos (including the center). Extraction-specific mechs still have a pretty good place with all that, even said. I wanna try a Buddy Battlemaster, stripping it of most weapons and adding jumpjets, so that the rest of my lance can provide covering fire while it jumps away (with the front towards enemy).
Can't say as it'll hold up, but it's worth a shot. Hell of a heavy-ass beast to use solely for extractions, but when ya gotta run...
Edit: Maybe a Kintaro...
You guys, this is what the Charger is made for. Almost as fast as a Commando, almost three times the armor of a spider AND can smack aside anything in its way with ease. You can even trade out the lasers for Jump Jets if you need them.
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Jordan's "Extraction Spider" is great in early missions - I hadn't heard about it until last week, somehow - and I've been trying it. I literally flip the bird to my monitors and cackle early on.
Late game, it can be much more difficult, because even up-armored, the enemy has a tendency to blow off legs, jump jets, and torsos (including the center). Extraction-specific mechs still have a pretty good place with all that, even said. I wanna try a Buddy Battlemaster, stripping it of most weapons and adding jumpjets, so that the rest of my lance can provide covering fire while it jumps away (with the front towards enemy).
Can't say as it'll hold up, but it's worth a shot. Hell of a heavy-ass beast to use solely for extractions, but when ya gotta run...
Edit: Maybe a Kintaro...
Jordan's "Extraction Spider" is great in early missions - I hadn't heard about it until last week, somehow - and I've been trying it. I literally flip the bird to my monitors and cackle early on.
Late game, it can be much more difficult, because even up-armored, the enemy has a tendency to blow off legs, jump jets, and torsos (including the center). Extraction-specific mechs still have a pretty good place with all that, even said. I wanna try a Buddy Battlemaster, stripping it of most weapons and adding jumpjets, so that the rest of my lance can provide covering fire while it jumps away (with the front towards enemy).
Can't say as it'll hold up, but it's worth a shot. Hell of a heavy-ass beast to use solely for extractions, but when ya gotta run...
Edit: Maybe a Kintaro...
Okay, I know we don't have the Scorpion Quad in BATTLETECH, but a near-weaponless, up-armored, 6/9 movement, 55-ton Mech. BATTLETECH Mechlab-blessed with 6 Jump Jets... would to me make an excellent extraction Mech.Interesting. Eventually the JJ equipped Banshee is the ultimate extraction mech.
Thought you might want to see this little chart:
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So it would take 18 heat sinks for a Firestarter to truly be able to jump continually. You'd have to drop all weapons and 2 tons of armor (or just drop 1 ton of armor to have just 1 point of heat buildup) for those 18 heat sinks. An AoD pilot's max jump in a Firestarter would generate 67 heat, so 23 heat sinks. You'd literally have to drop your armor down to 1 ton to pull that off (or 2 tons of armor to have just 1 point of heat buildup). You're probably better off accepting at least some of the heat buildup, and doing more sprinting than jumping
Jump distance is not tied to the chassis, merely to the number of jump jets. And the jump jet capacity is tied to the engine, the same as run speed. At 6 jump jets maximum, the Firestarter is both a slower runner and a shorter jumper than the 7 jump jet Jenner or CDA-3C. You could really push the envelope with an 8 jump jet spider, if you're willing to drop another ton of armor.
You guys, this is what the Charger is made for. Almost as fast as a Commando, almost three times the armor of a spider AND can smack aside anything in its way with ease. You can even trade out the lasers for Jump Jets if you need them.
![]()
I'd be genuinely fascinated to see how the Charger holds up in the BT mechanics - having that huge movement range combined with an assault-class melee attack would probably draw a ton of attention (and fire) away from the rest of the lance if you needed a bait mech to keep the actual VIP mech safe.
From the beta with the 1.5x global heat increase. That's why the rounding is weird, +7, then +8, then +7, because really each increment is +5 times 1.5 with the rounding that results. I haven't heard anything to suggest the heat factor has changed since the beta.Are these heat numbers the base for that much jump or the heat generated by that much jump in the beta with its global heat increase?