A few posts back we explored using the Urbanmech in BATTLETECH as a viable machine, moving past the lolz of fielding one on the table- still bonus braggin rights if you loose your mech to an urbie.
Building on that post, what are some of the mech variants or upgrades one should consider to boost this mech?
We are exploring inner sphere tech right now, as once you get into clan tech that takes the mech above and beyond, as it does with many other mechs that have severe limitations.
If you are into tinkering with your mechs, perhaps you explore some energy builds with large and medium lasers?
Challenge here, and I’ve tried it is the reduction in range and damage output even if you can fire more stuff at closer range.
Your mech is still slow, and still lightly armored.
Lighter energy mechs with a few lasers- say like the Jenner, use speed to get into position, they are dynamic.
The Urbanmech is a static mech- it gets into a good position on the table, in terrain, with good lanes of fire, and blasts away each turn with the autocannon. Given its speed, and no way to really fix that, the Urbie really ins’t going anywhere.
This brings us to the stock 60L variant, which I see (inner sphere) as the only variant worth swapping- it drops the gunz for one AC 20.
Question: How do you get close ti bring that AC 20 in range, when you are a slow mech?
This can *only* work in a city-fight, or terrain heavy table. Urbie gets into a position where mechs and vechicls *have* to pass and BOOM.
Even being slow, having an AC 20 on legs to move and walk around is tactically sound as you can get into position.
A walking AC 20 for 470 battle value?