Showing posts with label MWO. Show all posts
Showing posts with label MWO. Show all posts

Monday, August 17, 2026

MechDB Misadventures, Part 31: Low-Heat Timber Wolf Brawling

MechDB Misadventures, Part 31: Low-Heat Timber Wolf Brawling

With the Timber Wolf (Mad Cat) TBR-N(L) having recently being added to MechWarrior Online Legends as a Loyalty reward, I decided to explore some loadouts based on that chassis, including a few that utilize its full set of 8 OmniPods. After some deliberation, I came up with the following setups as potentially among of the most effective in their intended roles as close-range brawlers:



Above, from top: Two suggestions for close-range brawling builds based on the Timber Wolf TBR-N(L) loyalty variant. The former utilizes the Prime variant's arms to fit in two additional Clan Medium Pulse Lasers in place of two tons of surplus Clan SRM ammo, the Light Active Probe, and a half-ton of armor found in the latter's set of 8 build, thus trading heat efficiency and sustained firepower for longer range and extra alpha strike potential. The latter (which relies on the N variant's set of 8 OmniPods) lacks the extra pair of Clan Medium Pulse Lasers found in the former, but instead adds a half-ton of armor and a Light Active Probe in addition to two extra tons of Clan SRM ammo, with the regular Clan Machine Guns and their ammo swapped for Clan Heavy Machine Guns (with 1 ton of Clan HMG ammo for each), thus trading range for DPS output and heat efficiency while absorbing any excess mass.

Both builds are equally effective at close-range brawling - the choice is entirely yours as to whether you prefer stronger alpha strikes or greater combat endurance and heat efficiency. The Set of 8 build can also run Artemis IV-enhanced SRMs if you are willing to swap two tons of SRM ammo for the spare tonnage necessary for the resulting increase in accuracy. For a truly devilish mix of the two, however, you could take the former setup and give it the latter's Clan HMGs and Light Active Probe in place of regular Clan MGs, swapping out two Clan Double Heat Sinks to free up enough mass to make this change possible, and resulting in 66.6 damage per alpha strike, as shown below.


Above: This TBR-N hybrid build mixes elements of the first two to increase its maximum damage per second to 23.0, with a sustained DPS of 16.1 sitting between the 15.3 of the first suggestion and the 17.9 of the Set of 8 alternate loadout, while still fully utilizing its 12 tons of armor capacity and having enough spare mass for a Light Active Probe.

In short, the TBR-N(L), with its eclectic hardpoint mix, is just the ticket if you want a brawling Timber Wolf that doesn't use or even need Jump Jets in any of its OmniPods.

Thursday, August 13, 2026

MechDB Misadventures, Part 30: All-Pulse Laser Brawlgoyles

MechDB Misadventures, Part 30: All-Pulse Laser Brawlgoyles

Due to having an oversized 400-rated Clan XL engine in a standard frame encased in Clan Ferro-Fibrous armor (of which it can carry up to 13 tons), the Gargoyle/Man O' War OmniMech in MechWarrior Online is generally best used as a relatively fast brawler, with a large number of smaller, lighter weapons instead of a few larger, heavier ones. With the introduction of the GAR-M(TSP) variant, this philosophy can be taken a step closer to its logical conclusion by combining its left arm with the C variant's right arm and the E variant's side torsos to yield 16(!) energy hardpoints. One suggestion using all of these hardpoints is as follows:

Above: Mixing the Gargoyle M's left arm with the C variant's left arm and the E variant's side torsos gives the 'Mech at least 16 energy hardpoints - filling them with a 50/50 mix of Micro and Small Pulse Lasers, while using 8 additional Clan Double Heat Sinks to absorb their heat load and spare tonnage capacity, creates a tough, yet fast brawler that can eviscerate anything in a close-range combat scenario, especially against slower targets.

Prior to the introduction of the M variant of the Gargoyle, one of the closest pure energy-based pulse laser brawl configuration to the one shown above was as follows:

Above: Before the GAR-M(TSP) debuted, this was closest we could get to a pure pulse laser-based brawling setup for the Gargoyle, and compared to the one above, it has longer range but is more heat-intensive, wiht only 20 heat sinks instead of 24.

There are other pure pulse laser-based builds based on this chassis besides these two, but the Small/Micro Pulse Laser-based one could well be one of the most effective ones MWO will ever see - as long as you leverage its 12.5 tons of armor and 81.0km/h speed to absorb or evade incoming fire while keeping your cluster of tiny little lasers trained on whatever victim is unfortunate to get in your sights.

Thursday, August 6, 2026

Infinite Space Insights: Graviton Beams and Their Tabletop Counterparts

Infinite Space Insights: Graviton Beams and Their Tabletop Counterparts

The Graviton Disintegrator in the Infinite Space trilogy is a unique weapon - not for its characteristics, but for being the only beam-based (and thus non-projectile-based) weapon of any kind ever fielded by the Yellow Kawangi, with each of their Dreadnoughts carrying four such weapons (two up front and two more at the rear). Due to its immense firepower, it (along with the Nova Cannon, which the Yellow Kawangi also fit to their Dreadnoughts, albeit only one per ship) can only be acquired during normal gameplay by creating it from a Timeless Bauble, and even under such circumstances, you'll never be able to have more than one. However, in custom scenarios, it's possible to arm most capital ships with multiple Graviton Disintegrators for a massive increase in damage per second. So how does this weapon work? Let's find out.

As a medium weapon, it can be installed on any capital ship that has at least one universal, medium or large turret. Most factions whose capital ships do not have weapons as fixed equipment are fitted with these turrets as standard, with the Calatians being the sole exception. Their Dreadnought and Super Dreadnought are the only capital ships from that faction with these features, whereas Calatian Cruisers and Destroyers lack such turrets and are thus incompatible with the Disintegrator. However, the Calatians' near-exclusive focus on short- to medium-range combat makes their larger capital ships a good fit for a Disintegrator-based loadout; a Dreadnought or Super Dreadnought armed with one (or, in the latter case, two) of these Yellow Beams of Death (as the player base calls them) can be extremely dangerous to any target that ventures too close to it.

In terms of operating principle, the Graviton Disintegrator emits graviton particles to pull its victims apart through inducing an immense gravitational pull at the point of impact, causing the target to collapse under its own mass. This echoes how its Warhammer 40000 equivalent, the Graviton Destructor and Ruinator, works against small targets (although larger targets are generally immune), with Titan-scale Horus Heresy-era equivalents being potent enough to obliterate other Titans. Similarly, the Graviton Disintegrator is explicitly stated to not having any known defenses against it. This explains why it is inadvisable to attack a Yellow Kawangi Dreadnought at close or even medium range - the Disintegrators will simply tear up any ship that's close enough, so a long-range assault with multiple missile-based weapons (or even a single Nova Cannon or Cobalt Torpedo Tube) is the only viable option for countering such a massive ship without having to use a Limited Vacuum Collapser to overwrite it.





Above, from top: The Graviton Disintegrator in the Infinite Space trilogy may not have the range or availability of the Tachyon Ray Gun, but it is vastly superior in terms of damage per second.

The closest BattleTech equivalent to the Graviton Disintegrator (in terms of firepower) would be the Binary Laser Cannon. Essentially a pair of regular Large Lasers fused together (but weighing 9 tons instead of 10 for dual individual Large Lasers), it generated too much heat relative to the amount of damage delivered compared to a pair of Large Lasers. However, it became viable again after Double Heat Sinks reentered production following the distribution of the contents of the Helm Memory Core, and in MechWarrior Online it serves as a shorter-ranged, but lighter, alternative to paired Large Lasers.

Within the context of MWO, two Binary Laser Cannons (which are distinguished by their white beams) should be sufficient for most Heavy and Assault 'Mechs; some chassis can safely handle three, but four is generally overkill in terms of mass and cooling requirements. However, in the right hands, Binary Lasers can be even more effective than any other Large Laser within their range profile. A common strategy is to combine a pair of Binary Lasers with several Inner Sphere Extended Range Medium Lasers, thus providing a viable backup option and good range synergy.


Above: This Stalker STK-7D is a good example of a Binary Laser-based build in MWO, where the ER Medium Lasers serve as backup for its main armament - a pair of Binary Laser Cannons that complement the Medium Lasers perfectly in terms of range profile.

In short, Graviton Disintegrators may be among the rarest weapons in the Infinite Space trilogy, but they can be among the most potent in the player's inventory if they can acquire one, by performing a similar function to graviton-based weapons and Binary Lasers in Warhammer 40000 and BattleTech, respectively, as among the deadliest beam weapons (if not the deadliest) in their respective fictional universes.

Tuesday, August 4, 2026

MechDB Misadventures, Part 29: Using Component Armor to Absorb Unused Mass

MechDB Misadventures, Part 29: Using Component Armor to Absorb Unused Mass

Although MechWarrior Online does not (yet) support Component Armor, adapting it from the BattleTech tabletop game would be straightforward, since it only requires 0.5 tons of extra mass per critical slot for any component (except for the cockpit, which requires 1 ton per critical slot), and its ability for each affected critical slot to absorb a critical hit before being exposed would most likely be simulated by a per-slot durability buff. For example, adding Component Armor to a Medium Laser (which would normally weigh 1 ton and occupy 1 critical slot) would increase its mass to 1.5 tons. However, this upgrade costs 150,000 C-Bills for every critical slot that the resulting armored component occupies. In any case, for those that can afford it (in terms of spare tonnage and cost), it'd be a great way to use surplus mass for reducing critical hit probability.

Here's a simple example to show where component armor can be useful. This Jenner JR7-F has been configured as follows:


Above: This loadout for the Jenner JR7-F is a ton underweight - but that spare ton of mass can be used for component armor in some places.

Despite having a mass limit of 35 tons, this setup weighs 34 tons - 1 less than its maximum capacity in terms of tonnage. However, even though every critical slot on this loadout is occupied, we can still reach our 35-ton target by installing 1 ton of component armor. There are three main ways this armor can be allocated throughout the 'Mech:
  • 0.5 tons for each shoulder actuator (to make each arm more difficult to blow off)
  • 0.5 tons for each hip actuator (to make each leg less likely to fall off in the event of a critical hit)
  • 1 ton for the cockpit (thus forcing any attacking unit to score two critical hits to destroy it)
All three of these options are as attractive as they are effective - the former two ensure that the 'Mech's firepower and agility, respectively, are less likely to be compromised while it's under fire, and the last of these improves the crew's chance of survival in any situation where its cockpit is more likely to be targeted directly. There's only enough spare tonnage for one of these choices, though, so you must choose carefully as to where you'll apply the 1 ton of component armor this loadout can carry. Just for fun, armoring every non-structural component (i.e., anything not occupied by its endo-steel structure or ferro-fibrous armor) on this loadout requires 15.5 tons of component armor - nearly half of the 'Mech's total mass, and 14.5 more than what it can safely carry.

In short, armored components may be heavier and more expensive (on a per-critical slot basis) than regular ones, but they can be useful in safeguarding against critical hits.

Thursday, July 16, 2026

MechDB Misadventures, Part 28: Zombie Grasshoppers

MechDB Misadventures, Part 28: Zombie Grasshoppers

It didn't take long for me to revisit the idea of the Grasshopper GHR-5H as a true Zombie 'Mech (BattleTech slang for a BattleMech that carries energy weapons exclusively, along with a standard engine and enough heat sinks and armor to maintain an adequate level of survivability and sustainability) and add more firepower to it. The resulting loadout is as follows:


Above: A more lore-accurate take on my custom Grasshopper GHR-5H setup, now with a tabletop-accurate 280-rated engine for a bit more speed, and dual ER PPCs combined with five medium lasers to make it more of a bracket build (PPCs for long range, medium lasers for shorter ranges). Despite having one less heat sink, it's still a viable build under tabletop rules (I used an ASP to simulate a tabletop-sized Beagle Active Probe for this one, even though it requires one fewer critical slot and must be placed in the head under MechWarrior Online MechLab rules).

Taking the idea further, I could create a hypothetical GHR-5E variant that swaps the left torso AMS slot for a Guardian ECM slot, to accommodate such a system where the AMS once resided, and move the arm-mounted medium lasers to the center torso and head, thus forcing the Beagle Active Probe to be mounted in the right torso. The result has a narrower profile for all practical purposes, since the arms don't carry any equipment, although it runs hotter than the original quad-ER Large Laser build, so you'll need to manage your heat more efficiently to exploit its potential.

In short, although more heat-intensive, this Grasshopper variant proposal is not only faster, but harder-hitting, with actual headchopper potential - and nobody would want to underestimate those attributes when applied to any heavy or assault 'Mech.

Wednesday, July 8, 2026

MechDB Misadventures, Part 27: Patience, Grasshopper!

MechDB Misadventures, Part 27: Patience, Grasshopper!

I recently gave MechDB another try and attempted to create a loadout for the Grasshopper GHR-5H that would translate well to BattleTech tabletop rules, even though it might not necessarily be as effective in MechWarrior Online. Eventually, I came up with this all-energy setup with four ER Large Lasers (two per side torso), a standard Medium Laser in the center torso, 16 Double Heat Sinks (two of them in each side torso, and another one in each arm, to complement the 10 heat sinks built into its 270-rated standard engine), an AMS (Anti-Missile System) to simulate a Beagle Active Probe, four jump jets, and 13.5 tons of standard armor over an Endo-Steel internal structure, as follows:


Above: A proposal for a tabletop-friendly Grasshopper GHR-5H build I created in MechDB. While its relatively low combined alpha strike damage (41 points under MWO rules) and absence of melee functionality might make it ill-suited to the game, even when considering its excellent heat capacity and numerous quirks, its zombie status (bestowed upon it due to having a standard engine and an all-energy loadout, with a center torso-mounted Medium Laser as a backup weapon that remains usable even if both side torsos are blown off) and the more generous heat generation rules (such as the absence of MWO's heat scaling and Double Heat Sinks providing a 100% per-item heat capacity increase instead of MWO's 40%), when combined with hand actuators for improved melee accuracy, make it very annoying to face in combat, especially if you swap the AMS with a Beagle Active Probe to give it the ability to detect ECM-equipped units.

Under tabletop rules, this loadout can dissipate 32 heat per turn (2 per Double Heat Sink) while generating only 51 heat during an alpha strike (55 if jumping while performing such an action), for a net heat buildup of only 23 per turn, making alpha strike salvos more sustainable. A Grasshopper GHR-5H so equipped could serve as a highly mobile sniper or skirmisher, and could be more survivable due to carrying as much standard armor as a 70-ton heavy 'Mech can have (13.5 tons as opposed to the 13 found in the stock setup).

In short, for combining maximum durability and immense staying power with surprising agility during the Clan Invasion era, this customized Grasshopper GHR-5H is tough to beat on the tabletop, regardless of whether you fill the 1.5 tons and 2 critical slots of unused mass and space, respectively, with an Anti-Missile System or Beagle Active Probe. With a few tweaks to the loadout to make it better suited to the faster-paced gameplay style of MechWarrior Online, it can be equally effective there, too, if you're brave enough to trade durability for speed with the following setup:


Above: Swapping the 270-rated standard engine for a 325-rated Extralight (XL) unit reduces this Grasshopper GHR-5H variant's survivability somewhat, but increases its top speed frees up extra mass for the fitment of two more medium lasers; upgrading them (along with the single center torso-mounted one) to extended-range versions helps them synergize better with the four Large Lasers, which have been downgraded to regular items to improve heat efficiency. Also, with the presence of heat scaling in MWO and a milder 40% heat efficiency bonus for double heat sinks (as opposed to the tabletop game's 100%), the extra heat sink is much appreciated here.

There are many other Grasshopper variants in MWO that can run these exact loadouts, but the GHR-5H is one of the most (if not the most) flexible variant out there. So go ahead and try out some Grasshoppers if you get the chance - you won't be disappointed!

Tuesday, March 10, 2026

MechDB Misadventures, Part 26: BattleMaster IIC?

MechDB Misadventures, Part 26: BattleMaster IIC?

Although the BattleMaster IIC is not actually part of the canonical lore of BattleTech or MechWarrior, a recent update to MechWarrior Online has introduced a BattleMaster variant that's as close to it as you can get: the BLR-1GBc "Red Corsair", based on a Star League-era all-energy variant, but remanufactured with Clan tech. Being a pure energy 'Mech, it can run hot if you're not cautious, but it has no ammunition dependency or explosion issues whatsoever (unless you fit regular AMS and some ammo to feed it, and even then, integral CASE - Cellular Ammunition Storage Equipment - in each component will mitigate the effects of AMS ammo detonations), which can be a big plus in long matches in which the risk of ammo depletion is highest. And as with the original BattleMaster, it has an engine cap of 400, allowing you to create surprisingly fast builds for its size, if you're brave enough - the fact that this is a Clan-tech variant (for which XL engines weigh less and require 1 fewer critical slot in each side torso) only sweetens the deal.

One of the possibilities resulting from this energy dependency is a quad ER PPC variant, reminiscent of the Warhawk/Masakari, but with each pair of ER PPCs placed in the side torsos instead of the arms. With a Clan 340-rated XL engine, it can match the Warhawk in speed, and fitting 24 Clan double heat sinks (including those built into, or externally attached to, the engine) gives it more than enough cooling as long as you fire them in pairs. Fit 16 tons of standard armor over an endo-steel frame, add a MkV Clan Targeting Computer, install a Clan Active Probe, and you're good to go.


Above: Emulating the Warhawk/Masakari WHK-Prime on the BattleMaster BLR-1GBC "Red Corsair" by fitting a MkV Targeting Computer and 24 Clan Double Heat Sinks in an Endo-Steel frame encased in 16 tons of Standard Armor creates a 'Mech that, though not as effective as its inspiration due to a lack of weapon-related quirks (or even secondary weapons), can still be a deadly sniper, and may actually be a better option in long battles due to its side torso-mounted dual ER PPCs (two per side torso) being placed high up on the 'Mech, and no ammunition dependency or explosion issues whatsoever.

However, it's also possible to turn this variant into a zombie 'mech by fitting a standard engine and an energy weapon of some sort in the lone center torso-mounted hardpoint. One suggestion with this in mind is as follows:


Above: An all-Pulse Laser zombie 'Mech loadout on the Red Corsair BattleMaster such as this one would be devastating at short to medium range, and crucially, it would remain a threat unless its center torso, head, or both legs were destroyed. Swapping the arm-mounted Medium Pulse Lasers for Small Pulse Lasers to save enough spare mass for a Clan Active Probe or Mk1 Targeting Computer (which would most likely occupy the free critical slot in the head) could be considered, if you want a more heat-efficient take on the same theme.

Using the Red Corsair as an ER Large Laser boat (with six such weapons in total, three in each side torso) with the largest targeting computer available (a MkVII unit) will also give unparalleled accuracy, but with slightly better heat efficiency than the quad ER PPC loadout, albeit with a lower maximum speed, as follows:


Above: Although slightly slower than the quad ER PPC build, the 6x Clan ER Large Laser Red Corsair build with a MkVII Targeting Computer is even more accurate, and easier on your heat gauge.

There are other loadouts that the Red Corsair can accommodate, but these are among the best known.

In short, the Red Corsair Legendary variant of the BattleMaster may not be an actual BattleMaster IIC, instead being closer to the Inner Sphere's Warlord (which also has an all-energy loadout, but weighs 5 tons less than the BattleMaster) in concept, but it takes some of the best bits of both 'Mechs and combines them into an ammunition-independent assault 'Mech that can fulfill many roles.

Sunday, January 11, 2026

MechDB Misadventures, Part 20: SuperStarter

MechDB Misadventures, Part 20: SuperStarter

I've been intrigued by the possibility that Piranha Games will add the Supercharger as an optional item in MechWarrior Online. Currently, it is only available on the legendary Warhawk/Masakari variant, the WHK-K "Kasai", as fixed equipment on its center torso. Also, it works differently to its BattleTech tabletop counterpart, by merely providing a permanent top speed increase without affecting agility or acceleration, instead of being manually activated and causing direct engine damage in the event of a failed 2d6 roll, with an initial target number of 3 that increases by 2 for every successive turn until the device is deactivated, after which it decreases by 1 interval per turn. Finally, the MWO Supercharger does not cause damage to a 'Mech's engine while it is in use. If you want to find out more about how the tabletop equivalent works, click here.

Under tabletop rules, Superchargers always occupy one critical slot (which must be in the same location as a 'Mech's engine), either in the center torso (the only option for any 'Mech with a standard engine) or in the side torso (optional, but only if the 'Mech has a Light or Extralight (XL) engine). In addition, it, unlike Triple Strength Myomer (which MWO hasn't yet featured in its growing list of items), can be combined with Myomer Accelerator Signal Circuitry (which causes damage to a 'Mech's legs on a failed activation roll), and combining MASC with a Supercharger (with each device requiring its own activation roll) yields a much greater speed boost. So what would an Inner Sphere 'Mech with provision for a Supercharger be like?

To show you an example, let me give you this custom loadout for a Firestarter FS9-K:



Above: Here's the basis for our hypothetical Supercharger build - a Firestarter FS9-K - armed with six medium lasers. Its speed and low engine mass (14 tons for its 280-rated Inner Sphere XL engine, not counting that which is added through fitment of extra heat sinks) ensures that it can easily be made even faster with a Supercharger by replacing some of its equipment.

Using a 280-rated Inner Sphere XL engine (whose base mass is 14 tons) means that a Supercharger would weigh 1.5 tons after rounding up to the nearest half-ton, as per tabletop rules, and could theoretically be mounted on either the side or center torso locations. However, since all of its critical slots are already occupied, we'd have to replace the AMS and its ammo to do so, thus freeing up one critical slot for the Supercharger (and another one we may need later). Even so, it would certainly make an already fast light Firestarter 'Mech even faster still. Note that although 'Mech Superchargers always require only one critical slot, its mass can vary, being one-tenth of the engine's base mass rounded up to the nearest half-ton. This is less of a problem on a 'Mech whose engine requires less mass (but not necessarily space) when fitted.

What, then, should we do with the leftover critical slots? Suppose that, in addition to being compatible with a Supercharger, our Firestarter also had provision for eight jump jets instead of six. In that case, we'd remove the Target Acquisition Gear (TAG) and install two more jump jets to fill out both empty critical slots, thus yielding a jump distance equivalent to the Panther. If the Firestarter was instead capable of being fitted with MASC, we'd remove the extra heat sink on the engine and use the MASC (which would weigh two tons under tabletop and MWO rules) to fill the last two unused critical slots, allowing for an even greater speed increase (at the cost of a higher chance of component damage and reduced heat capacity) when both the MASC and the Supercharger are in use.

In short, the Supercharger as an optional item on Inner Sphere 'Mechs (and standard Clan 'Mechs) would be a great addition to the game, with its performance benefits nicely balanced with extra mass on heavier engines. However, for a MechDB implementation, it should be tweaked so that it cannot be fitted unless an engine of some sort has been fitted, and once that has been done, the MechLab will adjust the mass of the Supercharger accordingly depending on base engine mass (and even then, it must also occupy a critical slot in the same location as the engine, as stated above). It would be a shame to limit it to the Warhawk Kasai - there are many other 'Mechs that could benefit from it (at least in theory), and its implementation, if done right, would narrow the gap between MWO and BattleTech in terms of customizability.

Monday, December 22, 2025

MechDB Misadventures, Part 19: Tweaking the Royal Locust

MechDB Misadventures, Part 19: Tweaking the Royal Locust

Although the Locust has a reputation for being one of the flimsiest BattleMechs in BattleTech (even by light 'Mech standards) due to its low armor capacity (4 tons), its speed and low cost makes it a highly effective scout 'Mech. One variant, the LCT-1Vb, takes the basic LCT-1V and removes its ammunition dependency issues by swapping out the arm-mounted machine guns with one each of a Small and Medium Pulse Laser in each arm. To accommodate the extra mass, it uses an extralight engine, endo steel structure, ferro-fibrous armor, and double heat sinks. However, this variant is absent from MechWarrior Online due to the LCT-1E and especially LCT-3M rendering it redundant.


Above: The stock configuration for the Locust LCT-1Vb, though not officially present in the game, can be matched on the LCT-3M as shown above.

Given that the LCT-3M has the same hardpoint arrangement as the LCT-1Vb, replicating the latter's loadout on the former is quite easy. Start with a 160-rated XL engine, then install Endo Steel structure and Ferro-Fibrous Armor (both of which occupy 14 critical slots each). Now place a Medium Laser in the center torso energy hardpoint, followed by a Small Pulse Laser and a Medium Pulse Laser in each arm. Finally, add four Double Heat Sinks to bring the loadout's total tonnage as close to the 20-ton limit as possible. The result is essentially an LCT-3M with the LCT-1Vb's setup - but what if I told you that it can be customized further?

For starters, the LCT-3M shares its engine cap of 190 with other Locust variants. Installing an XL engine with that particular rating will increase its maximum running speed to 153.9 km/h - something that very few 'Mechs can exceed, and even then, only if they are compatible with MASC (Myomer Accelerator Signal Circuitry) and have been fitted with it. This engine adds two tons of mass to the overall loadout, so we'll need to save some weight elsewhere on the 'Mech to compensate. Doing so involves installing either a Small Pulse/X-Pulse Laser or a Medium Laser (the latter of which may be of the Extended Range variety) in all five of its energy hardpoints, as shown below.



Above, from top: A comparison of two alternate loadouts for the Locust LCT-1Vb, both of which are based on the LCT-3M variant. Replacing the entire loadout (especially the bulky Medium Pulse Lasers) with a quintet of either regular Medium Lasers or Small Pulse Lasers frees up 2 tons for use in a higher-rated engine (in this case, a 190-rated XL item) and improves its heat management.

Arming the LCT-1Vb (or in MWO, the LCT-3M) with five standard Medium Lasers allows it to serve as a very fast, if lightly armored, harasser that can match the stock loadout for raw firepower, but, crucially, does so with a lower heat load, at the expense of damage per second. Fitting five Small Pulse Lasers instead yields more sustained DPS (while also matching the stock setup's overall value) and even more heat efficiency, but reduces its effective range. Finally, swapping those weapons for Small X-Pulse Lasers  reduces the sustained DPS somewhat, but yields a higher overall DPS ceiling.

In short, trading DPS or alpha strike firepower (and range, with the 5x SPL loadout) for extra speed on the Locust LCT-1Vb and LCT-3M is a viable option. With the chassis' low armor capacity (4 tons when using ferro-fibrous armor), they need all the speed they can get, and both of my loadouts prove it by leaning further into one of two specialties (at the minor expense of the other) that the original loadout had to compromise on out of necessity.

Monday, December 8, 2025

MechDB Misadventures, Part 18: Annihilator as Devastator

MechDB Misadventures, Part 18: Annihilator as Devastator

With the Devastator still a long way away from being introduced to the lineup of playable 'Mechs in MechWarrior Online, I decided to have a go at adapting the stock loadout of one of its variants in MechDB. I chose the Annihilator ANH-1X as the basis for my build, which aimed to match the downgraded, Succession Wars-era DVS-1D variant as closely as possible. The result was as follows:


Above: This Annihilator ANH-1X had been configured to mimic the loadout used by the Devastator DVS-1D, which was downgraded from the DVS-2 due to much of the latter's equipment and weaponry (especially the Gauss Rifles) becoming lostech during the Succession Wars.

I had to take some liberties with the loadout, given that the ANH-1X has two energy hardpoints in its arms but none in the side torsos - the opposite of the DVS-1D's arrangement - and also because MWO doesn't support rear-facing weapons (which forces both center torso-mounted Medium Lasers to face forward). This forced me to place an Autocannon/10 in each side torso, since there was too little space for a Medium Laser and a Large Laser in the arms if the AC/10s were to be moved there. However, the number of heat sinks (15 standard) and armor mass (18 tons, one less than its maximum capacity of 19) still exactly match what the DVS-1D had.

In addition, my attempt at replicating the original, Lostech-equipped DVS-2 was subject to the same constraints as the DVS-1D, as shown below.


Above: This attempt to match the Devastator DVS-2 using the Annihilator ANH-1X, with its 14 Double Heat Sinks, Dual Gauss Rifles, XL engine, and dual PPCs, is plagued by the same weapon location and orientation problems as the DVS-1D replica, but it still has the same weapons as its Lostech-enhanced inspiration.

As much as I love the Devastator in all its forms, I can't help but wonder how a Standard-engined, all-energy version of it (which I'd call the DVS-1E) would look like, with all of its weapons facing forward, and an additional head-mounted energy hardpoint for good measure. The resulting 'Mech would have a pair of ER PPCs in its side torso in addition to a trio of Medium Pulse Lasers (two forward-facing ones in its center torso, and a third in its head). In addition to this, it would have 22 Double Heat Sinks (10 in the engine, with two more attached to it via expansion slots, another pair in each side torso, and a trio of them in each arm) to absorb its immense heat load. Extrapolating this loadout to the ANH-1X would yield this result:


Above: This is my attempt at replicating my proposed Devastator DVS-1E variant on the Annihilator ANH-1X. Due to hardpoint location limitations, this ANH-1X carries its ER PPCs on its arms (each of which also houses a Double Heat Sink) and a quartet of Double Heat Sinks in each side torso, whereas my DVS-1E would instead have a pair each of side torso-mounted ER PPCs and Double Heat Sinks, leaving the arms free to carry a trio each of additional Double Heat Sinks. Also, both center torso energy hardpoints face forward and carry a Medium Pulse Laser each, with the newly added head-mounted energy hardpoint being used for a single example of the same weapon.

Such a variant, though not as powerful as the DVS-1D or DVS-2, would not suffer from ammunition depletion problems or vulnerability to weapon or ammunition explosions. Also, having as much armor as its chassis can carry (19 tons of standard armor on a 100-ton chassis), in addition to backup energy weapons in its head and center torso, ensures that it qualifies as a zombie 'Mech (slang for any BattleMech that could only be immobilized by destroying its center torso, head, or legs), and with 22 double heat sinks in total (equivalent to 44 under tabletop rules), it would have more than enough staying power to stay relevant in any battle. In other words, it would be an Awesome AWS-8Q on steroids: 25% heavier, and commensurately more heavily armed and armored.

In short, I had a lot of fun trying to get as close to the Devastator DVS-1D and DVS2 variants as possible using the Annihilator ANH-1X, even with having to make some compromises due to its different hardpoint configuration. I also shared key details on my proposal for an ER PPC-based loadout on an all-energy Devastator variant (again represented by the Annihilator ANH-1X, although the Stone Crusher legendary variant, with its side torso-mounted energy hardpoints, could be even better suited to this purpose) with an additional head-mounted energy hardpoint. Such a build pushes the idea of a zombie 'Mech in MWO to its limits, without resorting to some of the more exotic technology (such as Hardened Armor, quadripedal chassis, small and/or torso-mounted cockpits, compact engines and gyroscopes, and directly armored components) in the BattleTech tabletop game.

Monday, December 1, 2025

MechDB Misadventures, Part 17: Black Knight as Penetrator

MechDB Misadventures, Part 17: Black Knight as Penetrator

In BattleTech, the Penetrator is one of the most durable post-Clan Invasion era Inner Sphere BattleMechs due to having a standard engine and an all-energy loadout comprised of two ER Large Lasers and six Medium Pulse Lasers, plus an Anti-Missile System for countering incoming missile salvos and four Jump Jets to provide improved mobility. However, since MechWarrior Online has yet to introduce the Penetrator to its ever-growing list of 'Mech chassis, I decided to replicate the standard PTR-4D's loadout in MechDB using the closest chassis to that variant: the Black Knight BL-6B-KNT, which has nine energy hardpoints and an AMS hardpoint, thus making it almost a perfect match for the PTR-4D. The result was as follows:


Above: This is the closest you can get to replicating the Penetrator PTR-4D in MechWarrior Online - a Black Knight BL-6B-KNT carrying a pair of ER Large Lasers, three pairs of Medium Pulse Lasers, an Anti-Missile System with a ton of ammo, and four additional tons of AMS ammo to simulate each jump jet, all concealed within 13 tons of standard armor (out of a maximum possible amount of 14.5 tons). However, the Black Knight has a hand actuator on both of its arms, whereas the Penetrator lacks such items in each of its arms, so the PTR-4D's stock loadout actually uses only 45 of a possible 78 critical slots, two fewer than the similar loadout on the BL-6B-KNT shown here.

Obviously, this loadout isn't very heavily optimized due to its lack of heat sinks (only 12 double-strength items, but it can be improved further. One suggestion is as follows:


Above: This idea for a more optimized loadout for the Penetrator PNT-4D (not valid on the Black Knight BL-6B-KNT shown here due to occupying one more critical slot than the maximum limit of 78) downgrades the Medium Pulse Lasers to regular Medium Lasers, saving six tons, and swaps the ER Large Lasers for ER PPCs, while adding an Endo-Steel structure to allow fitment of six additional Double Heat Sinks. The quartet of AMS ammo bins (which simulate jump jets) remain in place, though.

Although this custom configuration for the Penetrator PNT-4D sacrifices some raw firepower (50 in the new configuration, whereas the original could deliver 54 damage per alpha strike), its heat sinking capacity has increased by 50%, and this allows for much more staying power in a tabletop battle, especially since it carries an additional 0.5 tons of armor. The lack of AMS makes it more vulnerable to missile barrages, but on the other hand, it removes whatever little probability of an ammunition explosion that can occur. Crucially, with both of its arms having upper and lower arm actuators but no hand actuators, the resulting Penetrator setup still has one critical slot in total left over, and would thus be valid for tabletop use.

In short, this modified Penetrator is a much better tool than the original for, erm, penetrating a defensive line without risking catastrophic ammo depletion or detonation.

Thursday, September 25, 2025

MechDB Misadventures, Part 16: Flash Knight

MechDB Misadventures, Part 16: Flash Knight

With the Flashman still absent from MechWarrior Online after 12 years, I though it would be a good idea to replicate the loadout of one of its variants (specifically, the FLS-7K) as closely as possible on a different chassis. The Black Knight BL-6B-KNT (originally reserved for the Star League Defense Force's Royal units), with its 9 energy hardpoints, seemed like the closest match in MWO to the FLS-7K. My attempt at creating a Succession Wars-era equivalent of the FLS-7K on the BL-6B-KNT ended up looking like this:


Above: This Black Knight BL-6B-KNT has been customized to mimic the Flashman FLS-7K as much as possible using Succession Wars-era technology, but replaces the Flamer with a sixth Medium Laser, trading its ability to force other units to overheat for additional pinpoint damage. With 22 standard heat sinks and a 300-rated standard engine, it matches the FLS-7K for heat capacity and movement profile, but as shown here, carries an additional ton of armor for even more durability. Moving two of its energy hardpoints (and two of its medium lasers) to the center torso, to grant it the ability to attack even if both of its side torsos are blown off, would turn it into a zombie 'Mech in the truest sense.

While the oddly-shaped Flashman may never make it into MWO anytime soon (considering that the dev team at Piranha Games has other, more pressing priorities besides that 'Mech), this custom configuration of the Black Knight is a decent approximation equipment-wise, except for its lack of head- or center torso-mounted hardpoints and the presence of a hand actuator in each arm (a feature the Flashman lacks in either of its arms). In short, although the Flashman's absence from MWO may rankle some tabletop BattleTech traditionalists, fans and players alike still ask for its introduction to this very day, but even so, it is possible to pay tribute to some of its loadouts on other 75-ton Inner Sphere heavy BattleMech variants, which could make it redundant in the eyes of some.

Monday, April 21, 2025

MechDB Misadventures, Part 15: Hellcat

MechDB Misadventures, Part 15: Hellcat


In BattleTech lore, the Hellcat (referred to in the Inner Sphere as the Hellhound II) was a Dark Age-era standard Clan BattleMech derived from the earlier Conjurer/Hellhound (itself based on the Inner Sphere Wolverine that weighed 5 tons more). Even though it's heavily armed for its era and tonnage (50 tons), its XXL engine makes it frighteningly expensive for a Clan-tech design that isn't even an OmniMech. But what if I told you there's another standard Clan 'Mech that's worthy of the Hellcat name - even more so, in fact? As a matter of fact, it may well be better value for money in any engagement than an actual Hellcat will ever be.

The 'Mech in question is the Mad Cat Mk II (a standard Clan 'Mech based on the 75-ton Timber Wolf/Mad Cat OmniMech, but 15 tons heavier), but not just any variant. Specifically, I'm using the Deathstrike, a Hero variant, and not just one of the best non-Omni Clan 'Mechs, but one of the best assault 'Mechs, period. The reason I'm calling this variant the Hellcat is because although it's based on a Mad Cat Mk II, its loadout reminds me of the Hellstar (a 95-ton Clan standard BattleMech that debuted during the Wars of Reaving) - specifically, the original Hellstar 1 and 3 variants - with the resulting Deathstrike build combining the former's quad-ER PPC armament (mounted exclusively in its side torsos) and the latter's advanced sensor accessories (a Clan Active Probe, and a Mk1 Targeting Computer in place of the Hellstar 3's Clan ECM Suite). There are no Jump Jets, though; then again, the Hellstar lacks provision for them in any of its variants (whereas the Mad Cat Mk II can have up to three). Finally, with 17 tons of standard armor over an Endo-Steel frame, it's as well-protected as a 90-ton assault 'Mech should be.


Above: A Mad Cat Mk II Deathstrike configured with a similar loadout to some Hellstar variants (specifically, the quadruple ER PPC setup of the Hellstar 1, and the Hellstar 3's Active Probe, with a Mk1 Targeting Computer instead of that variant's ECM system).

In sharing the same top speed, this variant plays very much like a Hellstar whose weapons are all torso-mounted, leaving the arms free for additional heat sinks. All in all, it's a great variation on the quad-ER PPC Mad Cat MkII theme, but trading some mobility for a bit more ground speed and heat capacity, plus the ability to penetrate ECM fields when necessary.

Friday, April 11, 2025

MechDB Misadventures, Part 14: Mad Dog Sigma Revenant

MechDB Misadventures, Part 14: Mad Dog Sigma Revenant

The recent introduction of a new Mad Dog/Vulture variant (the Legendary MDD-SI "Sigma") to MechWarrior Online has raised a few questions - and eyebrows, given that no other variants have jump jets in their OmniPods. However, the Sigma's set of 8 is currently of dubious utility due to excessive screen shake when using jump jets (even with all applicable skill tree upgrades) and a lack of hardpoints outside of the side torsos (which have two jump jets and one energy hardpoint each). As such, it is best to combine the Sigma side torsos with other OmniPods and/or other center torso options (such as that of the MDD-RV "Revenant", which has two extra energy hardpoints) to make the resulting build more viable than anything with the Sigma's OmniPod set bonus.

One idea requires using the MDD-B right arm and MDD-H left arm OmniPods (which have three energy hardpoints each) with the Revenant center torso and Sigma side torsos, for a total of 10 across the 'Mech, placing a Clan Small Pulse Laser in each energy hardpoint, and filling the remaining unused space with Clan Double Heat Sinks (for a total of 24). The resulting loadout is an agile brawler with lots of spare heat capacity to keep blasting away at its foes constantly, even without skill tree upgrades.


Above: Turning the Mad Dog Revenant into a brawler requires fitting the B right arm, H left arm, and Sigma side torsos to give it four jump jets and 10 energy hardpoints - the latter of which all have Clan Small Pulse Lasers placed in them for maximum DPS - with 12 additional Double Heat Sinks occupying the leftover critical slots, ensuring that the 'Mech can easily cover its heat load.

Although it is possible to replace the torso-mounted Small Pulse Lasers with Clan Medium Pulse Lasers, you'd need to remove four Double Heat Sinks to free up the necessary weight for this modification, leading to a reduction in sustained DPS. However, if you instead keep all of the Revenant OmniPods and center torso (except for the side torsos, both of which will be replaced by those of the Sigma), you may get a more optimized setup out of it. Place a Clan Heavy Large Laser in the Sigma side torsos' hardpoints, then place a Clan ER Medium Laser in the Revenant arms' energy hardpoints (the Sigma side torsos and Revenant arms only have one such hardpoint each). Now put an additional Clan ER Medium Laser in both of the Revenant center torso energy hardpoints, and fit 10 Clan Double Heat Sinks to soak up the extra heat. 

The resulting Sigma/Revenant hybrid retains the agility of the former, but grants the extra flexibility of the latter, yielding some extra firepower and better quirks when compared to a stock Sigma. However, arming it with just a quartet of Clan ER Large Lasers instead is not recommended; even when fired two at a time (thus avoiding ghost heat), the 18 double heat sinks (20 if you swapped out three tons of armor to accommodate them along with a Mk1 Targeting Computer) may not be enough to soak up all the extra heat.


Above: With the stock Mad Dog MDD-SI "Sigma" not being as viable as hoped initially, a Sigma/Revenant hybrid setup such as the one shown here may be the best option for those who want a Mad Dog/Vulture with jump jets. Below: It is possible to configure the MDD-RV with the MDD-SI side torsos and turn it into a sniper with a quartet of Clan ER Large Lasers, but I wouldn't recommend it, since 18 double heat sinks (20 if you stripped back the arm and leg armor, as shown here) are insufficient to dissipate the high heat load, even when firing those lasers in pairs to avoid ghost heat.


In short, the MDD-SI side torso OmniPods have their place in MWO, but only when combined with other Mad Dog/Vulture center torsos and/or arm OmniPods for additional flexibility and effectiveness. With these changes, however, it can potentially become one of the best - and most enjoyable - variants to use if you like jump jet-assisted laser vomit. This will be even more true after future patches to improve the Sigma's viability (which apply to its OmniPods) are introduced.

Sunday, December 15, 2024

Comparing Mass Drivers in Infinite Space and BattleTech: Similarities and Differences

Comparing Mass Drivers in Infinite Space and BattleTech: Similarities and Differences

In the Infinite Space trilogy, a Mass Driver is a capital ship-mounted weapon that functions like a hybrid of a Micro-Meteorite Gun and Gauss Cannon. The resulting weapon spits out a cluster of molten metal fragments in a spread pattern over moderate ranges. However, the Tan Ru Dominator, is the only capital ship that carries at least one of this weapon in their default loadout, and even then, it faces backwards, to deter pursuers. There's a good reason for this, though: the Mass Driver's wide spread pattern makes it highly inaccurate beyond point-blank range (especially against unshielded ship hulls), which limits its usefulness. As such, it is best combined with other weapons (preferably longer-ranged ones) if you want to get the most out of it. Within its short effective range, however, it can be very devastating, especially when used in conjunction with a targeting computer of some sort.




Above, from top: Mass Drivers in Sea of Stars are not very accurate at longer ranges, but are very effective up close.

The range profile of the Mass Driver makes it well suited to sneak attacks using cloaking devices: stick it on a cloaked capital ship (preferably a fast one), get it close enough to a target, then have it decloak and attack - it will chew up its victim in seconds.

Mass Drivers in BattleTech, however, are nothing like the ones in Sea of Stars; they are instead massively scaled-up versions of Gauss Rifles that have not only been used by civilian mining and manufacturing companies, but also as capital ship and space station-mounted military weapons. Due to their extreme mass, size, cost, inaccuracy, and destructive potential, however, their use is highly restricted, even in the most desperate circumstances imaginable. Instead, the Clan Hyper-Assault Gauss Rifle (and its Inner Sphere equivalent, the Silver Bullet Gauss Rifle) serve as the BattleMech-sized equivalents of Sea of Stars' Mass Driver. Both weapons fire a cluster of small-caliber slugs instead of a single larger-caliber shell, thus increasing the damage done and, in the case of HAGs, the amount of heat generated.


An example of a Clan Stone Rhino/Behemoth armed with an Hyper-Assault Gauss Rifle 40 in each arm (above) and a King Crab carrying a pair of arm-mounted Silver Bullet Gauss Rifles (below) in MechDB, a tool for creating custom loadouts for MechWarrior Online.


The Hyper-Assault Gauss Rifle and Silver Bullet Gauss Rifle are recent additions to the growing arsenal of weapons in MWO - both were only introduced in the past few years - but they are among the most powerful ballistic weapons available. Clan HAGs come in three sizes (20, 30, and 40), allowing you to choose a type depending on the amount of unused mass and critical slots available. Inner Sphere SBGs, on the other hand, are not yet counted towards the heat scale limit in the same way that regular Gauss Rifles and PPCs are, while requiring the same amount of mass and critical slots as a standard Gauss Rifle or Clan HAG does. Regardless, the tight spread of HAGs and SBGs makes them quite accurate at long range, although both of them are just as effective at closer ranges.

In short, the Mass Driver in Sea of Stars is very different from its BattleTech counterpart, but once you learn how, when, and where to use it, it can be just as effective as most other weapons in its price range.

Monday, December 2, 2024

MechDB Misadventures, Part 13: Zombie Bull Sharks

 MechDB Misadventures, Part 13: Zombie Bull Sharks

The Bull Shark, one of a few original BattleMech designs in MechWarrior Online, is another chassis that can be configured as a zombie 'Mech. However, among the various Inner Sphere and Clan variants, the BSK-2 is the only one that lacks provision for anything other than energy weapons. As such, it is the most obvious choice for a zombie build. One such setup is as follows:


Above: The Bull Shark BSK-2 in a zombie sniper configuration, with six ER Large Lasers (three in each side torso) and one Medium Laser each in the center torso and head, cooled down with 17 Double Heat Sinks, while five Jump Jets allow it to leap over obstacles. Without any arm-mounted weapons, its profile is effectively narrowed, and its convergence improved.

Another idea would be to employ the BSK-2 as a brawler, with the following configuration:


Above: This BSK-2 build focuses more on DPS with 3 Large X-Pulse Lasers, 4 Medium X-Pulse Lasers, and 5 Small X-Pulse Lasers - it may have a wider profile due to using all four arm-mounted hardpoints, but it's a necessary evil to accommodate the extra lasers. Even with one less Jump Jet, it will run quite hot, so don't fire too many of your weapons at once!

Or, if you want something that runs colder, you could try this instead:


Above: With six each of Small and Medium X-Pulse Lasers, plus 31 standard Heat Sinks, this build is similar to the previous one, but trades range and firepower for vastly superior heat management, and regains the fifth jump jet found on the sniper build.

Although other variants have at least one head- or center torso-mounted energy hardpoint each, the BSK-2 is the best choice for a zombie build due to its universal -10% heat quirk and greater number of side torso-mounted hardpoints. In short, if you want survivability mixed with agility and a total lack of ammunition dependency (except for normal AMS, if fitted), the Bull Shark with a standard engine and a mostly torso-mounted all-energy loadout is your go-to choice for an assault 'Mech.

Thursday, November 28, 2024

MechDB Misadventures, Part 12: Zombierauder II

MechDB Misadventures, Part 12: Zombierauder II

Having discussed the potential of some Annihilator variants to be configured as zombie 'Mechs (ones that not only lack explosive components, but also can only be destroyed if their center torso, head, or legs are shot off, and may even be able to fight back without either side torso being intact), I will do the same thing for the Marauder II. To give you an example, here's a build based on the MAD-4A that exploits this characteristic, with extra heat sinks to cool it down more quickly and easily:


An example of a zombie build for the Marauder II MAD-4A carrying 4 each of standard Large and Medium Lasers. It may seem undergunned, but it has full jump capability and immense heat capacity - an asset in battles which are decided by how often you can attack without overheating.

Taking the idea further, you could place all (or most) of the weapons (and hardpoints) in the torsos and head, with two Large Lasers and a Medium Laser in each side torso, and by adding a ninth energy hardpoint (two in the center torso to complement the one that was moved to the head), you could mount three more medium lasers (necessitating the relocation of the center torso-mounted Class 1 jump jet to one of the legs). While I'm at it, I'd downgrade the engine to a standard 300-rated fusion item, trading speed for some useful spare mass. Some of this would go into a fourth jump jet in the opposite leg (made possible by giving the variant provision for four Jump Jets instead of the usual three), for 2 jump jets per leg (an arrangement similar to the Dark Age era MAD-6S). Finally, there will be room for 22(!) Double Heat Sinks (10 in the engine, 2 in the engine's expansion slots, 2 more in each side torso, and 3 in each arm) in total, plus Inner Sphere CASE (weighing 0.5 tons and occupying 1 critical slot each) to pad out any unused mass or tonnage - I'd only need to remove 6 points of standard armor (leaving 19 tons covering the standard internal structure) to reach the tonnage limit. The resulting 'Mech can not only absorb its heat load very easily, but also jump great distances despite its low ground speed.

As a further variant, if each arm also had three energy hardpoints each (bringing the 'Mech's total to 15), I'd swap out a Double Heat Sink in each arm (along with the CASE in both side torsos) to fit six Small Lasers there. While it will run hotter, it will be more potent at closer ranges. Upgrading to extended-range lasers is possible, but this change on its own will also increase the heat load even further. My advice would be to keep the three arm-mounted Double Heat Sinks, replace the regular Large Lasers with extended-range ones (for long-range poptarting), and retain the double CASE (or swap it out, along with a half-ton of armor, for an AMS with one ton of ammo if you're paranoid about missile fire), and leave everything else as-is. You'll have a true zombie assault 'Mech that can absorb immense amounts of damage and jump like a lighter 'Mech, while still being able to pump out near-constant alpha strikes (61 damage each) for surprisingly long periods of time until you get close to the heat limit (although using the Jump Jets will heat it up even more quickly, so don't do it too often!), all without any ammunition dependency or internal explosion issues to worry the crew.

There are other hypothetical non-canon zombie builds in the 100-ton assault 'Mech class, but the one I'm proposing, with an average-sized engine, 22 Double Heat Sinks to cover 4 and 5 Large and Medium Lasers, respectively (concentrated around the torsos and head) and extra jump range (for a 100-tonner) may well be the most zombie-like of them all. If this one really existed, prepare to annoy your foes to no end!

Thursday, November 14, 2024

MechDB Misadventures, Part 11: Zombielator

MechDB Misadventures, Part 11: Zombielator

I've already discussed what the ultimate zombie 'Mech in BattleTech (in the truest sense) could (and would've been), but now I have another candidate from the Inner Sphere: an Annihilator ANH-SC(LGD) "Stone Crusher) armed with six(!) each of Large and Medium Lasers, arranged as follows:


Above: An Annihilator Stone Crusher armed with six Large Lasers (plus six Medium Lasers) is a tempting proposition for a 100-ton Inner Sphere zombie 'Mech, but there is room for improvement.

If I were to double down on a zombie build with this one, however, I'd add a third energy hardpoint to each side torso just to have the arm-mounted weaponry (3 Large Lasers per arm) swap places with some of the side torso-mounted equipment (2 Medium Lasers and 1 Double Heat Sink), thus making its primary weapons less vulnerable to being blown off. The resulting configuration - with three energy hardpoints in each arm and side torso, plus one such hardpoint in the head and two more in the center torso - would have provision for up to 15(!) weapons in total, and I'll call it the SandBlaster (for its ability to sandblast other 'Mechs with just one alpha strike). However, as crazy as it is, I've come up with an alternate loadout that would push my proposed 'Mech variant even closer to its limit, using the configuration below as a basis:


Above: If this loadout had an additional energy hardpoint in each side torso, I'd fill them both with extra large lasers, increasing the heat load but also boosting its firepower massively.

With the additional side torso-mounted energy hardpoints, I'd stick a trio of Large Lasers in each side torso, then place a Medium Laser in the head (to complement the two already in the center torso), and finally fill all six arm-mounted hardpoints with Small Lasers, thus yielding a theoretical alpha strike damage output of 91.5, and making the 'Mech even deadlier at close range. It still retains the 19.2 tons of standard armor and 20 Double Heat sinks found in the original version. In short, either loadout for the SandBlaster would be an effective, if slow and heat-intensive, way to fight a prolonged, drawn-out battle, without having to worry about any ammunition dependency concerns (and a post-3067 Small Cockpit conversion could even free up a critical slot for an additional head-mounted energy hardpoint). However, if you want to go all in on offense, you could swap out two Double Heat Sinks and a ton of armor to upgrade the arm-mounted Small Lasers to the same Medium Lasers fitted in the head and center torso, providing a whopping 99 alpha strike damage - at the expense of shutting down (or even melting down) unless you stagger your shots.

As for the Stone Crusher that was the original subject of this post, I've come up with two more loadouts for it:


Above and below: Two more offense-oriented layouts for the Annihilator Stone Crusher - a PPC boat that runs even hotter, but carries almost as much armor and hits even harder still, as well as a Succession Wars-era laser boat that carries as many heat sinks as possible, at the expense of being even slower and having less armor (though not as little as the ballistic-oriented variants). If you want to use the latter in MWO, it's be better to upgrade to a 300-rated standard engine and remove 14 heat sinks - in that case, removing an additional heat sink and fitting an extra ton of armor may be considered.


In short, the Annihilator Stone Crusher, with its low speed and tall profile, is not for the faint of heart (and nor is my proposed SandBlaster variant, for that matter), but anyone with good heat management skills should get a lot out of the various zombie builds based on this 'Mech chassis. And yet, it may not even be the only 100-ton Inner Sphere assault 'Mech for which I could propose a non-canon custom variant.