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stjobe

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So, looking over the list of release 'Mechs, I find I can work with most of those. Sure, the SDR-5V might not give me much options, but it can also easily be switched out for a Jenner - lights are, by every indication, plentiful.

But among the heavy 'Mechs (which I assume we will want to keep every single one we manage to get our grubby little hands on), there's one that stands out to me; one that I know has many fans but to me always has been rather underwhelming - the Dragon DRG-1N.

A 60-ton, 5/8/0 'Mech with an AC/5, two MLs, and a LRM-10? That's... a Shadow Hawk with a weight problem.* But at least a Shadow Hawk can be coaxed into something a bit more potent (my current favourite theorycraft is a 16-SRM, up-armoured, up-jumpjetted scout/brawler). The Dragon has all the wrong hard points in all the wrong locations: one energy in the left arm and left torso, two (!) missile in the CT, and two ballistic in the right arm.**

So far, the best ideas I've come up with is to switch the AC/5 for an AC/10, the LRM-10 for a SRM-6 (one ton ammo each), or drop the AC completely and stick a PPC in the left arm, making a baby Grand Dragon.

The problem is that those two builds are just as easily (and probably a lot cheaper) filled by a Centurion or a Griffin...

So what to do with it? Seeing as it has so many fans, someone out there must have a fun and viable build that isn't just an overweight Shadow Hawk, Centurion, or Griffin?

*Perhaps not surprising, from sarna.net: "The Dragon is a heavy BattleMech originally designed in a bid to replace the Shadow Hawk."
**hardpoint numbers from smurfy, if anyone knows of changes in this game, feel free to correct them
 

Stormforge

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Not sure that I would really change it too much. Might play with it a bit to free up some weight for jump jets. AC-5 to an AC-2, maybe add a LL, dual LRM-5s to free up a ton. As for turning it into a Grand Dragon I see that now as more of a flavor choice, as the increased AC damage has almost put it on par.
 
Last edited:

Exemplar Voss

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Yeah don't know what to do with this one myself. It's fairly mediocre, something it shares with the QuickDraw. Average weapons, average armor, no pre installed heat sinks to use or strip. Ends up being more of the same kind of generalist that fills the 55 ton slot, and looks bad compared to what you can do with 65 tons.

With the available tonnage, it needs to be built around the AC or missile system, or you can try (and largely fail) to get multiple large lasers going. AC5, large laser and smallish missile system is about the limit. Or stick with the medium laser, go for a 'big' SRM and use the AC on approach, but focus on being a so-so brawler.

I wouldn't refuse one while building up a second lance in the campaign, but once heavy designs start showing up regularly, wouldn't chase it either.
 

Agent.0.Fortune

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I would try to play to the Dragon's (perceived) strengths.
  • Forget the jump jets, they weight 1t/JJ at 60 tons, if you want a jumping mech drop down to a 55ton chassis.
  • It is fast (which also cuts into its available tonnage), allowing it to close the gap quickly.
  • It has limited hardpoints, but good hardpoint variety (meaning few weapons but bigger weapons)
  • It should have exceptional melee damage (this is a guess, it is missing one hand actuator, but Dragon's have a reputation)

I would nearly max out armor at 14.5t, with substantial back armor (this is over TT max, but accounts for additional back armor available in BATTLETECH)
Choose a mid-to-long range loadout that can be fired every other round, about 50-55 heat worth of weapons (I suggest PPC + AC5 or LRM15), and consider high-stability damage weapons.
Alpha strike, then melee. If you need to hold back, or it will take multiple turns, use your low heat weapon as you advance.
 
Last edited:

Camicon Dachass

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60 tonners have the most available tonnage of all 5/8 'Mechs, but the DRG leaves something to be desired.

The one extra ton that they have over 55 ton 5/8 'Mechs can be used for a little more ammo or armor, and that comes at the cost of reduced initiative and heavier JJs. It's tough to coax more firepower out of the DRG without shaving off armour due to its less than optimal hardpoints, so I think I'd play it like an up-armoured 55 tonner, and if that's the case I'd rather have the improved initiative.
 

Aristocra

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First of all, do we know if the DRG's hardpoints are changed from MWO?

Not sure that I would really change it too much. Might play with it a bit to free up some weight for jump jets. AC-5 to an AC-2, maybe add a LL, dual LRM-5s to free up a ton. As for turning it into a Grand Dragon I see that now as more of a flavor choice, as the increased AC damage has almost put it on par.


My Inner Kurita will not allow me to sell a DRG.

I do like the idea of adding Jets to make a "Flying Dragon".

It all depends what rules are on adding Jump Jets.
 

Dexion

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The Dragon is an Overweight Shadowhawk. In the Beta files, Dragons did 90 damage in melee. That's a good left hook, so make sure too use it. The stock loadout has a big advantage in that it's close to heat neutral. It carries a bit too much ammo, with 2 tons for each weapon.

If we get 2 CT missile hardpoints it opens up the following: AC5 (1 ton ammo), 2×SRM6 (1 ton ammo), 2x Medium laser, +1 Ton Armor. That's not bad. You will have heat issues, but ideally you can melee, or just fire the AC to cool off.

Alternatively, you can go Stock+... replacing the LRM 10 with two LRM5's, go down too 1 ton of LRM ammo, and tack on an extra 2 tons of armor. 12 tons of armor and the movement too build evasion is a nice combo.
 

President Jyrgunkarrd

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DRG is my jam. It is not the best mech around, no - but you can do dumb, crafty garbage with the DRG, and I love that about her.

You pick one, either energy or ballistic. Since we don't have RACs, you probably pick energy. Pop either a PPC or LLAS into the arm HP, pop an MLAS into the torso HP. Empty the ballistic side of the mech and use it as a shield. SRM4s go in the CT slot.

The PPC and/or LLAS opens-up your opponent's hit locations at range, and then you twist to present your shield side & cool off while closing to that sweet medium range band where the PPC/LLAS don't have an aim malus and your MLAS / SRMs can acquire a target. Twist to present your weapons, alpha into the hit locations you hopefully opened at the start of the fight via PPC / LLAS poke. Strip 'em or core 'em.


Not sure how viable that approach is in Battletech, but on paper it looks like it will be fine. Works way better than it has any right to in MWO (even if DRG player will continue to complain about the unfair hitbox that the DRG's CT was given).

EDIT: Just a note that while I can't prove it, I *think* the reason this works in MWO is that players just don't understand what you are doing. They see a mech walking towards them, torso twisted in another direction, and they think you are distracted or whatever.

Then you twist and alpha them into the open components that they weren't respecting, and they rage in all chat about how bullshit OP Alpha Strikes are and how PGI needs to nerf everything that isn't Clan omnitech.
 
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Wissenschaft

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Don't bother trying to mech the Dragon heat neutral, treat it like the Kintaro. When it gets hot, just bunch mechs. The dragon is design for fighting medium mechs and lights. Its punches will do a lot of damage, you should be punching often.

While you can't torso twist, you can place mechs at certain angels to make sure your shield side is taking hits. It can work but I always feel like its leaving me vulnerable to potential back shots. Especially as a brawler.
 

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Don't bother trying to mech the Dragon heat neutral, treat it like the Kintaro. When it gets hot, just bunch mechs. The dragon is design for fighting medium mechs and lights. Its punches will do a lot of damage, you should be punching often.

While you can't torso twist, you can place mechs at certain angels to make sure your shield side is taking hits. It can work but I always feel like its leaving me vulnerable to potential back shots. Especially as a brawler.

It looks like you can kind-of twist. You'd have to move in a weird zig-zag, which is unfortunate, but it should still be doable.
 

Prussian Havoc

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Much will depend on the number and type of Hard Points, but an LRM20 and then a mix of Medium Lasers, Heat Sinks and Armor will be what I start with.
 

Gorski123

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If It has hard points I really want, I might keep it. Like 4 support hard points. The slow 50 ton mechs have more available tonnage and better initiative. I guess I might keep it to make some kind of fast brawl lance someday. If I got it really early in the campaign, I might use it instead of the BJ.
 

WhiteChapel

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The Dragon really suffers from the exclusion of charging. But it's speed and AC/LRM combo should allow it to spar at range rather effectively. Catch a short range assault like a Battlemaster or a Victor or a King Crab, keep it at long range and use its extra ammo for throw weight. Or use its speed and range to run down enemy scouts.

Swapping the Ac5 for an AC10 and dropping LRM for a large laser has worked in table top. Damage skews up, with more weight to the shorter ranges.
 

McZappy

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The Dragon is supposed to have a higher than normal melee damage for its weight. With its high speed, I see 60-tons of brawling potential. Max armor and up the AC to a 10. If it has any support hardpoints then as many Small Lasers as will fit. Possibly an LRM or SRM. The key would be getting the melee enhancing actuators - then just run out and punch mechs until they bleed money! ;)
 

Steel Warrior

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Beyond its combat abilities is its mission role possibilities ;) Take a heavy that moves like a scout to recon a base, or chase down a fleeing assassination target, or be able to disengage a hairy situation. This game should require more then brute force to succeed ;)