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Battletech heavy metal metal new mechs
Battletech heavy metal metal new mechs










battletech heavy metal metal new mechs
  1. Battletech heavy metal metal new mechs mod#
  2. Battletech heavy metal metal new mechs free#

As if that weren't enough, it has a very respectable tonnage (Orion-level) and brings 3B 4E 2S to the table. A spread of other types of miscellaneous hardpoints or another pair of energy hardpoints.

battletech heavy metal metal new mechs

Warhammer: 4 energy hardpoints at +20% damage. Rifleman: I guess it's okay if you don't have a Jaegermech or an Orion. I might use it for a while and then drop it later if I found one, but I wouldn't go out of my way for one. Unfortunately, the most you can fit on it (missile-wise) is dual LRM20s or triple LRM15s if you're not willing to really push your armor low or your heat up.

battletech heavy metal metal new mechs

Battletech heavy metal metal new mechs mod#

Archers won't bring the sheer volume of fire a Missile Boat HGN-733 does, but the clustering mod may make it more viable for cracking parts instead of just doing knockdown.

Battletech heavy metal metal new mechs free#

Melee 100, DFA 180 120 walk, 41 free tons L Torso: 1B 1E 2S R Torso: 1E 1M 2S L/R Arm: 1E 1 slot in C Torso consumed for OPTIMIZED CAPACITORS, providing +20% Energy damage. Melee 100, DFA 180 120 walk, 41 free tons L/R Torso: 1E 1S L/R Arm: 2E 1 slot in C Torso consumed for OPTIMIZED CAPACITORS, providing +20% Energy damage. Not clear if this is penalties from each or from the total of the two. Melee 55, DFA 150 120 walk, 36.5 free tons L/R Torso: 1E 1S L/R Arm: 1B 1E 1 slot in Head consumed for RANGEFINDER SUITE, providing +100m viewing distance and -2 to penalties from recoil and/or range. Melee 55, DFA 150 120 walk, 36.5 free tons L/R Torso: 2E L/R Arm: 2B 1 slot in Head consumed for RANGEFINDER SUITE, providing +100m viewing distance and -2 to penalties from recoil and/or range. Melee 100, DFA 180 120 walk, 42.5 free tons R Torso: 3B L/R Arm: 2E 1S 3 slot in L Torso consumed for LANCE COMMAND MOD, providing improved "reliability" of called shots (no further information given) and reducing all incoming damage by 10% for your lance. Melee 100, DFA 180 120 walk, 41 free tons C Torso: 2E L/R Torso: 2M L/R Arm: 1E 1 slot in R Torso consumed for MISSILERY SUITE, providing "+LRM Clustering" and +75% SRM Stability Damage. Melee 100, DFA 180 120 walk, 41 free tons C Torso: 2E L/R Torso: 1M L/R Arm: 1E 1S 1 slot in R Torso consumed for MISSILERY SUITE, providing "+LRM Clustering" and +75% SRM Stability Damage. That's right, friends, BatttleTech finally has a 'Mech worth using as a direct-fire sniping turret! Realistically, though, what I think it really shines as is a QUINT AC/5 PLATFORM (plus a large laser if you feel like it. With some double heat sinks to save space, it can run Dual AC/20s, Dual AC/5s, and a few medium lasers to fish for crits if you really want. A great candidate for a few double heat sinks to round out its loadout, when you absolutely must destroy a specific hit zone, look no further than the Annihilator. This is, in case there was any doubt, absolutely absurd. What it does bring is 5 ballistic hardpoints, absurd free tonnage, and 20% damage boost to ACs. The Annihilator is similarly massive, but brings no missile hardpoints. It's arguably the best brawler that isn't the Atlas II. No support but you're never getting near anything that doesn't let you. 4 of each Energy, Missile, and Ballistic. It has ten more tons free than an Atlas or King Crab. It is slow, it is fat, though it does hold up to 3 jump jets somehow. The Bull Shark isn't anything really special, it's just huge. Melee 125, DFA 250, 2 max jump jets 95 walk, 76.5(!) free tons C Torso: 2E L Torso: 2B 1S R Torso: 1B 1S L Arm: 1B 1E R Arm: 1B 2E 1 slot in C Torso consumed for BSC SYSTEM (+20% Ballistics Damage, +40 Max Stability)ĩ5 walk, 75.5(!) free tons L/R Torso: 2E 2M L/R Arm: 2B












Battletech heavy metal metal new mechs