The Coyotl demonstrates very solid design. It reminds me of the Champion if you can believe it. All guns in line with the cockpit, and most are above it. (Which means you won't shoot into the hillside, or friendly tank you can't see.)
Omnimechs are apparently understandable enough that Ameris nearly cracked it with the Dragoon. An odd bit of convergent evolution, there. But then again, it wouldn’t be the first time for the Clans.
Clan Coyote and Clan Diamond Shark do good work together. I do think they rewrote some lore though, cause I could have sworn the Mercury was the first omnimech when I first started playing
Coyotl is sleeper good. Works wonders in light Medium lance. Ice ferret, coyotl, dragon fly backed up with elementals is a cheap effective fighting force that can punch way above there wight.
Hey there Prof. I noted the Warhammer cut-away sheet, with the human posed for scale. Now most would measure and find that the Mech is almost exactly six times as tall as the human and figure the mech to be around 36 feet tall (considering a 6 foot human). BUT, the human depicted is a female, and females are generally shorter than males, so figure five foot six inches, times six, runs to: 33 feet tall. Just over the height of a 3-story building. Instead of just under a 4-story building. Now, a 'Level One' building is NOT a single story tall, but instead, it is TWO stories. Thus a Level Two building would be a 4-story building. So, the Warhammer is just under the height of a 4-story building's height using either of the measurements above. A Warhammer is a Heavy Mech, and would generally be 'shorter' than an Assault Mech, which can still fit behind Level Two terrain, which leads to the conclusion that the 2nd measurement is more accurate. The only Mech I can readily think of that 'breaks' this rule is the Annihilator, due to that 'cobra' looking sensor pod above the cockpit. But, on to the topic of this video. The Coyotl. The Mech is decent as is, and the variants as a whole are not all that bad. Having said that, I would never let one of my Mechwarriors pilot some of the Coyotl variants. The Ghost Lions captured a nearly intact Coyotl and we at the Hellsport Mech Museum, with the help of the Hellsport Mech Works, rebuilt the chassis using all Clan Tech components and weaponry. What started out as a drunken joke in a local bar led to an interesting result on the manufacturing floor. We stripped the Coyotl's weaponry and armor, leaving the rest of the Mech intact (after repairs and replacements of missing components, like the entire left leg and left torso). The team then replaced the Standard Armor with 7 tons of Clan Ferro-Fiberous Armor, and then mounted Five Clan MGs into each side torso, and five more into each arm. In addition, a single Medium Pulse Laser was added to each side torso, each arm, and one into the head. A single ton of ammo was mounted into an available 'slot' in the left torso, and the 'extra', 11th Clan Double Strength Heat Sink was added to the right torso. The remainder of the Mech was more than able to contain all the 'critical slots' for the Ferro, and Endo (in game terms, three slots remain empty). Also, as a side note, the team added a Lower Arm Actuator to the Right arm, giving that limb a better firing arc and steadier aim. The resulting Mech as dubbed the 'Mope', a Shoshone name for Coyote. (Mope is pronounced as 'moe' with the 'puh' or 'p' sound at the end of words like stop. The 'O' is a hard 'O' and not the softer 'o' sound from a word like mop or stop). I do note that the Shoshone word does sound like what you'd do when denied a desired action... moping. In any case, the Mech was trialed on a near-terra type colony world, and found to be quite stable, agile, and faster than some pilots expected. The controls were 'standard' Clan cockpit controls, but pilots had to handle the machine with a delicate touch, since harder hands on the controls would have the Mech over-turning while cornering, and cause the Mech to 'spin out' and tumble at high speeds, causing considerable armor damage, and sometimes weapons damage as well. With the 'balanced' weapons load out, the Gyro system had absolutely no problems keeping the Mope upright in all tested ranges of movement and even emergency turns and abrupt starts and stops. The Mope can Alpha Strike ALL its weaponry and run without any heat build up what so ever. The Mech was deemed a 'success' when tested against Infantry and Battle Armor in the field, but due to lack of Jump Jets, did not score as highly when either or both were in 'broken' terrain. A second variant of the Mope was trialed, adding 7 jump jets, at the expense of all the MGs and the MG ammo. The result was a more agile Mope, but only armed with the 5 Medium Pulse Lasers, and a pair of extra C-DSHS was needed to deal with the jump jet's added heat burden. In my considered opinion, the Mope would make a great Infantry Hunter Mech. Able to speed up to its target and obliterate them in minimal time in passing to attack the next Infantry position. Battle Armor would take a bit more punishment, but they would be totally unable to keep up with the fast Mech, and repeated passes by the original Mope configuration would eventually destroy them all (In testing, we used Clan Elemental suits, obtained from Clan Sea Fox, via multiple purchasing agents buying one or two at a time). In conclusion, I have no problems with your video or statements. But, I thought you'd like to hear about what someone CAN do with the chassis and a good supply of Clan Tech. Diana McFairlain, Head Mech Tech, Ghost Lions Legions Hellsport Mech Museum Stygian Compact
I love the creativity possible with medium mechs. No matter what, you aren't going to be the biggest, fastest, or most heavily armed. There are so many niche designs which leaned into opportunity cost in different ways.
Medium mechs are my favorite by far. Though, I do think Assault mechs are generally under costed (bv2 & c bills). The lore reflects how much more expensive they are (usually), but on table top or in games they are often less than 2x a comparable medium, which I think just isn’t remotely reasonable. If Assaults better reflected their value in their cost, I suspect we would see much more viable medium spam lists. Many of the video games have the same problem where they balance missions with drop weight limits, but also have a slot limit, essentially railroading the player into assaults. I would very much enjoy a game that better reflected the cost advantages of light and medium mechs without artificial limits on number of mechs unduly favoring assaults.
@@piedpiper1172 My brother in Kerensky, let me tell you about a little game called MechCommander 2. Some of my favorite runs through the game have been to use one heavy mech and a swarm of 40-50 tonners. Its video game cheese, but even an Atlas or Highlander shudders when half a dozen Sha-Yus descend on it.
the Coytal has a place in my Illclan era Rasalhauge Dominion Provincial Garrison Cluster Command Star along with a Kodiak, Grizzly, Pack Hunter & Incubus/Vixen and it hasn't let me down
The best you can do with regular mechs is reperposing existing weapon "hardpoints" with similar weapons, if it is ballistic, you can't stick in a energy because there is no coupler to the engine power source, what there is instead is a feed for an ammo autoloader, even this simple process takes days to weeks because you have to manually reconfigure the gyros, power distribution and targeting computer. Swapping out weapons for different types is such a complex process, it requires redesigning the entire mech on the factory floor level which takes months and years. Swapping Omnipods takes only meer hours. When I was playing HBS Battletech and MW5 Mercs, both games that operate in real time frames (MW5's timeframe is a bit too much imo, HBS Battletech is more realistic) I found it easier as a merc to seldom do any customisation if at all, instead simply upgrading to better versions of the exact same weapons systems and being picky with varient choices instead of trying to cheese a good hardpoint selection due to the crazy amount of time it takes to even swap one weapon of the same type for another; So I picked based on varients of any mech, rather than based on fav mech. Most IS mechs from the 3015 to 3025 era are pretty garbage, I can only count on my hands the ones that are universally good.
Yes, very nice, until you really look at its history. The Mercury was the first Modulor mech, Clan Wolverine came out with the Mercury 2, which oddly enough looks suspiciously like the Coyotl. With the "annihilation" of Clan Wolverine, the Coyotes (natural scavengers) got their hands on the Mercury 2, saw what Wolverine scientists had done, liked the idea, took it for their own like scavengers do, then after a moratorium period of 20 years or so, changed the look of the Mercury 2, and renamed it the Coyotl.
Wait. If Gyro Calibration for loadouts is a problem, why is it suddenly not a problem if you rip off an entire arm of a mech? It can still stand, walk, run, jump, and shoot hunky dory. Surely the Gyro isnt so hardcoded and inflexible that losing armor over a course of a fight is impossible to compensate for. And by extension, surely its not outlandish that swapping an Ac5 for a LL requires extensive bay time just for software.
I could see significant electronic work to swap a direct fire weapon for a missile weapon. But a AC5 for a large laser? I mean, it’s just a intercept plot. If anything, it’s much, much easier for the computer because lasers move in perfectly straight lines with no bullet drop and have literally the fastest possible velocity-light speed. Not to mention, these weapon systems are ubiquitous. It’s hard for me to imagine that there aren’t literally centuries of best practices documentation for calibrating targeting computers for every main weapon system. As to the gryo and such. Aren’t straight forward weapon swaps listed as like, a few days with basic mech bay access for the rpg? You can literally do it during the travel time between star systems. Yes, it takes work, and requires basic facilities (mech bay with crane), but even the smallest 4-slot drop ships have those. Still, it’s a question of days not months.
A wonderful little piece of history. Even if it _is_ the history of a bunch of whiners born out of trash cans and constantly bickering with each other.
Nice video and overview. I like the design. I hate the name. It’s goofy, I don’t know how to pronounce it and it’s one syllable different to “coitus,” which is unacceptable.
The Coyotl demonstrates very solid design. It reminds me of the Champion if you can believe it. All guns in line with the cockpit, and most are above it. (Which means you won't shoot into the hillside, or friendly tank you can't see.)
Omnimechs are apparently understandable enough that Ameris nearly cracked it with the Dragoon. An odd bit of convergent evolution, there. But then again, it wouldn’t be the first time for the Clans.
Clan Coyote and Clan Diamond Shark do good work together.
I do think they rewrote some lore though, cause I could have sworn the Mercury was the first omnimech when I first started playing
The Mecury was but it didn't have any alternative weapons configurations
The work of a super genius. 😆
Truly a design that changed history
Coyotl is sleeper good. Works wonders in light Medium lance. Ice ferret, coyotl, dragon fly backed up with elementals is a cheap effective fighting force that can punch way above there wight.
And it's got a fist, which means it can adjust it's g string in a fix! Unlike most clan mechs.
Hey there Prof.
I noted the Warhammer cut-away sheet, with the human posed for scale. Now most would measure and find that the Mech is almost exactly six times as tall as the human and figure the mech to be around 36 feet tall (considering a 6 foot human). BUT, the human depicted is a female, and females are generally shorter than males, so figure five foot six inches, times six, runs to: 33 feet tall. Just over the height of a 3-story building. Instead of just under a 4-story building.
Now, a 'Level One' building is NOT a single story tall, but instead, it is TWO stories. Thus a Level Two building would be a 4-story building. So, the Warhammer is just under the height of a 4-story building's height using either of the measurements above. A Warhammer is a Heavy Mech, and would generally be 'shorter' than an Assault Mech, which can still fit behind Level Two terrain, which leads to the conclusion that the 2nd measurement is more accurate.
The only Mech I can readily think of that 'breaks' this rule is the Annihilator, due to that 'cobra' looking sensor pod above the cockpit.
But, on to the topic of this video. The Coyotl. The Mech is decent as is, and the variants as a whole are not all that bad. Having said that, I would never let one of my Mechwarriors pilot some of the Coyotl variants.
The Ghost Lions captured a nearly intact Coyotl and we at the Hellsport Mech Museum, with the help of the Hellsport Mech Works, rebuilt the chassis using all Clan Tech components and weaponry. What started out as a drunken joke in a local bar led to an interesting result on the manufacturing floor. We stripped the Coyotl's weaponry and armor, leaving the rest of the Mech intact (after repairs and replacements of missing components, like the entire left leg and left torso). The team then replaced the Standard Armor with 7 tons of Clan Ferro-Fiberous Armor, and then mounted Five Clan MGs into each side torso, and five more into each arm. In addition, a single Medium Pulse Laser was added to each side torso, each arm, and one into the head. A single ton of ammo was mounted into an available 'slot' in the left torso, and the 'extra', 11th Clan Double Strength Heat Sink was added to the right torso. The remainder of the Mech was more than able to contain all the 'critical slots' for the Ferro, and Endo (in game terms, three slots remain empty). Also, as a side note, the team added a Lower Arm Actuator to the Right arm, giving that limb a better firing arc and steadier aim.
The resulting Mech as dubbed the 'Mope', a Shoshone name for Coyote. (Mope is pronounced as 'moe' with the 'puh' or 'p' sound at the end of words like stop. The 'O' is a hard 'O' and not the softer 'o' sound from a word like mop or stop). I do note that the Shoshone word does sound like what you'd do when denied a desired action... moping.
In any case, the Mech was trialed on a near-terra type colony world, and found to be quite stable, agile, and faster than some pilots expected. The controls were 'standard' Clan cockpit controls, but pilots had to handle the machine with a delicate touch, since harder hands on the controls would have the Mech over-turning while cornering, and cause the Mech to 'spin out' and tumble at high speeds, causing considerable armor damage, and sometimes weapons damage as well. With the 'balanced' weapons load out, the Gyro system had absolutely no problems keeping the Mope upright in all tested ranges of movement and even emergency turns and abrupt starts and stops.
The Mope can Alpha Strike ALL its weaponry and run without any heat build up what so ever. The Mech was deemed a 'success' when tested against Infantry and Battle Armor in the field, but due to lack of Jump Jets, did not score as highly when either or both were in 'broken' terrain.
A second variant of the Mope was trialed, adding 7 jump jets, at the expense of all the MGs and the MG ammo. The result was a more agile Mope, but only armed with the 5 Medium Pulse Lasers, and a pair of extra C-DSHS was needed to deal with the jump jet's added heat burden.
In my considered opinion, the Mope would make a great Infantry Hunter Mech. Able to speed up to its target and obliterate them in minimal time in passing to attack the next Infantry position. Battle Armor would take a bit more punishment, but they would be totally unable to keep up with the fast Mech, and repeated passes by the original Mope configuration would eventually destroy them all (In testing, we used Clan Elemental suits, obtained from Clan Sea Fox, via multiple purchasing agents buying one or two at a time).
In conclusion, I have no problems with your video or statements. But, I thought you'd like to hear about what someone CAN do with the chassis and a good supply of Clan Tech.
Diana McFairlain,
Head Mech Tech,
Ghost Lions Legions
Hellsport Mech Museum
Stygian Compact
I've always loved this beautiful design.
Thank you! 😊
It's a Macross/Robotech Guardian mode for a Valkyrie/Veritech fighter. Oh the weird beginnings of Battletech.
Snordinary, nice!
This is a tease. It's drop 10 minutes before I service my loader at the of my shift. Gets me every Friday morning ;)
@@vykryl65 Sorry, this is the best time for me :(
I love the creativity possible with medium mechs. No matter what, you aren't going to be the biggest, fastest, or most heavily armed. There are so many niche designs which leaned into opportunity cost in different ways.
Medium mechs are my favorite by far.
Though, I do think Assault mechs are generally under costed (bv2 & c bills). The lore reflects how much more expensive they are (usually), but on table top or in games they are often less than 2x a comparable medium, which I think just isn’t remotely reasonable.
If Assaults better reflected their value in their cost, I suspect we would see much more viable medium spam lists. Many of the video games have the same problem where they balance missions with drop weight limits, but also have a slot limit, essentially railroading the player into assaults.
I would very much enjoy a game that better reflected the cost advantages of light and medium mechs without artificial limits on number of mechs unduly favoring assaults.
@@piedpiper1172 My brother in Kerensky, let me tell you about a little game called MechCommander 2.
Some of my favorite runs through the game have been to use one heavy mech and a swarm of 40-50 tonners. Its video game cheese, but even an Atlas or Highlander shudders when half a dozen Sha-Yus descend on it.
the Coytal has a place in my Illclan era Rasalhauge Dominion Provincial Garrison Cluster Command Star along with a Kodiak, Grizzly, Pack Hunter & Incubus/Vixen and it hasn't let me down
Thanks again to the techs at Flanagan’s
We try our best to not make a mess of things!
As long as you aren't using anything made by Acme, you're golden!
@@rifleman2c997 ACME branded gyros are a standard for a reason.
Useful
The best you can do with regular mechs is reperposing existing weapon "hardpoints" with similar weapons, if it is ballistic, you can't stick in a energy because there is no coupler to the engine power source, what there is instead is a feed for an ammo autoloader, even this simple process takes days to weeks because you have to manually reconfigure the gyros, power distribution and targeting computer. Swapping out weapons for different types is such a complex process, it requires redesigning the entire mech on the factory floor level which takes months and years. Swapping Omnipods takes only meer hours. When I was playing HBS Battletech and MW5 Mercs, both games that operate in real time frames (MW5's timeframe is a bit too much imo, HBS Battletech is more realistic) I found it easier as a merc to seldom do any customisation if at all, instead simply upgrading to better versions of the exact same weapons systems and being picky with varient choices instead of trying to cheese a good hardpoint selection due to the crazy amount of time it takes to even swap one weapon of the same type for another; So I picked based on varients of any mech, rather than based on fav mech. Most IS mechs from the 3015 to 3025 era are pretty garbage, I can only count on my hands the ones that are universally good.
Someone had to do it😊
Yes, very nice, until you really look at its history. The Mercury was the first Modulor mech, Clan Wolverine came out with the Mercury 2, which oddly enough looks suspiciously like the Coyotl.
With the "annihilation" of Clan Wolverine, the Coyotes (natural scavengers) got their hands on the Mercury 2, saw what Wolverine scientists had done, liked the idea, took it for their own like scavengers do, then after a moratorium period of 20 years or so, changed the look of the Mercury 2, and renamed it the Coyotl.
Wait. If Gyro Calibration for loadouts is a problem, why is it suddenly not a problem if you rip off an entire arm of a mech?
It can still stand, walk, run, jump, and shoot hunky dory.
Surely the Gyro isnt so hardcoded and inflexible that losing armor over a course of a fight is impossible to compensate for.
And by extension, surely its not outlandish that swapping an Ac5 for a LL requires extensive bay time just for software.
I could see significant electronic work to swap a direct fire weapon for a missile weapon. But a AC5 for a large laser? I mean, it’s just a intercept plot.
If anything, it’s much, much easier for the computer because lasers move in perfectly straight lines with no bullet drop and have literally the fastest possible velocity-light speed.
Not to mention, these weapon systems are ubiquitous. It’s hard for me to imagine that there aren’t literally centuries of best practices documentation for calibrating targeting computers for every main weapon system.
As to the gryo and such. Aren’t straight forward weapon swaps listed as like, a few days with basic mech bay access for the rpg? You can literally do it during the travel time between star systems.
Yes, it takes work, and requires basic facilities (mech bay with crane), but even the smallest 4-slot drop ships have those. Still, it’s a question of days not months.
A wonderful little piece of history. Even if it _is_ the history of a bunch of whiners born out of trash cans and constantly bickering with each other.
Nice video and overview. I like the design. I hate the name. It’s goofy, I don’t know how to pronounce it and it’s one syllable different to “coitus,” which is unacceptable.