Sunday, 10 May 2009

  • Custom Mech: Turkina MX Classic

    I'll spare you the full stats of a Turkina, and simply list the loadout.
    Code:
    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
    --------------------------------------------------------
    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:

    -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.

    -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.

    -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.

    -MegaMek compatible. I know they're working on some TW stuff, but I'd much rather pre-TW tech.

    -Something for range. It doesn't have to be the ER Large Laser, but it can be.
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