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Hidden 11 yrs ago Post by Barioth
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I was under the impression that my original Machine-gun lance was 4 units, so by logic, downgrading it to an SMG should've made it a 3 at most. If you look at the picture you can see the gun which isn't big at all, and the adding of an energy bayonet wouldn't really change the weight that much. Keep in mind the difference between a solid blade and an energy blade. Assuming the properties of Ethus, I'd like to speculate that an Ethus blade weighs near nothing. I imagine Ethus as some kind of plasma/energy , meaning it weighs next to nothing. I'd like to argue that an Ethus blade is just 1 unit, and that the size of the blade doesn't matter to the weight. The blade size and intensity does matter to operational time and power conservation which I believe is separate from weapon class and relates more to the basic inner workings of the frame. So If I counted the gun as 3, the vulcans as 1, and the Ethus Blade as 1, It leaves 1 unit which Dynamo said I could make the amount of missiles, bombs, and chaff smaller to fit 1. I dropped the bombs and assumed the rest was Ok. It was my fault for being unspecific but the frame only has 6 missiles, which are a lot smaller than any modern missile we have now, while the chaff is just small canisters attached to the legs that can be discharged at any time.
Hidden 11 yrs ago Post by eddieddi
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Barioth said
I was under the impression that my original Machine-gun lance was 4 units, so by logic, downgrading it to an SMG should've made it a 3 at most. If you look at the picture you can see the gun which isn't big at all, and the adding of an energy bayonet wouldn't really change the weight that much. Keep in mind the difference between a solid blade and an energy blade. Assuming the properties of Ethus, I'd like to speculate that an Ethus blade weighs near nothing. I imagine Ethus as some kind of plasma/energy , meaning it weighs next to nothing. I'd like to argue that an Ethus blade is just 1 unit, and that the size of the blade doesn't matter to the weight. The blade size and intensity does matter to operational time and power conservation which I believe is separate from weapon class and relates more to the basic inner workings of the frame. So If I counted the gun as 3, the vulcans as 1, and the Ethus Blade as 1, It leaves 1 unit which Dynamo said I could make the amount of missiles, bombs, and chaff smaller to fit 1. I dropped the bombs and assumed the rest was Ok. It was my fault for being unspecific but the frame only has 6 missiles, which are a lot smaller than any modern missile we have now, while the chaff is just small canisters attached to the legs that can be discharged at any time.


Well The gm will have to clarify what Ethus is, I always assumed it was something akin to elirium from Xcom, crystals that just emmited energy somehow. brittle and very volatile, ect. but even if you are class 6, you'd still be slow and lack full flight capabilities. I am splitting the Frame's in to five segments, class 1, scout, very fast, no armour, small weapon. can fly like a bloody bee/falcon. 2,3,4, recon, tougher, can fly, but not super agile, somewhat fast, 5,6,7, infantry, can jump-boost/rocket sprint, tougher, decent firepower ect. 8,9,10, tank like, can take a nuke to the face, can't fly, can only jump slightly ect.
and even with those 'vauge' catagories there are ways round them (see the railgun mech). but the gm said if you've got a high(er) class of weight you can't fly/go super fast.
Hidden 11 yrs ago Post by Barioth
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The system for weight and weapons seems a bit flawed. Truthfully, a heavy mech can be just as maneuverable as a smaller one while still carrying more weapons, it all depends on how it's built.
Hidden 11 yrs ago Post by eddieddi
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Barioth said
The system for weight and weapons seems a bit flawed. Truthfully, a heavy mech can be just as maneuverable as a smaller one while still carrying more weapons, it all depends on how it's built.


While I agree with you on that principle in a overarching sense (as in if this was bound to reality). However in the intrests of keeping things fair and within the bounds of the RP I'm still going to have to ask you to pick and chose.
The problem is, is that if the Gm or myself makes an exception for you, others will use it as an example to justify having a even more OP mech and thus this will enter a downward spiral in to the realms of (pardon my french) a total clusterfuck where its whoever can justify the most OP mech going. Don't take this as a personal attack, I am simply explaining the position that I'm taking. Simply put if we can justify anything we want through a 'correctly built mech' and having 'advanced tech' I might as well just Say that I'm part of some underground organization who's found el-diablo and a treasure trove of alien tech and that this is my mech;

the armour is a autoreactive ailen alloy which weighs almost nothing, auto-regenerates, can take a nuke to the face and shrug it off, the mace is a power mace which is energized to rip through any armour what so ever, those nodes on the back are twin tezla cannons with energized plasma jet capabilites, allowing unlimited almost light speed flight, getting hit by the tezla cannons deactivates your frame for about 5 minutes, oh and the mace doubles as a plasma cannon. and I can justify this because I'm renegade from a underground group that has found ailen tech.

See? now I agree this is MASSIVELY over the top but as soon as someone can justify a way round the rules or manage to wave the way the path is clear for other people to do the same and go even further. and this causes problems because we can't stop one later down the line without stopping the others. so I'd rather explain this all now so that you can see my point and where I'm coming from rather than having to deal with some knumbnuts further down the line who's got some class ten mech that can teleport. or some asshattery like that.
Hidden 11 yrs ago Post by Bosco
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Barioth said
The system for weight and weapons seems a bit flawed. Truthfully, a heavy mech can be just as maneuverable as a smaller one while still carrying more weapons, it all depends on how it's built.


I am agreeing with the flaw of the weight class only because your armor, speed and flight capabilities are all dependent on how many points you have in your weapons. What if there were 15 points in the system in total with a limit of 5 for weapons, 5 for features, and 5 free points. Take your load out that occupies 10 points all to weapons, then 4 points to armor, then 1 point to agility(which covers running speed and maneuverability) and 0 points to flight. Then take my frame's load out with 6 points to weapons, 3 points to speed, 3 points to armor and 3 points to flight. Now if someone wanted to use less points in weapons or features then those points are turned into free points... But I feel is a bit late to mention now.
Hidden 11 yrs ago Post by Dolerman
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Im gonna make a ruling here

E/S SubMachine-Gun Lance- Can switch between solid ammo or can connect to the Ethus reactor to fire energy rounds. It is high-calibur and it's solid ammo rounds pack acceptable stopping power, while it's Ethus rounds take large amounts of energy for powerful rapid-fire rounds. Held in the right-hand. It has an Ethus-bayonet at the tip of the barrel around the size of a small Ethus shortsword. Can pierce thick armor-This is weighs 3 units, this is a very powerful gun though, not sure how I feel about its armour peircing, because that would depend on the armour you are shooting at, but I will keep an eye on the battle anyway.

Ethus Dagger- Can change the size and intensity of the blade. Removable and exchangeable. At high intensities can cut through thick armor.
this weighs 1 unit, but I have to say now that 'ethus' is not a form of plasma that can be turned into a blade, its more like electricity an ethus dagger would be a dagger which is powered with some sort of ethus drive engine or motor, think Nero's Sword 'Rev' from DMC 4, nonetheless as a unit 1 weapon it wont be as powerful as you have described it here.
Head Vulcans- Located on each side of its head are vulcans that fire small tracer rounds for shooting down aircraft.
Missile Pods- Located in the hips, fires small butpowerful HE-Ethus Missiles, can be set to heat-seeking or just fired in a straight line.
Chaff Canisters- Contained on the back of he legs, released and exploded midair to destroy missiles.

all these seem okay, for 1 unit each so you will either need to drop one or very clearly state that you have a limited amount of missiles and canisters, as 1 unit is the equivlent of 10 grenades. Also, the missle pods wouldn't be very powerful.
Hidden 11 yrs ago Post by RavenxVoid
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Room?
Hidden 11 yrs ago Post by Konica
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Changed the mech section of my CS. Basically got rid of the shotgun, lowered the weight class, and replaced the marksman rifle with a more all-around rifle. Also completely changed/updated the description of the mech.

Also I gotta say, the J9 and Destroyer may have beefy firepower, but my money's on the Jackal cuz of that combination of range and speed. But either way, all your guy's mechs are pretty awesome :)
Hidden 11 yrs ago Post by Arsenal
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Well, so long as the Jackal doesn't take too many hits it should be fine, doesn't exactly carry a lot of armor to begin with. The biggest weakness of the Jackal's design that I see (and a weakness I think a lot of our frames would share) is that they would be vulnerable to a ground attack aircraft, or whatever the equivalent of that would be in terms of a CVF. Not many of our frames have anything that resembles a dedicated anti-air weapon.

I think it might make for interesting story if at some point our team is ambushed by guys with flying CVFs equipped with guided anti-ground missiles to see how our characters would handle it (if they even can).
Hidden 11 yrs ago Post by eddieddi
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Arsenal said
Well, so long as the Jackal doesn't take too many hits it should be fine, doesn't exactly carry a lot of armor to begin with. The biggest weakness of the Jackal's design that I see (and a weakness I think a lot of our frames would share) is that they would be vulnerable to a ground attack aircraft, or whatever the equivalent of that would be in terms of a CVF. Not many of our frames have anything that resembles a dedicated anti-air weapon.I think it might make for interesting story if at some point our team is ambushed by guys with flying CVFs equipped with guided anti-ground missiles to see how our characters would handle it (if they even can).


DSP on the Destroyer would be somewhat useful at that point but I see your point, any high power long range weapons would work.

Bosco said
I am agreeing with the flaw of the weight class only because your armor, speed and flight capabilities are all dependent on how many points you have in your weapons. What if there were 15 points in the system in total with a limit of 5 for weapons, 5 for features, and 5 free points. Take your load out that occupies 10 points all to weapons, then 4 points to armor, then 1 point to agility(which covers running speed and maneuverability) and 0 points to flight. Then take my frame's load out with 6 points to weapons, 3 points to speed, 3 points to armor and 3 points to flight. Now if someone wanted to use less points in weapons or features then those points are turned into free points... But I feel is a bit late to mention now.

I agree with this!

Konica said
Changed the mech section of my CS. Basically got rid of the shotgun, lowered the weight class, and replaced the marksman rifle with a more all-around rifle. Also completely changed/updated the description of the mech. Also I gotta say, the J9 and Destroyer may have beefy firepower, but my money's on the Jackal cuz of that combination of range and speed. But either way, all your guy's mechs are pretty awesome :)


I don't know, the jackal has the speed, but with the slow reload and limitation on range I get the feeling if it degenerates in a sniper fight the destroyer has the advantage. if it gets in to a agility test then I'm screwed.
Hidden 11 yrs ago Post by Konica
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The reload isn't that bad, and what limitation on range? The cs said range is one of strengths of the gun. I was just thinking the Jackal was basically made to take down big mechs.
Hidden 11 yrs ago Post by Arsenal
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Two and a half seconds between each individual shot is a significant amount of time in close-quarters situations, although after thinking about it for a bit, maybe the guess I put out there for the reload time was a bit optimistic. We'll say that 2.5 seconds is the minimum reload time, assuming conditions are perfect and nothing goes wrong. The railcannon, as you'll see when we start the RP, operates a lot like a really big single-shot bolt action rifle. After every shot the bolt needs to be racked, a new round inserted, and the bolt closed again.
Hidden 11 yrs ago Post by eddieddi
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Yeah, thats why I went for a energy weapon. No fuss with reload, the fact is that there's no energy drop off with the Ion cannon, and to boot there's no accuracy loss due to the fact its a energy weapon. only downside is the fact he can't move when charging (thats walking, not pivoting to aim) also, you've got to consider bullet drop off from the rail gun, and wind speed, and travel time, and a every other factor that affects a projectile based sniper weapon (though I assume the mech would calibrate for some of that,)
while with the Ion cannon it can just point, click BOOM. but the two of them working as a team....
Hidden 11 yrs ago Post by Konica
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I find it kinda funny Arsenal is bringing his mech down a notch. And team? This is the wild west, everyman for him/her self!
Hidden 11 yrs ago Post by eddieddi
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Konica said
I find it kinda funny Arsenal is bringing his mech down a notch. And team? This is the wild west, everyman for him/her self!


Lets see you say that when you've got a mech with a missing leg.
Hidden 11 yrs ago Post by Konica
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Spare parts are easy to come by
Hidden 11 yrs ago Post by stickman
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Interested, I'll see if I can get an artillery mech up :D

EDIT: If you guys still have room that is

EDIT: Meh, going for a shock trooper :D
PILOT

Age: 32
Height: 197 cm
Weight: 106 Kg
Background: Freedom Fighter turned Drifter
Bio: Gunther is a descendant of German immigrants. His parents split up before he was born, his mother had him on her own. The kid grew up in a quite hostile environment and got indoctrinated by the White Arm propaganda that he heard. The White Arm is a semi-terrorist organization that pushed the Seaboard Frontier back from the west. Gunther grew up in the middle of war plagued camps and on edge outposts. Both his mother and father were freedom fighters just as he. He learned to pilot at a young age, their armor was easy to use, so he didn't have to much difficulty with using the machine. The constant hostile environment kept the young man on edge and he didn't have problems with resorting to violence to get things done.

After a while piloting and fighting the White Arm ambushed a cargo convoy which yielded them the Anguish T3. This certainly was an update of the T2 which they had previously used. Gunther was giving one of the machines and his company had several minor successes. Aging, the grown man had seen most things at age 27. The White Arm propaganda became annoying and after a couple of defeats their morale was also in the drain. People who deserted got hunting parties sent after them and were killed. While heading one of these deserter hunting groups Gunther felt the strange desire to also make a run for it. The man convinced the hunting party that what they were doing was wrong and they joined up with some of the deserter groups. The group established a council of three, their general lead structure, and Gunther was appointed head of logistics, which meant find raiding targets and get there to do the dirty business. The warband made their way through the wasteland using parasitic tactics to stay alive.

Several years later Gunther led such a team into an outpost to take their supplies. The marauders encountered some resistance from the defense forces and to make matters worse the White Arm also showed up. Gunther made a deal with the defense forces and the two groups aided each other in fighting off the White Arm. In which they succeeded. Unbeknownst to Gunther the deal he made was one with his father, who was the leader of the outpost. The two man conversed, Gunther got some supplies and the warband left again. Gunther eventually got a message from the outpost leader, saying that he could die satisfied after seeing what kind of man his son had become. This ticked off the head of logistics and he left on his own with a good amount of supplies.

FRAME:

Weight Class: 3
Weapons Descriptions: Submachine gun and 10 frag grenades
Additional Notes: Anguish T3 is a mass production easy to use, hard to master armor. It's light armor and low impact mean soldiers had to think and be on their feet at all times. The wasp utilizes an Ethus inject submachine gun. It’s pretty low impact and doesn’t deal that much damage. Wasps were designed to operate in packs of ten to twenty units and employ hit and run tactics. The pilots were trained to aim for weak spots in enemy armor and use their grenades as a distraction method as well as to break lines and confuse. Wasps are fast and agile, due to their speed they’re hard to hit. The wasps are fully flight capable, although this drains a lot of energy, using the flight engines to jump or to dash is a far more common tactic. Using the dashing and utilizing their speed wasps catch enemy armor in the back and make their way out as soon as enemies have set up a counter attack.
Past Encounter: Squads of wasps were used to harass Seaboard Frontier outpost and plunder their way further inland. Groups of these freedom fighters were out to gain more territory and had several victories before ultimately been defeated in an ambush. Wasps should ring a bell with the Seaboard Frontier.
Hidden 11 yrs ago Post by Bosco
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Personally I like the Wasp, means J9 has a buddy for short ranged combat and CQC.

So do we have a plot ready yet or are we waiting on more people?
Hidden 11 yrs ago Post by eddieddi
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I just realised something, Most mechs here have hand-weapons. which means that so long as you can pick up the weapon you can weild it. Surely at some point someone's going to use someone elses weapon? Oh god, please, for the love of god someone give the destroyer a god dam mother flippin two handed battle axe.
Hidden 11 yrs ago Post by stickman
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CS done
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