OBT Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

AU Developers - Please PM Knightmare or MechRat if you need board or permission changes

Pages: 1 2 3 [4] 5   Go Down

Author Topic: Quicksilver Reconfiguration #3: Savage Coyote  (Read 5415 times)

0 Members and 3 Guests are viewing this topic.

marauder648

  • Generalmajor
  • *
  • Offline Offline
  • Posts: 775
Re: Quicksilver Reconfiguration #3: Savage Coyote
« Reply #45 on: December 19, 2018, 07:38:26 AM »

Honstly I think the Savage Coyote's a pretty good frame, sure the fixed heatsinks are a bit of an issue and could do with being removed (especially if this is the 'yotes going "WE ARE INTO RELEVANCE AGAIN!" and the Scientists know that very soon its going to be a bit of a Tech demonstrator with ATM's in the work but with no details about them released to the warriors. 

Assuming that the Savage only exists at the moment as a digital design and no actual prototypes have been created then what I'd suggest is remove the fixed heatsinks and slap a ton of armour on it.  This still gives you 3 tons and 6 crits to work with.   

Ferro might be good, but you don't want to overburden the hull, if you added Ferro, you'd HAVE to remove the fixed heatsinks to free up space, and it would drive the cost of the Mech up in terms of resources consumed.  So i'd say keep ferro off the Savage Coyote.
« Last Edit: December 19, 2018, 07:42:47 AM by marauder648 »
Logged

Abele

  • General
  • *
  • Offline Offline
  • Posts: 1,093
  • A Man in a Tin Suit
Re: Quicksilver Reconfiguration #3: Savage Coyote
« Reply #46 on: December 19, 2018, 03:13:41 PM »

Glancing throught these designs, I will be totally shocked if any of the four reconfigurations I did actually survives this process.
Logged
The Honor of Men cannot be bound by the words of Fools- Marco Hietala
I hear and I forget. I see and I remember. I do and I understand. - Confucius
May God defend me from my friends; I can defend myself from my enemies. - Voltaire
Chaos doesn't need a recipe, just a list of ingredients. - Drakensis
Kachi ni Fushigi no Kachi Ari. Make ni Fushigi no Make Nashi
Wielder of the Ferro-Carbide Bat of Doom™®©

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,175
  • For the Last Cameron!
Re: Quicksilver Reconfiguration #3: Savage Coyote
« Reply #47 on: December 19, 2018, 06:21:34 PM »

Does anyone have designs or modifications to put forth? Or will your entries stand as is??

Two days remain in the contest so there is time to fiddle with things here.

Glancing throught these designs, I will be totally shocked if any of the four reconfigurations I did actually survives this process.

Well lets take a look at what you submitted as the program you used lists free critical spaces.

Abele Prime - 3 free critical spaces
Abele A - 7 free critical spaces
Abele B - 4 free critical spaces
Abele C - 2 free critical spaces

So even if we adopted the most radical modification (Ferro-Fibrous addition since Double Heat Sink removal makes no difference) then your A configuration needs little work. Granted it would have an excess 1.5 tons from armor savings to deal with which could further complicate matters.

As drakensis uses the same program which lists free critical spaces I will include his for analsys too.

drakensis A - 11 free critical spaces
drakensis B - 3 free critical spaces
drakensis C - 7 free critical spaces
drakensis D - 0 free critical spaces
drakensis C - 0 free critical spaces

So that would be two out of five which could be used with ferro-fibrous.

Lastly Ice Hellion appears to use the same software design program as well so I'll throw his configurations into the blender here.

Ice Hellion Prime - 1 free critical spaces
Ice Hellion A - 5 free critical spaces
Ice Hellion B - 0 free critical spaces
Ice Hellion C - 4 free critical spaces
Ice Hellion D - 7 free critical spaces
Ice Hellion E - 8 free critical spaces
Ice Hellion F - 1 free critical spaces

So that would be two out of seven configurations that would allow ferro-fibrous.

Quick math then reveals an average of nearly one-third (5 out of 16) configurations that would be possible without major renovations. Thoughts?
Logged

Ice Hellion

  • Protector of the Taurian Concordat
  • KU Player
  • General
  • *
  • Offline Offline
  • Posts: 4,482
  • Beware of the all-seeing eye: Ice Hellion
Re: Quicksilver Reconfiguration #3: Savage Coyote
« Reply #48 on: December 20, 2018, 12:08:34 AM »

Quick math then reveals an average of nearly one-third (5 out of 16) configurations that would be possible without major renovations. Thoughts?

That if we go with Ferro-Fibrous, we should perhaps wait for the final results to see if this upgrade would be feasible (free space is not the only thing to look at, you also need to check where are these free spaces among the different Configurations).
Logged


"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

masterarminas

  • General
  • *
  • Offline Offline
  • Posts: 2,515
Re: Quicksilver Reconfiguration #3: Savage Coyote
« Reply #49 on: December 20, 2018, 12:34:28 AM »

Quick math then reveals an average of nearly one-third (5 out of 16) configurations that would be possible without major renovations. Thoughts?

I wouldn't.  To date, the only modification of the base chassis has been to remove extraneous fixed DHS, which makes sense as the OmniMechs have the ability to mount DHS in pod-space in any critical location anyway.

But here you are talking about revamping armor tonnage (and possibly type) which isn't a minor modification.  Especially for an OmniMech!

I'd leave the Savage Coyote as is . . . with the possible exception of removing the fixed external (to the engine) DHS.

MA
Logged

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,175
  • For the Last Cameron!
Re: Quicksilver Reconfiguration #3: Savage Coyote
« Reply #50 on: December 20, 2018, 06:25:50 AM »

That if we go with Ferro-Fibrous, we should perhaps wait for the final results to see if this upgrade would be feasible (free space is not the only thing to look at, you also need to check where are these free spaces among the different Configurations).

True, while free space is perhaps the biggest concern it is not the only problem.

I'd leave the Savage Coyote as is . . . with the possible exception of removing the fixed external (to the engine) DHS.

I geuss that is what we will do then cause it really doesn't alter things. Existing design submissions can go forth as is and if anyone wants over the next two days permission to drop the fixed external (to the engine) Double Heat Sinks is granted.
Logged

Bradshaw

  • General
  • *
  • Offline Offline
  • Posts: 1,253
  • Expect it most when you expect it least
Re: Quicksilver Reconfiguration #3: Savage Coyote
« Reply #51 on: December 20, 2018, 09:02:48 AM »

Quick math then reveals an average of nearly one-third (5 out of 16) configurations that would be possible without major renovations. Thoughts?

I wouldn't.  To date, the only modification of the base chassis has been to remove extraneous fixed DHS, which makes sense as the OmniMechs have the ability to mount DHS in pod-space in any critical location anyway.

But here you are talking about revamping armor tonnage (and possibly type) which isn't a minor modification.  Especially for an OmniMech!

I'd leave the Savage Coyote as is . . . with the possible exception of removing the fixed external (to the engine) DHS.

MA

I'm not going to change my submission, but this is different than all other challenges, technicially the Savage Coyote hasn't been produced yet so there are no changes per say. Its been expedited from its Canon production time so there could be changes in its inherent structure. Like I saw tributes to the Mauler in the design images so I added that into its fluff but didn't really change its design because of that.
Logged
NEVER trust a man who scratches his chin

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,175
  • For the Last Cameron!
Re: Quicksilver Reconfiguration #3: Savage Coyote
« Reply #52 on: December 20, 2018, 08:25:33 PM »

Well it seems like masterarminas is my only hope then. Hopefully he or someone else comes in with a few more looks at the Savage Coyote.  ;)

Although I have a few ideas myself!  8)
Logged

masterarminas

  • General
  • *
  • Offline Offline
  • Posts: 2,515
Re: Quicksilver Reconfiguration #3: Savage Coyote
« Reply #53 on: December 20, 2018, 11:19:46 PM »

Although just an unproven design concept at the time of the start of Project Quicksilver, Clan Coyote was quick to press forward with what would become known as the Savage Coyote.  Sacrificing speed for raw firepower, this assault-weight OmniMech was intended to revitalize the Clan Touman and inspire Coyote Warriors to redouble their efforts to halt and then reverse the Clan's long decline.

Originally still years away from prototype status (let alone full-scale production!), the Coyote Khans and leaders of the Scientist Caste decided not to wait on new weapon systems already being developed (but not quite ready to be fielded for testing, much less actual deployment!).  Instead, they took the bare bones of the current generation design concept (an 85-ton OmniMech utilizing a 255XL fusion engine, standard internal structure, and standard armor (albeit a full 15.0 tons which provided the Savage Coyote with more than 91% of the maximum possible armor protection on a 85-ton bipedal chassis)) and ordered it to be ready for immediate production and field testing.

One design quirk that the development leadership discovered was that the original schematics called for the installation of four fixed double-strength heatsinks external to the engine core.  As the 255XL simply could not hold more than ten, the four remaining DHS that the plans called for were to be fixed in the right torso, left torso, right leg, and left leg.  While many Warriors decried this as a "waste" of valuable internal space, the design leadership noted that every configuration under consideration would require not only these four extra DHS, but even more to be fitted to the chassis.

Concerned with delaying the project, the Khans ordered that the production proceed with the fixed DHS.

The Quicksilver Trials quickly showed the promise of this design and it was accepted by the ilKhan into general production.  It remains, however, most common among the Coyotes.

Code: [Select]
Savage Coyote

Mass: 85 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E
Production Year: 3055
Cost: 17,608,531 C-Bills
Battle Value: 1,032

Chassis: Unknown Standard
Power Plant: Unknown 255 Fusion XL Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    45.0 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     130 points                8.50
Engine:             XL Fusion Engine             255                       6.50
    Walking MP: 3
    Running MP: 5
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             14(28)                    4.00
    Heat Sink Locations: 1 LT, 1 RT, 1 LL, 1 RL
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 240                 15.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     27           34       
                                 Center Torso (rear)                  15       
                                           L/R Torso     18           26       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     14           25       
                                             L/R Leg     18           30

The Coyotes are well known for their preference for missile weapons and when outfitting the various Savage Coyote configurations, the design and Clan leadership did not disappoint.  Virtually every configuration is built around missile systems; even when these are not the primary weapons they comprise a vital part of the assault-weight OmniMechs offensive punch.

The Savage Coyote Prime features a pair of the largest long-range missile batteries available to the Clans:  two LRM-20 launchers with Artemis IV Fire Control Systems.  Each launcher (right torso and left torso) is fed by three tons of ammunition for a total of 18 twin missile flights.  Secondary weapons consists of an ER PPC (right arm), an LB-10X Autocannon (left arm) with two tons of ammunition, an ER Medium Laser (left arm), and a Medium Pulse Laser (head).  Twenty DHS are fitted to the design, compensating exactly for maximum heat generated on a running Alpha Strike.

Code: [Select]
Loadout Name: Prime                                          Cost: 21,599,906
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,539

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             20(40)                    6.00
    Heat Sink Locations: 1 CT, 1 LT, 1 RT, 1 LA, 4 RA, 1 LL, 1 RL
    CASE Locations: LT, RT, LA                                             0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER PPC                                       RA        15        2         6.00
LB 10-X AC                                   LA        2         5        10.00
ER Medium Laser                              LA        5         1         1.00
LRM-20                                       RT        6         4         5.00
    Artemis IV FCS                           RT        -         1         1.00
LRM-20                                       LT        6         4         5.00
    Artemis IV FCS                           LT        -         1         1.00
Medium Pulse Laser                           HD        4         1         2.00
@LB 10-X (Cluster) (10)                      LA        -         1         1.00
@LB 10-X (Slug) (10)                         LA        -         1         1.00
@LRM-20 (Artemis) (18)                       RT        -         3         3.00
@LRM-20 (Artemis) (18)                       LT        -         3         3.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      8    Points: 25
3          7       7       6       0      4     0   Structure:  5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 3, FLK 1/1/1

Configuration A features a Gauss Rifle (right arm) with three tons of ammunition, supported by two Large Pulse Lasers (left arm), an ER Medium Laser (head), and a Medium Pulse Laser (right arm).  In close, there are also three Streak SRM-6 launchers fed by two tons of ammunition (for a total fo 30 missile flights).  Only 18 DHS are provided, resulting in an excess overheat production of +8 on a running Alpha Strike . . . provided that all three Streak packs lock onto a target and fire.  Under actual combat conditions, the Coyotes have found the a Savage Coyote A is actually quite well sinked, even if a Warrior must restrain from use of some weapons at random intervals to dissipate accumulated excess overheat.

Code: [Select]
Loadout Name: A                                              Cost: 20,670,281
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,605

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             18(36)                    4.00
    Heat Sink Locations: 2 LT, 3 RT, 1 LA, 1 LL, 1 RL
    CASE Locations: LT, RT, RA                                             0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Gauss Rifle                                  RA        1         6        12.00
Medium Pulse Laser                           RA        4         1         2.00
2 Large Pulse Lasers                         LA        20        4        12.00
Streak SRM-6                                 RT        4         2         3.00
Streak SRM-6                                 LT        4         2         3.00
Streak SRM-6                                 CT        4         2         3.00
ER Medium Laser                              HD        5         1         1.00
@Gauss Rifle (24)                            RA        -         3         3.00
@Streak SRM-6 (15)                           RT        -         1         1.00
@Streak SRM-6 (15)                           LT        -         1         1.00
                                            Free Critical Slots: 8

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      8    Points: 26
3          8       8       4       0      4     1   Structure:  5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA

Configuration B is intended for long-range engagements exclusively.  Each arm features an ER Large Laser and a Ultra AC-5 Autocannon (with two tons of ammunition).  Supporting these direct fire weapons are two LRM-15 launchers with Artemis IV FCS (right torso and left torso), each fed by three tons of ammunition (for 24 twin missile flights).  Eighteen DHS are provided, but on the Savage Coyote B this is sufficient to alleviate all heat from Alpha Strike other than that generated by movement.

Code: [Select]
Loadout Name: B                                              Cost: 21,248,406
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,351

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             18(36)                    4.00
    Heat Sink Locations: 2 LT, 2 RT, 1 LA, 1 RA, 1 LL, 1 RL
    CASE Locations: LT, RT, LA, RA                                         0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Large Laser                               RA        12        1         4.00
Ultra AC/5                                   RA        1         3         7.00
ER Large Laser                               LA        12        1         4.00
Ultra AC/5                                   LA        1         3         7.00
LRM-15                                       RT        5         2         3.50
    Artemis IV FCS                           RT        -         1         1.00
LRM-15                                       LT        5         2         3.50
    Artemis IV FCS                           LT        -         1         1.00
@Ultra AC/5 (40)                             RA        -         2         2.00
@Ultra AC/5 (40)                             LA        -         2         2.00
@LRM-15 (Artemis) (24)                       RT        -         3         3.00
@LRM-15 (Artemis) (24)                       LT        -         3         3.00
                                            Free Critical Slots: 7

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      8    Points: 24
3          6       6       6       0      4     0   Structure:  5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 2

Configuration C is based on the SLDF Stalker.  For the long-range engagement envelope, the design features a pair of ER Large Lasers (right torso and left torso) and two LRM-10 launchers with Artemis IV FCS (right arm and left arm) fed by a total of four tons of ammunition.  The short-range weaponry include two Streak SRM-6 launchers (right torso and left torso) fed by two tons of ammunition and four Medium Pulse Lasers (two each in the right and left arms).  A head-mounted ECM Suite is also fitted.  Despite featuring 23 DHS, the Savage Coyote C can still overheat quite a bit when engaging in an Alpha Strike.  However, the design runs quite cool at range and in close can fire all weapons (if both Streak packs lock onto the target) other than a single ER Large Laser and remain heat neutral on a run.  If neither Streak pack locks onto target, both ER Large Lasers can be added for minimal overheat production (+4 on a run).

Code: [Select]
Loadout Name: C                                              Cost: 21,618,406
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,628

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             23(46)                    9.00
    Heat Sink Locations: 1 CT, 3 LT, 3 RT, 2 LA, 2 RA, 1 LL, 1 RL
    CASE Locations: LT, RT, LA, RA                                         0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
LRM-10                                       RA        4         1         2.50
    Artemis IV FCS                           RA        -         1         1.00
2 Medium Pulse Lasers                        RA        8         2         4.00
LRM-10                                       LA        4         1         2.50
    Artemis IV FCS                           LA        -         1         1.00
2 Medium Pulse Lasers                        LA        8         2         4.00
Streak SRM-6                                 RT        4         2         3.00
ER Large Laser                               RT        12        1         4.00
Streak SRM-6                                 LT        4         2         3.00
ER Large Laser                               LT        12        1         4.00
ECM Suite                                    HD        0         1         1.00
@LRM-10 (Artemis) (24)                       RA        -         2         2.00
@LRM-10 (Artemis) (24)                       LA        -         2         2.00
@Streak SRM-6 (15)                           RT        -         1         1.00
@Streak SRM-6 (15)                           LT        -         1         1.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      8    Points: 26
3          8       8       4       0      4     2   Structure:  5
Special Abilities: OMNI, ECM, CASE, SRCH, ES, SEAL, SOA, IF 1

Configuration D includes three jump jets for added mobility.  The weapons configuration includes an ER PPC (right arm), an Ultra AC-10 Autocannon (left arm) with two tons of ammunition, two LRM-15 launchers with Artemis IV FCS (right torso and left torso) each fed by two tons of ammunition, and three Streak SRM-4 packs (center torso, right torso, and left torso) fed by a single ton of ammunition.  Seventeen DHS does not alleviate all of the heat generated, but maximum overheat on a jumping Alpha with all three Streak launchers locking onto a target is only +6 . . . which any Clan Warrior should be able to deal with.

Code: [Select]
Loadout Name: D                                              Cost: 21,680,844
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,818

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   3.00
Heat Sinks:         Double Heat Sink             17(34)                    3.00
    Heat Sink Locations: 1 LT, 1 RT, 1 LA, 2 RA, 1 LL, 1 RL
    CASE Locations: LT, RT, LA                                             0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER PPC                                       RA        15        2         6.00
Ultra AC/10                                  LA        3         4        10.00
LRM-15                                       RT        5         2         3.50
    Artemis IV FCS                           RT        -         1         1.00
Streak SRM-4                                 RT        3         1         2.00
LRM-15                                       LT        5         2         3.50
    Artemis IV FCS                           LT        -         1         1.00
Streak SRM-4                                 LT        3         1         2.00
Streak SRM-4                                 CT        3         1         2.00
@Ultra AC/10 (30)                            LA        -         3         3.00
@LRM-15 (Artemis) (16)                       RT        -         2         2.00
@Streak SRM-4 (25)                           RT        -         1         1.00
@LRM-15 (Artemis) (16)                       LT        -         2         2.00
                                            Free Critical Slots: 7

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      8    Points: 28
3j         7       7       5       0      4     1   Structure:  5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 2

Configuration E features a Gauss Rifle (left arm) with three tons of ammunition, an ER PPC (right arm), an ER Large Laser (head), and two LRM-15 launchers with Artemis IV FCS (right torso and left torso), each fed by three tons of ammunition.  Nineteen DHS compensate for all but movement heat rendering the configuration almost heat neutral.

Code: [Select]
Loadout Name: E                                              Cost: 21,146,656
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,651

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             19(38)                    5.00
    Heat Sink Locations: 1 CT, 2 LT, 2 RT, 2 RA, 1 LL, 1 RL
    CASE Locations: LT, RT, LA                                             0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER PPC                                       RA        15        2         6.00
Gauss Rifle                                  LA        1         6        12.00
LRM-15                                       RT        5         2         3.50
    Artemis IV FCS                           RT        -         1         1.00
LRM-15                                       LT        5         2         3.50
    Artemis IV FCS                           LT        -         1         1.00
ER Large Laser                               HD        12        1         4.00
@Gauss Rifle (24)                            LA        -         3         3.00
@LRM-15 (Artemis) (24)                       RT        -         3         3.00
@LRM-15 (Artemis) (24)                       LT        -         3         3.00
                                            Free Critical Slots: 5

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      8    Points: 27
3          7       7       7       0      4     0   Structure:  5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 2

Finally, the Savage Coyote F is almost a pure Clan long-range missile boat.  The main weapons are six LRM-15 launchers with Artemis IV FCS (right torso, left torso, two right arm, and two left arm) each fed by two tons of ammunition.  Sixteen DHS allows the Savage Coyote F to run and gun with these weapons and remain heat neutral.  At closer ranges, three ER Medium Lasers (two center torso and one in the head) and a pair of ER Small Lasers (right torso and left torso) provide some non-missile support.  Adding the lasers to the missile barrage generates a very large heat spike, however, and a Warrior is cautioned not to do so except under the most dire of circumstances.  However, it is possible to fire all three of the ER Medium Lasers in conjunction with three of the LRM-15 packs, or all five lasers at point-blank range with two of the missile launchers and remain heat neutral on a run.

Code: [Select]
Loadout Name: F                                              Cost: 22,521,438
Tech Rating/Era Availability: F/X-X-E                         BV2: 2,765

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             16(32)                    2.00
    Heat Sink Locations: 2 LT, 2 RT, 1 LL, 1 RL
    CASE Locations: LT, RT, LA, RA                                         0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 LRM-15s                                    RA        10        4         7.00
    Artemis IV FCS                           RA        -         2         2.00
2 LRM-15s                                    LA        10        4         7.00
    Artemis IV FCS                           LA        -         2         2.00
LRM-15                                       RT        5         2         3.50
    Artemis IV FCS                           RT        -         1         1.00
ER Small Laser                               RT        2         1         0.50
LRM-15                                       LT        5         2         3.50
    Artemis IV FCS                           LT        -         1         1.00
ER Small Laser                               LT        2         1         0.50
2 ER Medium Lasers                           CT        10        2         2.00
ER Medium Laser                              HD        5         1         1.00
@LRM-15 (Artemis) (32)                       RA        -         4         4.00
@LRM-15 (Artemis) (32)                       LA        -         4         4.00
@LRM-15 (Artemis) (16)                       RT        -         2         2.00
@LRM-15 (Artemis) (16)                       LT        -         2         2.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      8    Points: 28
3          8       8       5       0      4     3   Structure:  5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 5
« Last Edit: December 20, 2018, 11:57:57 PM by masterarminas »
Logged

Ice Hellion

  • Protector of the Taurian Concordat
  • KU Player
  • General
  • *
  • Offline Offline
  • Posts: 4,482
  • Beware of the all-seeing eye: Ice Hellion
Re: Quicksilver Reconfiguration #3: Savage Coyote
« Reply #54 on: December 21, 2018, 12:45:23 AM »

Concerned with delaying the project, the Khans ordered that the production proceed with the fixed DHS.

 8)
Logged


"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,175
  • For the Last Cameron!
Re: Quicksilver Reconfiguration #3: Savage Coyote
« Reply #55 on: December 21, 2018, 03:27:19 AM »

Very nice masterarminas!

Today is our final day for entries on the Savage Coyote if anyone else wants to jump in.

I have something i will try to post before that though which will include an optimized model.
Logged

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,175
  • For the Last Cameron!
Re: Quicksilver Reconfiguration #3: Savage Coyote
« Reply #56 on: December 22, 2018, 06:15:21 AM »

Alright folks this contest is now closed. I've been working on the Ravage which will be Loremaster Sullivan Koga’s optimized Savage Coyote. A lot of notes and data for equipment below but I think the idea works well.

Quote
Coyote’s finest warrior who despite her setback in a bid for the Khanship to Tomas McKibben has continued to fight for reform in order to revitalize the Clan

Removal of four Double Heat Sinks hard mounted outside the OmniMech’s Power Plant
Swapping out the 15 tons of standard Forging ZK11 armor plating for 13.5 tons of Compound Zeta Ferro-Fibrous [originally used on the Mars Assault Vehicle then on the Menoetius OmniMech]
Identical modification was made to saKhan Elam Tchernokov’s Great Coyote (Dire Wolf)
Protection increase from 91% to 98.479%
These alterations saw the overall tons of pod space available for weapons and equipment rise to just over fifty tons matching the mighty Dire Wolf (15 tons heavier).
With nearly sixty percent (59.4% to be precise) of the OmniMech devoted to offense it is now the epitome of an Assailant or Vampire

If 263 is max we are 4 points shy with 259 armor factor
Head and Side Torsos were already at max protection
Increase Front Center Torso armor to 37 (+3)
Max out the arm protection cause that is where a bunch of the weaponry goes (+3)
Legs get the rest to go to 35 each (+5)

Code: [Select]
Mass: 85 tons
Chassis: Assault Series SXG
Power Plant: Type 255 Extra-Light
Cruising Speed: 32 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Compound Zeta Ferro-Fibrous
Armament: 50.5 tons of pod space available for weapons and equipment
Manufacturer: Landen 'Mech Production Complex
Primary Factory: Tamaron
Communications System: TJ6 “Bell” Integrated Communications System
Targeting and Tracking System: TRTTS Mark II CWS

Type: Ravage
Technology Base: Clan Level 2
Tonnage: 85 tons

Equipment Mass
Internal Structure: 8.5
Engine: 255 XL 6.5
Walking MP: 3
Running MP: 5
Jumping MP: 0 0
Heat Sinks: 10 (20) 0
Gyro: 3
Cockpit: 3
Armor Factor: 259 13.5

Internal Structure Armor Value
Head 3 9
Center Torso   27 37 / 15
R/L Torso 18 26 / 10
R/L Arm 14 28
R/L Leg 18 35


Weight and Space Allocation
Location Fixed Spaces Remaining
Head 1
Center Torso      Ferro-Fibrous 1
Right Torso       2 XL Engine 8
    2 Ferro-Fibrous
Left Torso       2 XL Engine 8
    2 Ferro-Fibrous
Right Arm   No Lower Arm or Hand Actuators 9
     Ferro-Fibrous
Left Arm   No Lower Arm or Hand Actuators 9
     Ferro-Fibrous
Right Leg 2
Left Leg 2
Logged

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,175
  • For the Last Cameron!
Re: Quicksilver Reconfiguration #3: Savage Coyote
« Reply #57 on: January 05, 2019, 09:35:09 PM »

Let’s delve right into this review with thirty-four entries total from our usual six-person design team. What makes this one special is the canon redux original conducted by Abele which will set the bar for our configuration analysis. Basically, taking the ATMs which were too advanced for this time period and replacing them with available missile systems was the route he took some four and a half years ago. Unfortunately, he has no Quicksilver fluff or InnerSphere designation but we will see his four incumbents soon enough. Ice Hellion took a nice shot into these bonus areas but came up short with the Riastrad and a story based on Ghost Bear-Wolf competition which may have inspired masterarminas in the next contest. Not bad all around and the only thing I didn’t like was Mason Jerricho getting a Savage Coyote. As he was originally a Guillotine IIC pilot I still envision him getting a Crazy Horse upgrade. What I did approve of was marauder648 citing Loremaster Sullivan Koga as getting a Savage Coyote for her efforts to improve the Clan. This set the bar for my upgrade version of this OmniMech called the Ravage however the fluff was a bit too limited to win the bonus point here and there was no InnerSphere designation given. Bradshaw’s Sabeji by DCMS opponents was pretty good and I liked the Nova Cat involvement which could fit the story well. Using captured Mauler’s as inspiration for this OmniMech was a bit of a stretch but still not bad and your art grab was amazing. Top marks for InnerSphere designation this time around go to drakensis for the Sabertooth which I really love. His fluff however was a little too thin even if it fit well with the Wolves testing this design thanks to their close relationship with the Coyotes. Overall, I thought the best fluff came from masterarminas which was a bit generic but effective at telling the story of this OmniMech’s accelerated production. So, while no InnerSphere designation was given this fluff was clearly the winner. Point to drakensis for the Sabertooth and point to masterarminas for the fluff!!

Four entries which I felt embodied the spirit of the original canon Primary Configuration squared off here. Bradshaw Prime was pretty good except for the presence of a TAG which was repeated twice more during this contest. I’m sorry bud I just do not see the Coyotes utilizing a TAG regularly especially here on their premier front line design. An ECM Suite or Active Probe would have been better but here especially it ruined a nice entry. Ice Hellion Prime shared something in common that I was not fond of with Bradshaw Prime which was a third ton of LB 10-X ammo. Plus, the reduction to LRM-15s here was not desirable for me either as I felt the LRM-20 with Artemis was the way to go. This left masterarminas Prime to go up against Abele Prime for the initial design spot. Even though masterarminas was more heat efficient and there for capable of repeated Alpha Strikes I thought it sacrificed too much secondary firepower (two ER Smalls and another Medium at minimum). This gave the win to Abele who originally replaced the large ATM-12s with LRM-20s linked to Artemis IV FCS while upgrading two ER Mediums to two Medium Pulse Lasers. The weaponry reminds me of a Mad Dog and Summoner all rolled into one which is pretty nasty. While an Alpha Strike produces 46 heat generated by weapon fire alone that the 17 (34) Double Heat Sinks can not effectively cool the design (+12 overheat without movement) its damage potential of 96 is most impressive. Plus, you have bracket options like leading off with the ER PPC, LB 10-X, both LRMs, and the ER Medium at long to medium ranges which generates 34 heat and 72 point of damage potentially. Then as opponents close you can either conserve on LRM ammo or cool off the ER PPC to add the two Medium Pulses and ER Smalls which make effective infantry (Elemental defenses). Nice job and point to Abele!

With a single Gauss Rifle, mid-range ATMs (6s), and jump jets there was a lot of possibilities for Alternate Configuration A. Now the Gauss Rifle made an excellent fit for this OmniMech with its massive pod space and relatively low number of integral Heat Sinks so aside from missiles it is probably the second most common weapon employed by the Savage Coyote. Three entries fit the mold here and let me start with Abele A which replaced the ATMs with two LRM-15s with Artemis (which I liked) and two SRM-6s with Artemis. I would have preferred Streaks here even downgrading to 4s and their single ton of ammo (15 shots) just isn’t enough. Plus, you set up an unbalanced bracket to me (long range weapons and jump jets generate 26 heat) which presumably has the SRMs paired with two Medium Pulses as the shorter-range firepower. I liked Bradshaw A better with its ER PPC/Gauss combo, twin LRM-15s linked to Artemis, Streak SRM-6, ER Medium Laser, 3 Jump Jets, and single additional Double Heat Sink. Slightly overheat at close range, your mobile, and solid firepower you just got beat by better designs bud. Ice Hellion A is revolutionary to me as he explains in his fluff massing eight LRM-5s to counteract anti-missile defenses which is a factor I had not considered by going to smaller massed battery fire but it makes a lot of sense for the Savage Coyote. Now the 41heat generated by weapon fire overwhelms the 15 (30) Double Heat Sinks onboard but not if you go bracket fire. Firing the Gauss and the ER Large which are both linked to a Targeting Computer along with the LRMs produces 29 heat and 65 points of possible damage. As opponents close LRM fire can be reduced to just a single battery while three Medium Pulses (12 heat for 21 damage) also linked to that Targeting Computer go to work accurately. An Alpha Strike could produce 86 points of damage and it also has 3 Jump Jets for mobility. Great job with this innovative long-range barrage sniper. Point to Ice Hellion!

A lot of Lasers, an Ultra AC/5, and the smallest ATMs (3s) made up the original canon Alternate B which four designers tried their best to outduel with 3050 Level 2 Clan Tech. Bradshaw B ditched the Ultra AC/5 for another Large Pulse Laser which wasn’t a bad move but even with 10 additional Double Heat Sinks (24 total cools 48) resulted in overheating (+6). Both Ice Hellion and masterarminas doubled down on the Ultra AC/5 adding another to their B entries. While this made heat more manageable it reduced the overall damage output which soured my outlook on both ultimately. Reviewing the Ultra AC/5 I actually found myself wishing that someone would have presented an LB 5-X AC entry because of its longer range and accuracy advantages. Ultimately, I found that Abele B which had 2 ER Larges, Large Pulse, LRM-20, and Ultra AC/5 (42 heat and 60 damage at range of 20 for its long-range bracket) with a Streak SRM-6 (4 heat and 12 damage at a range of 12 or less) and 6 Small Pulses (12 heat and 18 damage at a range of 6 or less) to be the best. With 6 additional Double Heat Sinks (20 doubled 40 cooling) it featured two distinct brackets and could perform a variety of roles. The Small Pulses makes for excellent in close infantry defense and simply foregoing a single ER Large enables their use. Likewise, the Streak SRM-6 can used if the LRM-20 is held silent and alternately an Alpha Strike could result in 90 damage its most devastating assault yet. Granted this is a one shot and your overheating (58 heat from weapons only) but it is possible that your opponents will be destroyed as you shutdown. Point two to Abele!!

Field Manual Warden Clans did not include Alternate Configuration C which debuted later in Technical Readout 3067. Referred to as a long-range powerhouse that features ATM-9s, two ER Larges, three ER Mediums, and an ER PPC it also featured a Targeting Computer and Jump Jets. I see what Abele did by swapping the ATMs for four Streak SRM-6s again trying to create an accurate bracket fire machine. Cutting out two ER Mediums here and reducing the Targeting Computer to a three-ton model would have been better though as this entry is a bit unbalanced. While I liked the potential command variant which Bradshaw C appears to propose with every advanced electronic known to the Clans it loses too much offensive firepower to be effective to me. The competition between Ice Hellion C and masterarminas C was one of the best but even after another re-review firepower and heat management is still superior for masterarminas C. Ice is certainly more accurate and mobile with his fine entry but I like bracket fire schemes which rely on weapons that generate the same amount of heat. LRM-10s and SRM-6s (4 heat each) as well as ER Larges and 3 Medium Pulses (12 heat each) can both be alternated quite easily. So point to masterarminas!

Without canon or Abele in this case left to guide me I simply went to the best weapon configuration available for D. Two designers hit upon what I call the ballistic Hellstar with twin Gauss Rifles each fed by three tons of ammo (24 shots a piece) paired with two ER PPCs. That is right folks double my pleasure with the ER PPC/Gauss combo which can rain fire down on you for two dozen turns, every single shot a heat capping possibility. Three additional Double Heat Sinks gives you 17 (34) meaning you can run and Alpha Strike all day long and there is no overheating possible. Just freaking nasty! While Bradshaw G did post his take first there are two big reasons drakensis A beats him out here. One is weapon placement as the Gausses in the arms make the most sense to me as any explosion on there part will not automatically mean two engine hits. Two is fluff which drak pulls off in an amazing short and to the point way by citing the configuration’s basis on the Star League Devastator and also having the Black Widow personally testing it. Very well done, point to drakensis!

While Bradshaw did lose the battle in our last configuration it is another one he did that leads us here to Configuration E which will look at large caliber Autocannons. That’s right I am talking to you Ultra AC/20s and you LB 20-Xs. Ice Hellion D featured a LB 20-X AC (15 shots), 2 LRM-10s, 2 Streak SRM-6, ER Large, 2 Medium Pulses, and 3 Jump Jets which isn’t bad but the dual AC Carriers really caught my attention. Only one design, drakensis C, featured two Ultra AC/20s (20 shots each) and I figured it would win a place here but that was before Bradshaw I. Mounting 2 LB 20-X AC with three tons of ammo a piece (15 shots each) and two Large Pulses. This makes for a medium to short range accurate brawler which can wade into battle especially against conventional opponents and wreck stuff with ease. Three additional Double Heat Sinks will start you thinking haven’t I seen this before because you just did. The size of the weaponry, the heat and damage they generate, and even the amount of ammo is identical to Configuration D. This identical layout has several effects one of which could be to mix D and this together without many changes where needed. Nice design, point to Bradshaw!

F often stands for Flak in these contests and this one is no exception thanks to Bradshaw F. While I would have like to have seen LB 5 or 10-X competitors his five Large Pulse Laser entry linked to a massive six-ton Targeting Computer leaves little room for any naysayers. Super accurate with a minus three to hit this configuration is light hitting with only fifty damage possible and there are heat issues. Nine additional Double Heat Sinks give the Savage Coyote an effective cooling rate of 46 compared to 50 heat generated by weapon fire. While this doesn’t account for movement simply alternating fire 5-4-5-4 will alleviate all problems easily enough. While enemy Assault BattleMechs might breathe a sigh of relief for its lack of firepower compared to other configufations Fighters, VTOLs, Vehicles and Infantry beware. True you can’t target specific areas because of the scatter fire nature of the Pulses but you’ll never miss even at range. Point two to Bradshaw!!

Alternate Configuration G goes back to the Gauss which still has many effective entries left to go in this contest. Bradshaw A as previously mentioned was a very solid entry with a Gauss/ER PPC combo, twin LRM-15s linked to Artemis, Streak SRM-6, ER Medium and three Jump Jets. Another good one is masterarminas A with a Gauss, two Large Pulses, 3 Streak SRM-6s, ER Medium, and Medium Pulse. I preferred both of those to Bradshaw E which has a tendency to run a bit hot and does not hit as hard as Ice Hellion E. However, even better than that was drakensis E who you will see again I have a feeling. The best of all is masterarminas E with a ER PPC/Gauss combo, twin LRM-15s each linked to an Artemis, and an ER Large Laser. Five additional Double Heat Sinks provide a 38-cooling factor which is exactly the amount generated by this long-range weapons array that can inflict 70 points of damage. Only movement takes this OmniMech overheat slightly and since the Gauss along with the missiles each have two dozen reloads each it is possible that this configuration can sustain its rate of fire over a long period of time with little interruption. Point two to masterarminas!!

Our missile boats were reserved for Alternate Configuration H of which there were four in total. Bradshaw D is sort of a super Crusader with four LRM-15s, four Streak SRM-6s, four ER Smalls, two additional Double Heat Sinks and three Jump Jets. It has to rely on a bracket fire approach which means other entries could outperform it overall. Ice Hellion F with four LRM-15s, an LB 10-X, 2 Medium Pulses, 2 ER Smalls, eight additional Double Heat Sinks, and ECM Suite is a little more than just a missile boat. With 94 damage possible and everything but the missiles linked to a Targeting Computer it runs pretty darn cool. However, drakensis B inspired by the Longbow somewhat is even more effective with four LRM-20s each linked to an Artemis, an LB 10-X AC, and ER Medium Laser produces 27 heat along with 97 possible points of damage. That is really awesome but the missiles only have a dozen rounds for continuous fire which leads me to masterarminas F. With six LRM-15s each linked to an Artemis, three ER Mediums, two ER Smalls, and two additional Double Heat Sinks I think this is the best option presented. It has sixteen rounds of ammo and thanks to the additional Heat Sinks can fire all the missiles continuously for 90 points of possible damage. The lasers are more of a backup short range bracket fire system only to be used in certain circumstances. Point three to masterarminas!!!

The hardest decision was Configuration I which had numerous outstanding concepts square off for the tenth and final spot. I really liked the uber accurate Ice Hellion C with two Large Pulses, 4 Medium Pulses, 3 Streak SRM-6s which went over heat the more Streaks lock but was still so solid. It like Configuration Koga by marauder648 received special consideration as did drakensis D as command variants. Really wouldn’t have been a bad option at all but there were others like the energy bracketeer which was Bradshaw H or the Ultra AC/10 entry from masterarminas D. Ultimately, I thought the consummate brawler which was drakensis E was the best possible option. A Gauss Rifle, ten Medium Pulses, three Jump Jets, and eight additional Double Heat Sinks makes for 85 possible damage points with some mobility. Only a running Alpha Strike would put you overheat and I think a close in brawler that is extremely accurate is a nice niche to fill out. Could make for a fine urban combat, point two to drakensis!!

With four points masterarminas pulls out the win here over drakensis with three total points. Abele and Bradshaw each tied for third with two points while Ice Hellion scored one in this contest. Only marauder648 missed out on scoring points here but everyone did a great job for this contest and I intend to keep going with this one a little more. The Ravage as I posted was inspired by marauder648 and I would like to fully outfit her for Loremaster Koga. I hope you guys will help out. My plan is to review the winning Savage Coyote configurations and a few losers to create a very special OmniMech for a key character. Talk to you soon!
« Last Edit: January 06, 2019, 10:06:18 AM by Takiro »
Logged

masterarminas

  • General
  • *
  • Offline Offline
  • Posts: 2,515
Re: Quicksilver Reconfiguration #3: Savage Coyote
« Reply #58 on: January 06, 2019, 02:28:53 AM »

While Ice Hellion C was uber accurate it tended to overheat unlike masterarminas C which thanks to 9 additional Double Heat Sinks could dissipate all weapon fire. That means 92 damage or there abouts every turn from twin ER Larges, two LRM-10s (24 rounds of fire) linked to Artemis, two Streak SRM-6 (15 rounds of fire), and four Medium Pulses. With an ECM Suite protecting its missile targeting systems you can try to stay back and hope it runs out of ammo but damn it is effective overheating only with movement. Point to masterarminas!

Actually, Takiro, it can't.  It can and will overheat from time to time.  The two ER Large are 12 heat each (total 24), plus another 4 from each of the LRM-10 packs (total of 32).  So at ranges 13+, max heat generated is 34 from movement and weapons and we can sink 46.

But in close, those four Medium Pulse Lasers add another 4 each (total of +16, so we are at 48) and the twin Streak SRM-6 packs generate another 4 points each (total of +8, which puts us at 56).  So.  If this configuration runs, fires everything, and both Streak packs lock, we are looking at +12 heat (+11 walking, +10 standing still).  For a maximum of 92 damage.

Now.  If both Streaks lock, you have the option of leaving one ER Large out of the firing circuit and then you are exactly heat neutral on a run.  Dropping max damage to 82.

If only one 6-pack locks, you can add the ER Large back, but you are gonna be standing at between +6 and +8.  Which puts max damage at 80.

If neither Streak locks, you can fire both ER Larges, all four MPLs, and both LRM-10s and be at +2 to +4 excess overheat.  Max damage in this case is 68.

And--of course--at ranges 13-21, max heat is just 34 and max damage is 40.  22-25 it drops to MD 20 and MH 26.

If you want to change your award for the C Configuration because of this, I do understand.  I think you misread the numbers a bit when you said it could dissipate the heat from all weapons fire. 

It isn't heat neutral by any means, but it can come close if played smartly.

MA
« Last Edit: January 06, 2019, 02:38:36 AM by masterarminas »
Logged

Ice Hellion

  • Protector of the Taurian Concordat
  • KU Player
  • General
  • *
  • Offline Offline
  • Posts: 4,482
  • Beware of the all-seeing eye: Ice Hellion
Re: Quicksilver Reconfiguration #3: Savage Coyote
« Reply #59 on: January 06, 2019, 02:38:41 AM »

It isn't heat neutral by any means, but it can come close if played smartly.

Congrautlations Masterarminas and  8)

Not bad all around and the only thing I didn’t like was Mason Jerricho getting a Savage Coyote. As he was originally a Guillotine IIC pilot I still envision him getting a Crazy Horse upgrade.

I thought it made sense and was the most logical move, trying to get the different factions of the Clan all together as Clan Coyote is strong when united.

Logged


"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5
Pages: 1 2 3 [4] 5   Go Up