I'll spare you the full stats of a
Turkina, and simply list the loadout.
Heat Sinks: 17 Double [34] 12 7.00
(Heat Sink Loc: 2 LA, 2 LT, 2 RT)
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
Weapons and Equipment Loc Heat Ammo Crits Mass
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2 Heavy Medium Lasers RA 14 4 2.00
2 Heavy Medium Lasers LA 14 4 2.00
1 LRM 15 w/ Artemis IV RT 5 32 7 8.50
(Ammo Locations: 2 LL, 2 RL)
1 Large Pulse Laser RT 10 2 6.00
1 LRM 15 w/ Artemis IV LT 5 3 4.50
1 Large Pulse Laser LT 10 2 6.00
1 ER Large Laser CT 12 1 4.00
1 Medium Pulse Laser HD 4 1 2.00
1 Targeting Computer RA 5 5.00
3 Standard Jump Jets: 3 6.00
(Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS: 74 77 95.00
Crits & Tons Left: 1 .00
Calculated Factors:
Total Cost: 27,509,625 C-Bills
Battle Value: 2,533
It runs fine. It's an amazing machine, but then LPLs + TCs and Artemis IV-enhanced LRM 15s will all do that. I'd like to dial it back a notch; perhaps make it more of a niche machine. The Turkina D is tempting, but I thought I'd harness some collective intelligence to bring down the...LPL+TC level. Here's what I'm looking for:
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Thunder-compatible LRMs. The four tons of LRM ammo I have work pretty well. I can easily change one set out for a ton of Thunder rounds without dedicating a large portion of my LRM ammo to it. I can also lay some pretty nice minefields.
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LRM crit-ability. I don't have any SRMs or LBX ACs on here, so it relies heavily on the LRMs to deliver much needed critical hits. On the other hand, adding SRMs or LBX ACs might work.
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Keep the Heavy Lasers. The Heavy Lasers, though inefficient, are likeable as knife-fighting weapons. That mostly necessitates a Targeting Computer, but not necessarily. I could do with fewer Heavy Lasers, but at least enough to make it more dangerous w/in 3 hexes.
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MegaMek compatible. I know they're working on some TW stuff, but I'd much rather pre-TW tech.
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Something for range. It doesn't have to be the ER Large Laser, but it can be.
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