17th CMEF Titan MKIII

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newcowboy
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Re: 17th CMEF Titan MKIII

Post by newcowboy » Mon Sep 03, 2012 9:50 am

This is absolutly great, but I would add some missiles, Lots of missiles!

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Re: 17th CMEF Titan MKIII

Post by halo 3000 » Mon Sep 03, 2012 10:06 am

WICKED SICK, TWILIGHT SPARKLE APPROVED
Thanks! I entered it into the brickarms make a mech contest,so hopefully, they think the same.
i expected something more commanding put on top of them.
Explain commanding. I had the vertical tank thing going on the whole time. look at my original inspiration

Image

When I knew I couldn't replicate the body, I went through a bunch of designs in my head. then I saw this on brickshelf

http://www.brickshelf.com/cgi-bin/gallery.cgi?i=2642612

Its too big to post, but here's the link.

I wanted to do something like that, but I didn't know how. so it took me about a month to build this.
MY GOD. This is . . . just . . .
Haha, soon I will build a railgun on one of the arms like we talked about that day...

Could we see a picture of how it connects from the legs to the cockpit?
Sure! its really simple, just a 1x2 plate.
I would guess it's this.
Good guess! but nope. used that many times in this guy though.
If you changed the head a bit it would look EXACTLY like a WH40k Warhound titan
Haha, I love how you saw my inspiration without me saying anything about 40k in the op. I love the Warhound. It's pretty much what I based the body on. And Thanks!
Am I the only one thinking of this leaving behind its legs when invaders start climbing it and flying around blowing shit up?
Good idea, but a little out there for CMEF. I'll probably just have the Titan stomp and shake them off that way.
Your builds pack a good amount of NPUs
Thanks! That's one of the best compliments you could give me.
I would just add some moar dakka to counter infantry or aircraft.
You just got me thinking of adding a SAM turret on top.
This is extremely impressive. Its "Intimidation factor" is working at 100%.
Thanks!
I built a USA mech that large once.
:pics:
I would add some missiles, Lots of missiles
Haha, I hear ya!
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Re: 17th CMEF Titan MKIII

Post by BFenix » Mon Sep 03, 2012 10:19 am

Silent-sigfig wrote:I built a USA mech that large once.

I didn't like the ammo belt though.

Maybe I'll try agaiin
Uncle Sam/Lady Liberty Mech.
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Re: 17th CMEF Titan MKIII

Post by Predator » Mon Sep 03, 2012 10:29 am

Make a mech contest huh? I'll upvote it if I have the time.
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Re: 17th CMEF Titan MKIII

Post by Thesson » Mon Sep 03, 2012 10:33 am

Well. THIS IS AWESOME but I have one question. How long will it last against the vindicator?

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Re: 17th CMEF Titan MKIII

Post by halo 3000 » Mon Sep 03, 2012 10:37 am

Make a mech contest huh? I'll upvote it if I have the time.
They have judges that will pick 3 winners. no voting from the public, but thanks anyway!
How long will it last against the vindicator?
Well, I would probably have the Titan distract it while a squad of my assault marines jumped on top. 1v1 though, not very long.
"My name is Art Vandelay. I'm an architect."~George Costanza

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Re: 17th CMEF Titan MKIII

Post by Bragallot » Mon Sep 03, 2012 11:02 am

In my house rules, Mechs get a range advantage over tanks because their guns are (usually) set higher :rtfm:
Last edited by Bragallot on Mon Sep 03, 2012 11:17 am, edited 1 time in total.
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Re: 17th CMEF Titan MKIII

Post by Predator » Mon Sep 03, 2012 11:12 am

halo 3000 wrote: They have judges that will pick 3 winners. no voting from the public, but thanks anyway!
If you see a banner on the home page that a judge has gone missing, don't ask. :twisted:
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He'll be in a wharehouse with me... watching Friendship is Magic while eating UBER NOMS.
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Re: 17th CMEF Titan MKIII

Post by Bragallot » Mon Sep 03, 2012 11:16 am

Did you put that 'h' in warehouse intentionally so we would read it as whorehouse?
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Re: 17th CMEF Titan MKIII

Post by cleanupcrew » Mon Sep 03, 2012 11:19 am

[]
Last edited by cleanupcrew on Thu May 27, 2021 10:22 pm, edited 1 time in total.

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Re: 17th CMEF Titan MKIII

Post by Bragallot » Mon Sep 03, 2012 11:24 am

He shoots, he scores!

To stay on topic, I think if you want a real tank-killer you need a fast-moving mech with a high-powered melee-weapon (yeah yeah, basically Knightmares) as that is where mechs can have the advantage over tanks (I wouldn't mind it, but I haven't seen a tank with a melee weapon yet) as it's much easier to put a lot of firepower on a tank imo. That said this thing will kill most average-to-large sized tanks, but if you're going to fight STD's, well.
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Re: 17th CMEF Titan MKIII

Post by halo 3000 » Mon Sep 03, 2012 11:38 am

In my house rules, Mechs get a range advantage over tanks because their guns are (usually) set higher
That sounds about right. The range should be higher based on the elevation. I was thinking tank killer because it can out range them with its big guns and long range. STD's would be a problem though. Maybe I'll built artillery next.
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Re: 17th CMEF Titan MKIII

Post by cleanupcrew » Mon Sep 03, 2012 11:49 am

halo 3000 wrote:
In my house rules, Mechs get a range advantage over tanks because their guns are (usually) set higher
That sounds about right. The range should be higher based on the elevation. I was thinking tank killer because it can out range them with its big guns and long range. STD's would be a problem though. Maybe I'll built artillery next.
That may be debatable given the angle of the tank turret's gun. If you really wanted to be that specific about the range, then a simple formula for projectile motion is given by the following set of parametric equations:

x = t(vcosz)
y = -.5gt^2 + t(vsinz) + h

x = horizontal distance, y = vertical distance, t = time, z = initial angle, v = initial velocity, g = gravitational constant, h = initial height.

My cursory examination yields the result that initial height does not affect the range (vertical distance).

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Re: 17th CMEF Titan MKIII

Post by Robot Monkey » Mon Sep 03, 2012 11:53 am

Nice job! Reminds me of my "Omega Doom" supermecha I built a while ago.
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Re: 17th CMEF Titan MKIII

Post by Ben-Jammin » Mon Sep 03, 2012 11:54 am

Colette wrote:
halo 3000 wrote:
In my house rules, Mechs get a range advantage over tanks because their guns are (usually) set higher
That sounds about right. The range should be higher based on the elevation. I was thinking tank killer because it can out range them with its big guns and long range. STD's would be a problem though. Maybe I'll built artillery next.
That may be debatable given the angle of the tank turret's gun. If you really wanted to be that specific about the range, then a simple formula for projectile motion is given by the following set of parametric equations:

x = t(vcosz)
y = -.5gt^2 + t(vsinz) + h

x = horizontal distance, y = vertical distance, t = time, z = initial angle, v = initial velocity, g = gravitational constant, h = initial height.

My cursory examination yields the result that initial height does not affect the range (vertical distance).
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