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Hollywood

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Posts posted by Hollywood

  1. Ribose always seemed a bit pointless to me, as you can usually see the missiles that are coming at you.

     

    I can't imagine that you need the extra range of R+ when the starter radar is usually sufficient. I think it's 700 range.

     

    Some one said once about needing organelle for quick changes in direction but i think that booster accel has that area covered.

  2. It appears that the new MechWarrior game make take a new path in terms of how it's released.

     

    For those of you who may be interested here is a link to check out:

     

    http://mwomercs.com/game

     

    Here are some pics of what they could look like:

     

    http://img.mwomercs.com/media/MechWarrior%20Online%20Atlas%20Concept.jpg

     

    http://img.mwomercs.com/media/MechWarrior%20Online%20Jenner%20Concept.jpg

     

    http://img.mwomercs.com/media/MechWarrior%20Online%20Hunchback%20Concept.jpg

  3. This bot doesn't even have a color yet so use the bottom leftmost color scheme if you would.

     

    AC Name: Blindside

     

    Core Frame:

    Head | Core | Arms | Legs

    S4 | 75U2 | FL | FA

    0/0/2/8/0 | 0/0/5/5/0 | 0/0/1/9/0 | 0/0/3/7/0

     

    Internal Systems:

    Booster | FCS | Generator | Radiator

    V2 | LIMPET | G91 | ANANDA

    0/10/0/0 | N/A | 0/10/0 | 0/0/10

     

    Weapons and Armaments:

    Inside | Extension | R Back | L Back

    N/A | RM3 | 69RA | KINNARA

    R Arm | L Arm | R Hanger | L Hanger

    ROC2 | 69H | 69H | WRAITH

     

    Optional Parts:

    AMINO | ES | SS | L+ | CODON | GOLGI |

  4. AC NAME: Mad Dog

     

    YIV

    NER

    EAS

    1001

    MARE

    ST-6

    ROZ

    SA44

    -

    R/24

    A10

    VM36-4

    RF/220

    HZL50

     

    S-SCR, E/SCR, STAB, ECMP, AXL, BRK, TRN,

     

    Frame Color:

     

    Base: 0/0/0

    Aid: 115/60/40

    Optional: 0/0/0

    Detail: 70/0/0

    Joint: 0/0/0

  5. The fact that you are using Kujaku and you say you're not good in an airborn AC leads me to the conclusion that your energy managment skills could use a bit of work.

     

     

    The side shields cover only the sides and not that much at all to begin with, find something else in terms of arms rather than FG.

     

    Where are the tunes on this design ?

  6. AC Name: Callandor

     

    Core Frame:

    Head | Core | Arms | Legs

    EYE3 | C75U2 | MACAQUE | LH99XS

    0/10/0/0/0 | 3/0/7/0/0 | 3/4/3/0/0 | 2/0/6/0/2

     

    Internal Systems:

    Booster | FCS | Generator | Radiator

    GULL | VOLUTE2 | LOTUS | ANANDA

    0/4/6 | N/A | 0/10/0 | 0/0/10

     

    Weapons and Armaments:

    Inside | Extension | R Back | L Back

    N/A | RM | N/A | NYMPHE

    R Arm | L Arm | R Hanger | L Hanger

    76RA | M2 | WRAITH | WRAITH

     

    Optional Parts:

    AMINO | ES | SS | L+ | CODON | R+ | MARISHI

     

    Frame Color:

    R/G/B

    Base: 15/0/45

    Aid: 80/50/200

    Optional: 45/40/200

    Detail: 90/200/0

    Joint: 90/200/0

     

    Weapons Color:

    Green

     

    Description: This AC has been sitting on a backup card for some time, untuned and weaponless. This was to be my next design to be posted but then i got Last Raven and it kinda took a back seat to the new game.

     

    This design is primarily for medium to close range but has some long range poking capability. I'm not going to go into a big drawn out description of an AC. Look at the weapons. If you're experienced enough in these games you will figure out quite quickly how it could be used. I won't say how it should be used because that always seems to invite conflict of some kind or another, and I'm not interested in conflict.

     

    Tactics: This design is primarily for medium to close range but has some long range poking capability.

     

    Known Issues: Slower than I like but since this is NB the speed is kinda acceptable for an AC of this type.

     

    Notes: N/A ....... yet.

     

    Stats:

    Build it to find out.

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