Armored Fast Extraction 'Mech Options

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HonorKnight

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You'll also notice that there are a LOT more hexes that say 37 or 52, while there are much fewer hexes that say "30" or "45". Yeah, apparently every even-numbered jump jet increases your total jumping distance by a lot more than every odd-numbered jump jet, and whatever formula they used for that applies to the heat usage as well. It's very weird, not intuitive at all.

But once you know about this oddity, it is highly valuable knowledge that moving up from a 'Mech that can carry 5 jump jets to one that can carry 6 jump jets matters a lot (if you played the beta, just remember how far those 6-JJ firestarters jumped!) Whereas moving up from 6 jump jets to 7 isn't as big of a deal. Same is of course true with the 4 jump jet being a relatively big deal... granted, that is irrelevant to an extraction 'Mech discussion, but it's good info to keep in the back of your brain for later designing bigger 'Mechs which you want to be able to have jump into flanking positions, etc.

Note: The below "stock" list is from the beta. Just ignore that, it's the number of jump jets that matter

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Last edited:

TaurianMerc

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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.

Perhaps the best blend of Fast, Jumpy, lots-o Armor and Internal Structure I can think of...

...GOSH this is ALREADY fun!!!! : )
Wait, Prussian! Has Juodas worn you down? Have you come over to our side, and campaigning for Quads in the game?
But yes, it makes sense, irrespective of how great Quads are.
 

Prussian Havoc

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Wait, Prussian! Has Juodas worn you down? Have you come over to our side, and campaigning for Quads in the game?
But yes, it makes sense, irrespective of how great Quads are.
I'll fess up... I have played the role of Loyal Opposition to Quads on occasion. Partly for the humor and partly to set Juodas up in a sympathetic light. But as I have stated before, kinda like Mech Melee, if HBS were ever able to add Quads to BATTLETECH, it would in my opinion be counted as yet another HBS Signature contribution to modern day BattleTech Computer Gaming. Quads all to frequently don't make the cut for BattleTech computer games...

...if HBS were able to bring us Quads, it would be AWESOME... in the best of Quad'ish fashion. : )
 

Gauntlet

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Per TT construction rules, Light 'Mechs cannot mount Rumble Seats.

When did that rule go into effect?

I mean, it doesn't surprise me that they added it since they did remove the Dual Combat Cockpits from the game. (Loved those things. Had 1 on my custom Battlemaster)....

Just curious when, if you remember, the rule change made it in. Oh, and is it an optional rule? Like the limited critical spaces based on tonnage?
 

ShadowDragon868

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When did that rule go into effect?

I mean, it doesn't surprise me that they added it since they did remove the Dual Combat Cockpits from the game. (Loved those things. Had 1 on my custom Battlemaster)....

Just curious when, if you remember, the rule change made it in. Oh, and is it an optional rule? Like the limited critical spaces based on tonnage?

http://www.sarna.net/wiki/Design_Quirks#Rumble_Seat_.5BBT.5D


Rumble Seat [BT]
The majority of war machines, be they 'Mechs, vehicles or AeroSpace craft are built with a single seat in the cockpit. Some, however, are constructed with a simple second seat in their respective control areas, intended for use by passengers, observers, instructors and the like; this is reflected in the Rumble Seat Quirk. Rumble seats do not have access to the unit's controls, nor any ejection equipment (though they will eject as normal in a Combat Vehicle Escape Pod or Full-Head Ejection System), but the rumble seat may feature controls allowing the passenger to initiate an emergency shutdown of the unit - important in trainer designs.
The passenger in a rumble seat is vulnerable to the same damage from hits or rising heat levels as the pilot or operator, and rumble seats are not available in any unit that is from a light or ultralight weight class, uses a small cockpit, a torso-mounted cockpit, the Cramped Cockpit Design Quirk[21], a Torso-mounted Virtual Reality Piloting Pod (VRPP) [25], or an Interface Cockpit. [26]
Points: 0
Applicable to: Medium, Heavy, and Assault AeroSpace Fighters, BattleMechs, Combat Vehicles, Small Craft and Support Vehicles without Torso-Mounted, Cramped or Small Cockpits [21]
 

Gauntlet

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@ShadowDragon868

Thanks.

And by reading it looks like it's an optional rule since it's based off the quirk system.
 

Amechwarrior

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I'd say AoD and piloting over going a phase early. You are still only going in Phase 2 and you will need a lot of piloting to keep your Evasion as you are both an Assault 'Mech and holding the VIP, your targeting priority would be very high. The extra jump distance of AoD also lets your break direct LoS by jumping behind things and a 'Mech of that size won't have any heat problems with just jumping around and not firing.
 

Amechwarrior

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SHD-2D Extractor

Setup for max armor and maneuverability with close range weapons. Due to the differences between MWO and HBS I have to leave one ton free for the remaining 2 JJ and can't use the extra 2 CT slots for them. But the idea is that the JJ are in the torsos so a lucky legging won't slow my escape and the left is more or less a dead side on the approach. The 5/8/5 movement is fast enough that the pilot could focus on Master Tactician instead of AoD and move in Phase 4 if needed. If you wanted absolute dedication to extraction, you could move the CT SRM-6 to the RT and fill all 4 CT slots with JJ and the 5th on a side. This would give you maximum resilience with greater than stock jumping distance even if you were only a leg, CT and head remaining.