Author Topic: GH1 Mecha Packs  (Read 1693 times)

Offline JohnnyDmonic

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« Reply #15 on: October 02, 2007, 03:53:19 PM »
Heh.  In point of fact, that mech may be a bit excessive.  At Pilot/Gunnery/Initiative 6 and Spot Weakness 5, with 2000 xp and having bought the Born to Fly talent, that little Scale 1 survived and won the fight against the assasin in the Vadel.

Anyway, just have fun with it, really.  If you have an idea for a mech, find one that is similar, then modify it.  Heck, you could even take the whole Vadel design, rename it, and put
Scale 1 at the top.  I wont tell anyone. =)  In fact, I have a mech designated SAN-1/2 Buru that is just the chibi Scale 1 version of the basic BuruBuru.

Offline JohnnyDmonic

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« Reply #16 on: October 03, 2007, 10:19:36 PM »
MV -1 TR -2
PV 146,000

%This is literally a bio-engineered elephant with an armored Howdah strapped to it's back.

Zoanoid 6
Scale 1
Biotech
Name <War Elephant>
Desig <IND-14>
Desc <A genetically modified elephant with an armored Howdah strapped to it's back.>


Mod Storage
   Size 7
   Name <Howdah>
   Metal
   Armor 6
   Sub
      Cpit
      Metal
      Name <Seat>

      Sensor 1
      Metal
      Name <Binoculars>
   End
   Inv
      StorageArmor 5
      Metal
      Sub
         Mlauncher 1
         Metal
         Name <Buzzing Fly Missiles>
         Scale 0
         Magazine 100
         Recharge 1
         ACC 1
         Range 30
         Sub
            Rockets 1
            Type <Armorpiercing>
         End
   End
Mod Head
   Size 3
   Armor 3
   Meat
   Sub
      Melee 12
      Name <Tusks>

      Sensor 4
      Meat
      Name <Organic Sensors>

      TarComp 3
      Meat
      Name <Smarter Than You>
      
   End
   Inv
      HeadArmor 3
      Metal
      Mass -4
      Sub
         Gun 5
         Metal
         Name <Dumbfire Machinegun>
         ACC -1
         BV 5
         Magazine 120
         Recharge 4
         Sub
            Ammo 5
         End
      End
   End
Mod Body
   Armor 4
   Mass -5
   Meat
   sub
      Gyro 2
      Mass -1
      Meat
      Name <Inner Ear>

      Engine 6
      Meat
      Name <Beating Heart>
   end
   Inv
      BodyArmor 4
      Metal
      Sub
         Gun 16
         Metal
         Name <Edietic Cannon>
         ACC 1
         Speed 3
         Range 10
         Magazine 24
         Sub
            Ammo 16
            Type <armorpiercing>
         End
         
   End
Mod Leg
   Name <Front Right Leg>
   Size 7
   Meat
   Armor 3
   Mass -5
   Sub
   End
   Inv
      LegArmor 3
      Metal
      Sub
         Flight 6
         Metal
      End
   End
Mod Leg
   Name <Front Left Leg>
   Size 7
   Meat
   Armor 3
   Mass -5
   Sub
   End
   Inv
      LegArmor 3
      Metal
      Sub
         Flight 6
         Metal
      End
   End
Mod Leg
   Name <Rear Right Leg>
   Size 7
   Meat
   Armor 3
   Mass -5
   Sub
   End
   Inv
      LegArmor 3
      Metal
      Sub
         Flight 6
         Metal
      End
   End
Mod Leg
   Name <Rear Left Leg>
   Size 7
   Meat
   Armor 3
   Mass -5
   Sub
   End
   Inv
      LegArmor 3
      Metal
      Sub
         Flight 6
         Metal
      End
   End
end

Offline Onisuzume

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« Reply #17 on: October 04, 2007, 08:52:08 AM »
That's some amazing creativity; keep it up!

And I've been working on making standard weapons that will be used by my mecha pack.

Oh yeah; would a flamer be blast 1 or blast 2? (in addition to the burn ofcourse)

Offline JohnnyDmonic

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« Reply #18 on: October 04, 2007, 09:58:11 AM »
Quoting: Onisuzume
Oh yeah; would a flamer be blast 1 or blast 2? (in addition to the burn ofcourse)


Typically I use the LINE attribute for flamers with a mid to low range, something like 3 or 4.

Offline Erathoniel

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« Reply #19 on: October 04, 2007, 08:10:13 PM »
That elephant was awesome. Is there a way to ensure that a weapon could have lingering damage? (This is running through my mind: "XL-9001 BURNiNATOR!")

Offline JohnnyDmonic

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« Reply #20 on: October 04, 2007, 08:35:13 PM »
There is indeed a BURN type for weapons, that does damage over time to any material.  Or POISON which does the same to Meat objects (but not biotech as I recall, biotech is like the best of both worlds)  Countered by Electronic Warfare / ECM unit for mecha, and Resistance for scale 0

Offline Joseph Hewitt

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« Reply #21 on: October 05, 2007, 03:32:35 AM »
In GH2 there's also a disintegration type, which causes metallic items to fall apart rapidly. It's a very expensive trait and only featured on a couple of rare items not found in stores.

Offline plllizzz

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Re: GH1 Mecha Packs
« Reply #22 on: March 18, 2010, 12:46:43 PM »
Reviving old thread, still being new on the forum I have great fun in playing GearHead I over and over [didn't play 2 too much, I kinda can't get used to it]

So, by following Johnny's guide and looking for something fitting for the endgame, I created this monstrosity:

Battroid 10
name <Judgement>
desig <AVT-X0>
desc <Descendant of the Monstrous hovertank, this mecha is capable of laying waste to cities.>
sdl_sprite <btr_musketeer.png>

Mod Storage
   Name <Right Missile Pod>
   Armor 10
   mass -2
   sub

      Mount
      Name <Right Missile Bank 1>
      inv
         MLauncher 5
         Name <Inferno Missiles>
         Range 10
         Magazine 30
         sub
            Rockets 5
            Type <BLAST 5 BURN>
         end
      end

      
      Mount
      Name <Right Missile Bank 2>
      inv

         MLauncher 5
         Name <Inferno Missiles>
         Range 10
         Magazine 30
         sub
            Rockets 5
            Type <Blast 5 BURN>
         end
      end
   end

Mod Storage
   Name <Left Missile Pod>
   Armor 10
   mass -2
   sub

      Mount
      Name <Left Missile Bank 1>
      inv
         MLauncher 5
         Name <Inferno Missiles>
         Range 10
         Magazine 30
         sub
            Rockets 5
            Type <BLAST 5 BURN>
         end
      end

      
      Mount
      Name <Left Missile Bank 2>
      inv

         MLauncher 5
         Name <Inferno Missiles>
         Range 10
         Magazine 30
         sub
            Rockets 5
            Type <Blast 5 BURN>
         end
      end
   end


mod head
armor 10
mass -3
sub
   ECM 4

   BeamGun 2
   Name <AA-Pulse Laser>
   Range 6
   Type <INTERCEPT ANTIAIR>
   Acc 1
   BV 4
   Speed 4
   Mass -2

   BeamGun 2
   Name <AA-Pulse Laser>
   Range 6
   Type <INTERCEPT ANTIAIR>
   Acc 1
   BV 4
   Speed 4
   Mass -2

   Sensor 8
end

mod body
armor 10
mass -3
sub
   Cpit
   Armor 2

   TarComp 6

   Gyro 3

   Engine 6
   Armor 2
   
   Gun 15
   Name <Buster Cannon>
   Range 7
   Speed 3
   Magazine 20
   Mass -7
   sub
      Ammo 15
      name <Heavy Artillery Shells>
      Type <BLAST 2 HYPER>
   end   

   Gun 15
   Name <Buster Cannon>
   Range 7
   Speed 3
   Magazine 20
   Mass -7
   sub
      Ammo 15
      name <Heavy Artillery Shells>
      Type <BLAST 2 HYPER>
   end

end

mod arm
name <Right Arm>
size 10
armor 10
mass -4
sub
   STC PHS-25
   
end

mod arm
name <Left Arm>
size 10
armor 10
mass -4
sub
   STC PHS-25
   
end

mod leg
name <Right Leg>
armor 10
mass -5
sub
   Mount
   Name <Right Weapon Mount>
   inv
      MLauncher 15
      Name <Heavy Missiles>
      Range 10
      Magazine 6
      sub
         Rockets 15
         Type <BLAST 3 BRUTAL>
      end
   end
   
   Mount
   Name <Left Weapon Mount>
   inv
      MLauncher 15
      Name <Heavy Missiles>
      Range 10
      Magazine 6
      sub
         Rockets 15
         Type <BLAST 3 BRUTAL>
      end
   end
end

mod leg
name <Left Leg>
armor 10
mass -5
sub
   Mount
   Name <Right Weapon Mount>
   inv
      MLauncher 15
      Name <Heavy Missiles>
      Range 10
      Magazine 6
      sub
         Rockets 15
         Type <BLAST 3 BRUTAL>
      end
   end
   
   Mount
   Name <Left Weapon Mount>
   inv
      MLauncher 15
      Name <Heavy Missiles>
      Range 10
      Magazine 6
      sub
         Rockets 15
         Type <BLAST 3 BRUTAL>
      end
   end
end

So, what you think? It seemed overpowered at first sight, but then, MV/TR penalties are monstrous [pun intended]

Also, it ends below an Ovaknight in PV range, is pretty fragile to leg-shots and so on... Also, Monstrouses in my game have only 3 light nukes, because ammunition explosions caused damage overflow and game shutting down [also, at 14 mil PV they are closer to other final faction rewards]
« Last Edit: March 19, 2010, 06:21:31 AM by plllizzz »

Offline JohnnyDmonic

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Re: GH1 Mecha Packs
« Reply #23 on: March 18, 2010, 01:26:20 PM »
Battroids can't have turrets, other than that, pretty reasonable for it's size.  Since the missile pods seem to be using only the mounts for holding missiles you could lower the size of the missile pods considerably probably.  Several of the standard weapons could probably be mass reduced as well, such as the PHS-25s.  While it's best that only the signature weapons of a mech get really improved, things like the vadels VC-5s with mass -11 or the Harpies LAS-10's get some pretty good mass reduction.  Lack of hands and movement systems, plus the turret means you might be better off making it an arachnoid and changing the arms to 'legs' but leaving them named 'Arm' (alternatively you could make them turrets and leave them named 'Arm').  That way you could imagine it as a humanoid walker, just it uses arachnoid style technology.    Naming system for the mounts on the legs is inconsistent, one has a left mount and right mount, other has two left mounts.

Offline plllizzz

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Re: GH1 Mecha Packs
« Reply #24 on: March 18, 2010, 01:30:43 PM »
@up

yeah, I just noticed I copied the old, not fixed file with mounts named wrong   :-[

The thing with the turret and lack of hands was supposed to make it a more 'western' type mecha - also the turret makes it kinda 'special'

Downmassing the weapons doesn't really do much, besides, I like it having circa 100 tons - seems proper for a city-smashing titan

@edit

I also tought about increasing the buster Cannons range to something more.... artillery-like - the biggest asset of Judgement should be shooting his foes down before they can get close and shoot off his fuckin' legs

@edit2, after thinking a bit longer than 10 seconds about previous statement

no, increasing range would be -bad-. It would turn battles against J's into an 'ohgodnopleasedon'tlethimoneshotme' situation - idea dropped
« Last Edit: March 18, 2010, 01:44:34 PM by plllizzz »