Squirg's Titans
Moderator: MOD_TitansOfSteel
Squirg's Titans
Well here's my favorite recon titan! I based it heavily off of the Fireball design, simply swapping out the N.M. 7 for another flamethrower with added ammo. If you have a jock with good energy skills then it'll be a blast to use, once you get in range. =)
Titan Name: Fire Tarantula Close Combat Recon Titan
Chassis: Cyber C-R1 Design: Iceman
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Weight: 40.0t (40t maximum) Height : 7 [meter]
Bmt : 18 (66 kph) Reduce Heat: -2.24C/sec.
No Jump Ports Cost : 77977($)
Equipment:
----------------------------------------------------------------------
Component/Type/Location
Engine : Morola M1 [Engine 1] [RT ]
HeatReg.: Delinit H4 [Heat 4]
LifeSup.: Livotto [Life 1] [Head]
Scanner : CyberSys S [Scan. 1] [CBT ]
Computer: CyberSys [Comp. 2] [LowT]
Weapons:
----------------------------------------------------------------------
Location/Weapon/Ammunition/Slots
[CT ] FLAME THROWER (014) [2]
[LT ] FLAME THROWER (007) [1]
[LA ] FLAME THROWER (007) [1]
[RA ] FLAME THROWER (007) [1]
Armor:
----------------------------------------------------------------------
Loc/Internal/Armor/Status/Points/mm
[Head] (09) Vicenium HMAX 012 [020mm]
[RT ] (11) Dullaroy (S) 016 [023mm]
[CT ] (15) Titanium MAX 016 [030mm]
[CBT ] (09) Vicenium (W) 010 [018mm]
[LT ] (11) Dullaroy (W) 015 [022mm]
[RA ] (13) Vicenium (S) 013 [022mm]
[LA ] (13) Vicenium (S) 013 [022mm]
[LowT] (11) Vicenium (W) 015 [026mm]
[RL ] (13) Vicenium (S) 013 [023mm]
[LL ] (13) Vicenium (S) 013 [023mm]
Armor Index: 6.35 [Total APts/T]
Internal: 118 [APts]
External: 136 [APts] Max:[030mm]
Total Armor: 254 [APts]
JOCK requirements:
----------------------------------------------------------------------
Piloting: Recon Titan
Weapons : Energy
Warfare : Scanner
Skills : Medic
Here's another one I made while having Monique in mind. The Duellist is a great titan and all, but I want to still be able to make use of her cannon skills. Also, the chainsaws recycle kinda slow for being the only weapon, so I think this is the better alternative.
Titan Name: Spic Close Combat Recon Titan
Chassis: Cyber C-R2 Design: Squirg
----------------------------------------------------------------------
Weight: 39.1t (40t maximum) Height : 7 [meter]
Bmt : 17 (70 kph) Reduce Heat: -1.62C/sec.
Jmt : 14 (85 kph) for 115 secs Cost : 76730($)
Equipment:
----------------------------------------------------------------------
Component/Type/Location
Engine : Morola M1 [Engine 1] [CT ]
HeatReg.: Mechlarren [Heat 2]
LifeSup.: Livotto [Life 1] [Head]
Scanner : CyberSys S [Scan. 1] [CBT ]
Computer: Baravia [Comp. 1] [CBT ]
JumpPort: Aerojol [Jump 2]
Weapons:
----------------------------------------------------------------------
Location/Weapon/Ammunition/Slots
[LA ] POWER AXE
[RA ] POWER AXE
[LT ] MACHINE GUN (025) [1]
[CT ] MACHINE GUN (025) [1]
[RT ] MACHINE GUN (025) [1]
Armor:
----------------------------------------------------------------------
Loc/Internal/Armor/Status/Points/mm
[Head] (09) Vicenium HMAX 012 [021mm]
[RT ] (13) Vicenium MAX 019 [033mm]
[CT ] (17) Vicenium MAX 019 [033mm]
[CBT ] (11) Vicenium (S) 016 [027mm]
[LT ] (13) Vicenium MAX 019 [033mm]
[RA ] (13) Vicenium MAX 019 [033mm]
[LA ] (13) Vicenium MAX 019 [033mm]
[LowT] (11) Vicenium MAX 019 [033mm]
[RL ] (13) Vicenium (S) 013 [023mm]
[LL ] (13) Vicenium (S) 013 [023mm]
Armor Index: 7.53 [Total APts/T]
Internal: 126 [APts]
External: 168 [APts] Max:[033mm]
Total Armor: 294 [APts]
JOCK requirements:
----------------------------------------------------------------------
Piloting: Recon Titan incl. Jump
Weapons : Cannon C.C.
Warfare : Scanner
Skills : Medic Scout
Here's the titan that Noir uses, I just love the flame throwers, and the punch of the CGL's are cool for longer ranged encounters.
Titan Name: Freezer Burn Short Range Light Titan
Chassis: Morola L3 Design: Squirg
----------------------------------------------------------------------
Weight: 70.0t (70t maximum) Height : 9 [meter]
Bmt : 21 (57 kph) Reduce Heat: -2.43C/sec.
No Jump Ports Cost : 138626($)
Equipment:
----------------------------------------------------------------------
Component/Type/Location
Engine : CyberSys [Engine 3] [CT ]
HeatReg.: Smac Corp. [Heat 5]
LifeSup.: Livotto [Life 1] [Head]
Scanner : CyberSys S [Scan. 1] [Head]
Computer: Baravia [Comp. 1] [CBT ]
Weapons:
----------------------------------------------------------------------
Location/Weapon/Ammunition/Slots
[LA ] COLD LIGHT GUN
[RA ] COLD LIGHT GUN
[RT ] FLAME THROWER (014) [2]
[LT ] FLAME THROWER (014) [2]
[CT ] FLAME THROWER (014) [2]
Armor:
----------------------------------------------------------------------
Loc/Internal/Armor/Status/Points/mm
[Head] (11) Vicenium HMAX 015 [026mm]
[RT ] (17) Vicenium (W) 022 [038mm]
[CT ] (21) Vicenium (S) 010 [018mm]
[CBT ] (11) Vicenium (W) 022 [038mm]
[LT ] (17) Vicenium (W) 022 [038mm]
[RA ] (19) Vicenium (W) 022 [037mm]
[LA ] (19) Vicenium (W) 022 [037mm]
[LowT] (13) Vicenium (W) 023 [039mm]
[RL ] (17) Vicenium (W) 022 [038mm]
[LL ] (17) Vicenium (W) 022 [037mm]
Armor Index: 5.20 [Total APts/T]
Internal: 162 [APts]
External: 202 [APts] Max:[054mm]
Total Armor: 364 [APts]
JOCK requirements:
----------------------------------------------------------------------
Piloting: Light Titan
Weapons : Energy
Warfare : Scanner
Skills : Medic
Titan Name: Fire Tarantula Close Combat Recon Titan
Chassis: Cyber C-R1 Design: Iceman
----------------------------------------------------------------------
Weight: 40.0t (40t maximum) Height : 7 [meter]
Bmt : 18 (66 kph) Reduce Heat: -2.24C/sec.
No Jump Ports Cost : 77977($)
Equipment:
----------------------------------------------------------------------
Component/Type/Location
Engine : Morola M1 [Engine 1] [RT ]
HeatReg.: Delinit H4 [Heat 4]
LifeSup.: Livotto [Life 1] [Head]
Scanner : CyberSys S [Scan. 1] [CBT ]
Computer: CyberSys [Comp. 2] [LowT]
Weapons:
----------------------------------------------------------------------
Location/Weapon/Ammunition/Slots
[CT ] FLAME THROWER (014) [2]
[LT ] FLAME THROWER (007) [1]
[LA ] FLAME THROWER (007) [1]
[RA ] FLAME THROWER (007) [1]
Armor:
----------------------------------------------------------------------
Loc/Internal/Armor/Status/Points/mm
[Head] (09) Vicenium HMAX 012 [020mm]
[RT ] (11) Dullaroy (S) 016 [023mm]
[CT ] (15) Titanium MAX 016 [030mm]
[CBT ] (09) Vicenium (W) 010 [018mm]
[LT ] (11) Dullaroy (W) 015 [022mm]
[RA ] (13) Vicenium (S) 013 [022mm]
[LA ] (13) Vicenium (S) 013 [022mm]
[LowT] (11) Vicenium (W) 015 [026mm]
[RL ] (13) Vicenium (S) 013 [023mm]
[LL ] (13) Vicenium (S) 013 [023mm]
Armor Index: 6.35 [Total APts/T]
Internal: 118 [APts]
External: 136 [APts] Max:[030mm]
Total Armor: 254 [APts]
JOCK requirements:
----------------------------------------------------------------------
Piloting: Recon Titan
Weapons : Energy
Warfare : Scanner
Skills : Medic
Here's another one I made while having Monique in mind. The Duellist is a great titan and all, but I want to still be able to make use of her cannon skills. Also, the chainsaws recycle kinda slow for being the only weapon, so I think this is the better alternative.
Titan Name: Spic Close Combat Recon Titan
Chassis: Cyber C-R2 Design: Squirg
----------------------------------------------------------------------
Weight: 39.1t (40t maximum) Height : 7 [meter]
Bmt : 17 (70 kph) Reduce Heat: -1.62C/sec.
Jmt : 14 (85 kph) for 115 secs Cost : 76730($)
Equipment:
----------------------------------------------------------------------
Component/Type/Location
Engine : Morola M1 [Engine 1] [CT ]
HeatReg.: Mechlarren [Heat 2]
LifeSup.: Livotto [Life 1] [Head]
Scanner : CyberSys S [Scan. 1] [CBT ]
Computer: Baravia [Comp. 1] [CBT ]
JumpPort: Aerojol [Jump 2]
Weapons:
----------------------------------------------------------------------
Location/Weapon/Ammunition/Slots
[LA ] POWER AXE
[RA ] POWER AXE
[LT ] MACHINE GUN (025) [1]
[CT ] MACHINE GUN (025) [1]
[RT ] MACHINE GUN (025) [1]
Armor:
----------------------------------------------------------------------
Loc/Internal/Armor/Status/Points/mm
[Head] (09) Vicenium HMAX 012 [021mm]
[RT ] (13) Vicenium MAX 019 [033mm]
[CT ] (17) Vicenium MAX 019 [033mm]
[CBT ] (11) Vicenium (S) 016 [027mm]
[LT ] (13) Vicenium MAX 019 [033mm]
[RA ] (13) Vicenium MAX 019 [033mm]
[LA ] (13) Vicenium MAX 019 [033mm]
[LowT] (11) Vicenium MAX 019 [033mm]
[RL ] (13) Vicenium (S) 013 [023mm]
[LL ] (13) Vicenium (S) 013 [023mm]
Armor Index: 7.53 [Total APts/T]
Internal: 126 [APts]
External: 168 [APts] Max:[033mm]
Total Armor: 294 [APts]
JOCK requirements:
----------------------------------------------------------------------
Piloting: Recon Titan incl. Jump
Weapons : Cannon C.C.
Warfare : Scanner
Skills : Medic Scout
Here's the titan that Noir uses, I just love the flame throwers, and the punch of the CGL's are cool for longer ranged encounters.
Titan Name: Freezer Burn Short Range Light Titan
Chassis: Morola L3 Design: Squirg
----------------------------------------------------------------------
Weight: 70.0t (70t maximum) Height : 9 [meter]
Bmt : 21 (57 kph) Reduce Heat: -2.43C/sec.
No Jump Ports Cost : 138626($)
Equipment:
----------------------------------------------------------------------
Component/Type/Location
Engine : CyberSys [Engine 3] [CT ]
HeatReg.: Smac Corp. [Heat 5]
LifeSup.: Livotto [Life 1] [Head]
Scanner : CyberSys S [Scan. 1] [Head]
Computer: Baravia [Comp. 1] [CBT ]
Weapons:
----------------------------------------------------------------------
Location/Weapon/Ammunition/Slots
[LA ] COLD LIGHT GUN
[RA ] COLD LIGHT GUN
[RT ] FLAME THROWER (014) [2]
[LT ] FLAME THROWER (014) [2]
[CT ] FLAME THROWER (014) [2]
Armor:
----------------------------------------------------------------------
Loc/Internal/Armor/Status/Points/mm
[Head] (11) Vicenium HMAX 015 [026mm]
[RT ] (17) Vicenium (W) 022 [038mm]
[CT ] (21) Vicenium (S) 010 [018mm]
[CBT ] (11) Vicenium (W) 022 [038mm]
[LT ] (17) Vicenium (W) 022 [038mm]
[RA ] (19) Vicenium (W) 022 [037mm]
[LA ] (19) Vicenium (W) 022 [037mm]
[LowT] (13) Vicenium (W) 023 [039mm]
[RL ] (17) Vicenium (W) 022 [038mm]
[LL ] (17) Vicenium (W) 022 [037mm]
Armor Index: 5.20 [Total APts/T]
Internal: 162 [APts]
External: 202 [APts] Max:[054mm]
Total Armor: 364 [APts]
JOCK requirements:
----------------------------------------------------------------------
Piloting: Light Titan
Weapons : Energy
Warfare : Scanner
Skills : Medic

-
- Posts: 10
- Joined: Mon Jun 02, 2008 11:32 am
RE: Squirg's Titans
Thanks for posting, I'll be posting mine once I breach into light titans and get some more space to play with. ^^
RE: Squirg's Titans
a couple of notes.
one: that Titan with two Power Axes and multiple Machine Guns? It exists already, look up "Swift Death" in the factory. other than that, not a bad design.
secondly, always use Duralloy for armor in the Head. it allows for the maximum amount of armor points, which is important for the Head, as that is limited to about half the normal coverage of any other location. also, try using Titanium and Millenia armor in any location that contains your Heat Register. They give bonuses to your Heat Reg over Vincium and Duralloy. which should allow you to drop your Heat Reg down a category and still maintain the same heat dispersal, or even gain a slight bonus.
downloading the unofficial updated Titan database from Thorgrim if you haven't (from the middle of tm.asp?m=505209 that thread), you'll find that the stock Titan's that came with the game are severely undertuned and that his updates give a much better feel of how a Titan is supposed to built.
one: that Titan with two Power Axes and multiple Machine Guns? It exists already, look up "Swift Death" in the factory. other than that, not a bad design.
secondly, always use Duralloy for armor in the Head. it allows for the maximum amount of armor points, which is important for the Head, as that is limited to about half the normal coverage of any other location. also, try using Titanium and Millenia armor in any location that contains your Heat Register. They give bonuses to your Heat Reg over Vincium and Duralloy. which should allow you to drop your Heat Reg down a category and still maintain the same heat dispersal, or even gain a slight bonus.
downloading the unofficial updated Titan database from Thorgrim if you haven't (from the middle of tm.asp?m=505209 that thread), you'll find that the stock Titan's that came with the game are severely undertuned and that his updates give a much better feel of how a Titan is supposed to built.
RE: Squirg's Titans
I wouldn't say they're severely undertuned. The database updates basically added some more designs per weight class, and tweaked a few designs - a few heat dissipation tweaks, some weapon layout diversification, and some really smallish equipment allocation changes.
Iceman
RE: Squirg's Titans
Thanks for the input Iskandar, I'll be sure to play around with the various armor types some more. Also, I never noticed the swift death, thanks for pointing it out.

RE: Squirg's Titans
New Titan! I'm very pleased with how this one came out, it will be VERY deadly when paired with another titan I am currently tweaking, not that it isn't already.
Titan Name: Hydralisk Medium Range Heavy Titan
Chassis: Durania H3 Design: Squirg
----------------------------------------------------------------------
Weight: 140.0t (140t maximum) Height : 13 [meter]
Bmt : 31 (38 kph) Reduce Heat: -4.29C/sec.
No Jump Ports Cost : 331390($)
Equipment:
----------------------------------------------------------------------
Component/Type/Location
Engine : Mark MK-I [Engine 8] [CT ]
HeatReg.: Triton H8 [Heat 8]
LifeSup.: Phillippi [Life 2] [Head]
Scanner : CyberSys L [Scan. 3] [LT ]
Computer: Mark BC-X [Comp. 6] [LT ]
Weapons:
----------------------------------------------------------------------
Location/Weapon/Ammunition/Slots
[LA ] GAUSS CANNON (015) [1]
[RA ] GAUSS CANNON (015) [1]
[RT ] GAUSS CANNON (015) [1]
Armor:
----------------------------------------------------------------------
Loc/Internal/Armor/Status/Points/mm
[Head] (13) Dullaroy 022 [032mm]
[RT ] (25) Millenia (W) 038 [077mm]
[CT ] (25) Titanium (W) 045 [082mm]
[CBT ] (15) Titanium (W) 024 [044mm]
[LT ] (25) Millenia (W) 038 [076mm]
[RA ] (25) Millenia (W) 035 [071mm]
[LA ] (25) Millenia (W) 035 [071mm]
[LowT] (15) Vicenium 042 [070mm]
[RL ] (21) Millenia (W) 037 [075mm]
[LL ] (21) Millenia (W) 037 [075mm]
Armor Index: 4.02 [Total APts/T]
Internal: 210 [APts]
External: 353 [APts] Max:[090mm]
Total Armor: 563 [APts]
JOCK requirements:
----------------------------------------------------------------------
Piloting: Heavy Titan
Weapons : Cannon
Warfare : Scanner
Skills : Medic
Titan Name: Hydralisk Medium Range Heavy Titan
Chassis: Durania H3 Design: Squirg
----------------------------------------------------------------------
Weight: 140.0t (140t maximum) Height : 13 [meter]
Bmt : 31 (38 kph) Reduce Heat: -4.29C/sec.
No Jump Ports Cost : 331390($)
Equipment:
----------------------------------------------------------------------
Component/Type/Location
Engine : Mark MK-I [Engine 8] [CT ]
HeatReg.: Triton H8 [Heat 8]
LifeSup.: Phillippi [Life 2] [Head]
Scanner : CyberSys L [Scan. 3] [LT ]
Computer: Mark BC-X [Comp. 6] [LT ]
Weapons:
----------------------------------------------------------------------
Location/Weapon/Ammunition/Slots
[LA ] GAUSS CANNON (015) [1]
[RA ] GAUSS CANNON (015) [1]
[RT ] GAUSS CANNON (015) [1]
Armor:
----------------------------------------------------------------------
Loc/Internal/Armor/Status/Points/mm
[Head] (13) Dullaroy 022 [032mm]
[RT ] (25) Millenia (W) 038 [077mm]
[CT ] (25) Titanium (W) 045 [082mm]
[CBT ] (15) Titanium (W) 024 [044mm]
[LT ] (25) Millenia (W) 038 [076mm]
[RA ] (25) Millenia (W) 035 [071mm]
[LA ] (25) Millenia (W) 035 [071mm]
[LowT] (15) Vicenium 042 [070mm]
[RL ] (21) Millenia (W) 037 [075mm]
[LL ] (21) Millenia (W) 037 [075mm]
Armor Index: 4.02 [Total APts/T]
Internal: 210 [APts]
External: 353 [APts] Max:[090mm]
Total Armor: 563 [APts]
JOCK requirements:
----------------------------------------------------------------------
Piloting: Heavy Titan
Weapons : Cannon
Warfare : Scanner
Skills : Medic

RE: Squirg's Titans
that engine is serious overkill. Guass Cannons require 1 PU when fired, that is it. You need 1 for the Heat Reg, 1 for the Scanner, 1 for the ECM (if installed), and a few for the Shield (if installed).
you could use an Engine 1, or maybe an Engine 2 if you want to move while firing.
the Heat Reg might be overkill as well, I'd have to check that out. the Cataphract gets by with a Heat Reg 4 and it has 2 Guass Cannons and 2 GMH 2s... hrm
maybe?
you can run and fire, but you have to stagger your shots, one every 4 or 5 seconds.
you could use an Engine 1, or maybe an Engine 2 if you want to move while firing.
the Heat Reg might be overkill as well, I'd have to check that out. the Cataphract gets by with a Heat Reg 4 and it has 2 Guass Cannons and 2 GMH 2s... hrm
Code: Select all
Titan Name: Nameless Titan Medium Range Heavy Titan
Chassis: Durania H2 Design: Iskandar
----------------------------------------------------------------------
Weight: 140.0t (140t maximum) Height : 13 [meter]
Bmt : 32 (37 kph) Reduce Heat: -3.18C/sec.
No Jump Ports Cost : 298325($)
Equipment:
----------------------------------------------------------------------
Component/Type/Location
Engine : CyberSys [Engine 3] [CT ]
HeatReg.: Delinit H6 [Heat 6]
D.C.S. : Repakoff [D.C.S.1] [LowT]
LifeSup.: B.M.I. [Life 3] [Head]
Scanner : Mark M-S [Scan. 5] [CT ]
Computer: Krios K5 [Comp. 5] [CBT ]
E.C.M. : Lios [E.C.M. 2] [Head]
Weapons:
----------------------------------------------------------------------
Location/Weapon/Ammunition/Slots
[RA ] GAUSS CANNON (030) [2]
[LA ] GAUSS CANNON (030) [2]
[RT ] GAUSS CANNON (030) [2]
[LT ] GAUSS CANNON (030) [2]
Armor:
----------------------------------------------------------------------
Loc/Internal/Armor/Status/Points/mm
[Head] (13) Dullaroy HMAX 023 [033mm]
[RT ] (25) Titanium (W) 047 [086mm]
[CT ] (23) Titanium MAX 047 [087mm]
[CBT ] (15) Vicenium (W) 024 [040mm]
[LT ] (25) Titanium (W) 047 [086mm]
[RA ] (23) Titanium (W) 042 [077mm]
[LA ] (23) Titanium (W) 042 [077mm]
[LowT] (15) Titanium (W) 047 [086mm]
[RL ] (19) Millenia (W) 042 [084mm]
[LL ] (19) Millenia (W) 042 [084mm]
Armor Index: 4.31 [Total APts/T]
Internal: 200 [APts]
External: 403 [APts] Max:[087mm]
Total Armor: 603 [APts]
JOCK requirements:
----------------------------------------------------------------------
Piloting: Heavy Titan
Weapons : Cannon
Warfare : Scanner Warfare(ECM)
Skills : D.C.
you can run and fire, but you have to stagger your shots, one every 4 or 5 seconds.
RE: Squirg's Titans
Ah but it takes more PU for the gausses to recycle right? Well I like it so that the Hydra can fire all its weapons, and get a scan in before the gausses are reloaded all while running. If you'd like to test out lower grade engines to get the same preformance though I'd be very grateful.

RE: Squirg's Titans
actually, no it does not. cannons DO NOT take PUs to recycle, they just take time. Guass Rifles are unique for cannons in that they take 1 PU to FIRE (that is it consumes 1 PU for 1 second). my design takes that into consideration, you can run (2 PUs), fire 2 Guass Cannons (2 PU for 1 second), have the Scanner, ECM, and Heat Reg running (3 PUs). You just have to stagger your shots, fire two every 10 seconds which is a good idea anyway to avoid spiking your heat.
(You can, if you like, fire all 4 at once. You just have to wait to you finish moving (which gives you a better to hit anyway), fire all 4 Guass Cannons, wait 1 second (for the engine to recharge), and continue moving.
having a larger engine than necessary really doesn't do you any good unless you mount a shield, as those will generally suck up any free PUs you may have.
energy weapons take PUs to recharge, with different weapons requiring more PUs, ranging from 33 PUs for a Plasma Gun down to 5 for a Small Laser. each energy weapon recharges 3 PUs a second if the remaining PUs is greater than 15, 2 PUs a second between 7 and 15, and 1 PU below that. (as an example, Plasma Guns require 33 PUs. it takes 6 seconds to recharge the first 18 PUs at 3 PUs/s, 15 left so it takes 5 seconds at 2 PUs/s to bring it down to 5, and 5 seconds to recharge that at 1 PU/s, or 16 seconds total.)
you can simplify that and just remember to supply 1 extra PUs for each Small Laser, 2 extra PUs for each Medium Laser and Pulse Laser, and 3 for everything else, although a Large Laser can get by with just 2 extra PUs, not 3 if you don't mind it recharging slightly slower.
(You can, if you like, fire all 4 at once. You just have to wait to you finish moving (which gives you a better to hit anyway), fire all 4 Guass Cannons, wait 1 second (for the engine to recharge), and continue moving.
having a larger engine than necessary really doesn't do you any good unless you mount a shield, as those will generally suck up any free PUs you may have.
energy weapons take PUs to recharge, with different weapons requiring more PUs, ranging from 33 PUs for a Plasma Gun down to 5 for a Small Laser. each energy weapon recharges 3 PUs a second if the remaining PUs is greater than 15, 2 PUs a second between 7 and 15, and 1 PU below that. (as an example, Plasma Guns require 33 PUs. it takes 6 seconds to recharge the first 18 PUs at 3 PUs/s, 15 left so it takes 5 seconds at 2 PUs/s to bring it down to 5, and 5 seconds to recharge that at 1 PU/s, or 16 seconds total.)
you can simplify that and just remember to supply 1 extra PUs for each Small Laser, 2 extra PUs for each Medium Laser and Pulse Laser, and 3 for everything else, although a Large Laser can get by with just 2 extra PUs, not 3 if you don't mind it recharging slightly slower.
RE: Squirg's Titans
Ahhh right... they are cannons.... thanks for the clear up and you really have helped me with this design, time to implement your changes, thanks!

RE: Squirg's Titans
I've been designing Titans off and on since the game was released 4 years ago. after a while you get a feel for what works and what does not.
mind you, I haven't field tested this design. I have a feeling that if you are going to be doing a lot of moving you are going to overheat. that is probably the biggest weakness I have, and it is one of the hardest things to balance. 0 heat balance is difficult to achieve, and nearly impossible with the larger Titans, and is usually not achievable if you try to design a titan to move and fire. in general, a Jock with a high Defensive skill will help, as a successful Defensive skill check made at the start of the battle will give you a slight bonus to your heat dissipation. (about .5 C/s or less, usually less)
(hit F2 when the battle starts, those Jocks that already have a few OXP are the ones that passed that check.)
mind you, I haven't field tested this design. I have a feeling that if you are going to be doing a lot of moving you are going to overheat. that is probably the biggest weakness I have, and it is one of the hardest things to balance. 0 heat balance is difficult to achieve, and nearly impossible with the larger Titans, and is usually not achievable if you try to design a titan to move and fire. in general, a Jock with a high Defensive skill will help, as a successful Defensive skill check made at the start of the battle will give you a slight bonus to your heat dissipation. (about .5 C/s or less, usually less)
(hit F2 when the battle starts, those Jocks that already have a few OXP are the ones that passed that check.)
RE: Squirg's Titans
Hmm... well that's what Polar maps are for! and if I know I'll be heading into hotter territory, I'll take my first design. (I've slightly modifed the engine, armor, and electronics.) If not, I'll take yours.
I've continued modifying my design with your tips in mind, and I have recreated your titan on a seperate template. =)
Also, I didn't know about heat dissapation defensive skill, that's pretty cool.
I've continued modifying my design with your tips in mind, and I have recreated your titan on a seperate template. =)
Also, I didn't know about heat dissapation defensive skill, that's pretty cool.

RE: Squirg's Titans
ORIGINAL: Iskandar
my design takes that into consideration, you can run (2 PUs), fire 2 Guass Cannons (2 PU for 1 second), have the Scanner, ECM, and Heat Reg running (3 PUs). You just have to stagger your shots, fire two every 10 seconds which is a good idea anyway to avoid spiking your heat.
Actually, running (and dodging) takes 3 PUs. Walking 2, turning and swivelling 1.
All this info is in the guide BTW (pg 8).
having a larger engine than necessary really doesn't do you any good unless you mount a shield, as those will generally suck up any free PUs you may have.
There's actually some advantages to having a larger engine, it is more robust, and so it can handle both damage (which decreases PUs) and EM Pulser hits (better shielding makes EMP potentially less effective).
Of course, it has its share of disadvantages too.
you can simplify that and just remember to supply 1 extra PUs for each Small Laser, 2 extra PUs for each Medium Laser and Pulse Laser, and 3 for everything else, although a Large Laser can get by with just 2 extra PUs, not 3 if you don't mind it recharging slightly slower.
The LL actually takes exactly the same time to recycle with 2 or 3 PUs, but in practice that only happens when you have just that one energy weapon.
BTW, on NMs vs FTs, the NMs do have some advantages. Better range (while closing in), better chance for head hits, on a good spread it causes more heat to the target, it's better against shields (extra heat of FTs is wasted on shield hits).
Iceman
RE: Squirg's Titans
ORIGINAL: Iskandar
I have a feeling that if you are going to be doing a lot of moving you are going to overheat.
Actually, with 4.29 C/sec heat diss, and only 3 GCs (at ~1C/sec each), his calcs are right on the money (with 1.3 C/sec for running). Of course, most of the time that's overkill, and the titan will run too cool [:D] I'd add a backup weapon - do remember that GCs have a min range, if an enemy gets inside yours, it won't be pretty. A ML is *always* handy (even for trying to flush out the smartass hiding in woods [which is another advantage of the NMs over the FTs, above]). [;)]
as a successful Defensive skill check made at the start of the battle will give you a slight bonus to your heat dissipation. (about .5 C/s or less, usually less)
It's Defensive/200, which tops out at 0.5 of course.
As a side note, the GC rounds don't explode, so a DCS is not that great a necessity in a GC-only design. It is *always* useful though, of course. Just a note.
Iceman
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RE: Squirg's Titans
Such a wealth of knowldege, I personally _knew_ this - but never applied it to a titan design. It takes more than just "guessing" and reading the pinboard...
RE: Squirg's Titans
Ah, but that's what makes the factory a game in itself [;)]
The guide that is available in the sticky thread is meant precisely for this, for those players that want to know all the details under the hood, and maximize their experience with the game. It's not really necessary to play the game, but it's a tool to make you get better at it if you wish.
The guide that is available in the sticky thread is meant precisely for this, for those players that want to know all the details under the hood, and maximize their experience with the game. It's not really necessary to play the game, but it's a tool to make you get better at it if you wish.
Iceman
RE: Squirg's Titans
Thorgrim: about the Nm vs FT issue. I agree, HOWEVER my reasoning for ditching the Fireball's NM is simple: I now need 2 Combat Skills (H-t-H and Energy) vs 3. As a preference thing, I rarely if ever use Unguided Missles.
Same reason I always dropped the Mirage's LRM for another GMH 2 (which your updated database did as well)
And yes, I agree on your comments about the Factory being a game in itself. my only complaint about the game has ever been about how barebones the battle module was compared to the other two. I was really hoping for a bit more structure sort of like the Mechwarrior or Mechcommander games in addition to the sandbox mode we got.
I was hoping for a sequel as well, but that is neither here nor there, now.
as a side note, did you ever get around to finishing the updated Titan databases? I have the one dated from, um, 2006?
Same reason I always dropped the Mirage's LRM for another GMH 2 (which your updated database did as well)
And yes, I agree on your comments about the Factory being a game in itself. my only complaint about the game has ever been about how barebones the battle module was compared to the other two. I was really hoping for a bit more structure sort of like the Mechwarrior or Mechcommander games in addition to the sandbox mode we got.
I was hoping for a sequel as well, but that is neither here nor there, now.
as a side note, did you ever get around to finishing the updated Titan databases? I have the one dated from, um, 2006?
RE: Squirg's Titans
The NM comment was mostly for Squirg, concerning the modified Fireball (Fire Tarantula). I was just explaining the design decision. Notice that for low level jocks it is best to restrict the # of skills, yes, but for higher level jocks versatility is key. Since recons are not used by rookies only...
The database is meant to be versatile. The good thing about it is you can make adjustments to each design based on jock experience and play style. The database is just a base for people to start playing, and to borrow some ideas and concepts about titan design. Designing titans from scratch is a load of fun too, with all the learning process attached to it.
I love UGMs. LRMs rock. And all those cool things you can do with NMs... 
The Mirage, well, it was always plagued by the awkward UGM/GM combo. Most people modded it anyway, hehe.
Not really sure what you mean by more structure in the battle module. There is a campaign mode, with several campaigns available, and there's a lot of parameters you can tweak for sandbox. There's also the possibility to play specific missions, and a map editor that allows you to do *a lot* of stuff - if you can understand how to do it that is.
The database, Henrik stickied the latest version a few weeks ago. That's probably the one you got. I asked for input on some design tweaks some time ago, but didn't really get any answers, so I never really got to make any more changes. It's pretty good though, IMO.

I love UGMs. LRMs rock. And all those cool things you can do with NMs...

The Mirage, well, it was always plagued by the awkward UGM/GM combo. Most people modded it anyway, hehe.
Not really sure what you mean by more structure in the battle module. There is a campaign mode, with several campaigns available, and there's a lot of parameters you can tweak for sandbox. There's also the possibility to play specific missions, and a map editor that allows you to do *a lot* of stuff - if you can understand how to do it that is.
The database, Henrik stickied the latest version a few weeks ago. That's probably the one you got. I asked for input on some design tweaks some time ago, but didn't really get any answers, so I never really got to make any more changes. It's pretty good though, IMO.
Iceman
RE: Squirg's Titans
yeah, I have no complaints about your databases, I was just curious if I had gotten the latest one, and it looks like I did.
my problem with the Battle module is that I was expecting something a bit more complex. yiou ever play the first Mechwarrior game, or the second? ToS you pick a map and play, but beyond that a campaign has no other effect, no Jocks to hire, no Titans to pick up on the black market, that kind of thing.
I guess that has been my biggest complaint about ToS. the three modules are seperate, and I always wanted a campaign system to bind them together a little tighter.
I was hoping for something like the first Cyberstorm game, I guess. not that I guess much of anyone has ever heard of that game.
my problem with the Battle module is that I was expecting something a bit more complex. yiou ever play the first Mechwarrior game, or the second? ToS you pick a map and play, but beyond that a campaign has no other effect, no Jocks to hire, no Titans to pick up on the black market, that kind of thing.
I guess that has been my biggest complaint about ToS. the three modules are seperate, and I always wanted a campaign system to bind them together a little tighter.
I was hoping for something like the first Cyberstorm game, I guess. not that I guess much of anyone has ever heard of that game.
RE: Squirg's Titans
Yep, I played both the MechWarrior (did you mean MechCommander?) series and Cyberstorm (great game that one). I wouldn't really say the hiring jocks feature adds complexity, once you know each jock the "magic" is kinda lost. In ToS, each jock's stats are linked to his name, so they're basically always different (provided you always choose different names) - you are actually searching through a database of jocks, and hiring a specific one.
The modules aren't really seperate. Damage is persistent, experience is persistent, maps are linked in campaigns, jocks die for real, etc. There's no black market, sure, but the storyline is about military units (as opposed to merc units). You can always tweak/set the database to only allow certain designs to be available though.
The modules aren't really seperate. Damage is persistent, experience is persistent, maps are linked in campaigns, jocks die for real, etc. There's no black market, sure, but the storyline is about military units (as opposed to merc units). You can always tweak/set the database to only allow certain designs to be available though.
Iceman