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Tempest_56 posted:Well, the Mackie may have been an assault by weight but it certainly wasn't much to fight in. Here, let's timeline mech development!
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# ? Jan 27, 2011 18:30 |
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# ? May 11, 2024 16:41 |
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The Jenner's probably better off getting the gently caress out of there for the time being. +7 overheat is not a place you want to be with two mechs in close proximity. What I suggest is that you do a max jump into a wooded hex to keep any shooting mods against you as high as possible while you sit there and cool off a bit. To that end, getting to the light woods in 1208 or the heavy woods in 1213(I think?) might help enough, since the hussar's got good enough gunnery to do a number on any of your limbs. The Vulcan, on the other hand, is fine if he can stand up and keep his forward arc towards the enemy. Edit: Now that I see how the turn initiative works, 1213 will keep the Jenner out of LOS from the Hussar, at least. Der Waffle Mous fucked around with this message at 18:55 on Jan 27, 2011 |
# ? Jan 27, 2011 18:46 |
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Tarquinn posted:
Welcome to 3025 Defiance Industries posted:[You know what? I'm tired of this tactical analysis. I'm running an infomercial on you bitches.] Added to the fan-things post, because that was pretty damned funny.
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# ? Jan 27, 2011 18:47 |
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PoptartsNinja posted:Welcome to 3025 Also, your dice-rolling is weird.
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# ? Jan 27, 2011 18:53 |
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Tarquinn posted:I think it was more of a case of SRM2 and machinegun ammo being dumped right in the first turn. Funnily enough, the bigger the weapon, the less dangerous the ammo (since you have less shots, and can use the ammo more quickly). An assault 'mech doesn't really fear an AC20 ammo explosion; but everyone fears detonating machine gun ammo. Yeah, it always has been. I've gone entire D&D games without rolling higher than a 5 on a d20.
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# ? Jan 27, 2011 18:54 |
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PoptartsNinja posted:Yeah, it always has been. I've gone entire D&D games without rolling higher than a 5 on a d20. I once rolled eight 1's in a row on d20's. This occured over a space of 30 minutes, and we decided those rolls were too crappy and started the senario over.
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# ? Jan 27, 2011 19:03 |
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It's why I prefer the 3d6 bell curve, personally. If you roll a 9 a lot, that's normal. If you a lot of 3s? Your dice are weighted, go get some new ones.
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# ? Jan 27, 2011 19:06 |
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PoptartsNinja posted:It's why I prefer the 3d6 bell curve, personally. If you roll a 9 a lot, that's normal. If you a lot of 3s? Your dice are weighted, go get some new ones. Me too. That's why I like GURPS. Edit: Anyway, let's get back to BT. Tarquinn fucked around with this message at 19:15 on Jan 27, 2011 |
# ? Jan 27, 2011 19:09 |
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GURPS is dreamy, sorry. I have to get that post in before we return to BT, since I am an acolyte for Steve Jackson.
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# ? Jan 27, 2011 19:33 |
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Mukaikubo posted:GURPS is dreamy, sorry. I have to get that post in before we return to BT, since I am an acolyte for Steve Jackson.
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# ? Jan 27, 2011 19:53 |
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Defiance Industries posted:
The only question for me, is whether I can strap on my Combine-Harvester attachment to it.
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# ? Jan 27, 2011 20:00 |
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Axe-man posted:The only question for me, is whether I can strap on my Combine-Harvester attachment to it. Probably not, but you can make it ride the Combine-ant thing like some sort of badass blade-horse-ant-abomination.
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# ? Jan 27, 2011 20:07 |
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elitebuster posted:Probably not, but you can make it ride the Combine-ant thing like some sort of badass blade-horse-ant-abomination. Thats also a LAM, with a single AC/2 with 7 tons of ammo... in torsos okay i want a combine harvestor LAM is that too much to ask? the combine that takes to the air like superman.
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# ? Jan 27, 2011 20:09 |
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Can someone explain the rules for falling/getting back up? That or, someone this turn can give me orders and I'll use them.
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# ? Jan 27, 2011 20:17 |
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PoptartsNinja posted:‘Mech is prone From the description, I believe the Vulcan is actually supine!
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# ? Jan 27, 2011 20:22 |
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^^^^^ The applicable game-term is, in fact, prone.Pladdicus posted:Can someone explain the rules for falling/getting back up? That or, someone this turn can give me orders and I'll use them. 2 mp to make a pilot check to get back up. You have no negative modifiers, so it'd be a 5+ check. If you fail (somehow), you fall again and take more damage, but may continue to attempt to get up so long as you have enough walking movement.
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# ? Jan 27, 2011 20:48 |
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PoptartsNinja posted:2 mp to make a pilot check to get back up. You have no negative modifiers, so it'd be a 5+ check. If you fail (somehow), you fall again and take more damage, but may continue to attempt to get up so long as you have enough walking movement. As an aside on that, if you have like a hip actuator damaged or over heated etc, that can lead to situations where you will DIE trying to get up. It really is hilarious to watch too, cause it usually requires horrible rolls in general, and the person just doesn't believe that he can't do the simple task of standing up... until he falls off that convenient cliff onto his head.
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# ? Jan 27, 2011 20:52 |
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Can I attempt to stand up right now and find out the result?
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# ? Jan 27, 2011 20:53 |
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PoptartsNinja posted:^^^^^ The applicable game-term is, in fact, prone. I once played a game where one of the Mechs slipped and fell in some rough terrain on the first turn, failed the pilot check and fell again, took a pair of floating criticals to the center torso, and had them both hit his gyro. Easiest Dire Wolf kill I've ever had.
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# ? Jan 27, 2011 20:54 |
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Pladdicus posted:Can I attempt to stand up right now and find out the result? I rolled a 9. You stand up.
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# ? Jan 27, 2011 20:59 |
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Zeroisanumber posted:I once played a game where one of the Mechs slipped and fell in some rough terrain on the first turn, failed the pilot check and fell again, took a pair of floating criticals to the center torso, and had them both hit his gyro. This is a PSA by the Kellhound High Command. Don't drink and mech.
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# ? Jan 27, 2011 20:59 |
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We once spent two days with my friend to devise the most equal match we could. In the end we had two lances worth of troops. First match: last 15 minutes, when one push causes a chain reaction knocking three mechs down a hillside, knocking one out and leaving the rest easy pickings. Only way to salvage honor is to claim the match is immensely unbalanced. New game, forces switched. Second match: In the final twelve rounds I have one Enforcer with no other weapons except rear-mounted medium laser. My opponent has one Griffin, with head-mounted small laser as his only arsenal. I manage to land one good charge of seven hexes in, stripping most of his center torso armor. Next ten rounds we play "win the initiative" which I finally do, manage to jump on a cliff next to him and cave his center torso in with a kick. My own mech is barely standing, with most of the remaining armor concentrated on the rear torso. We had to conclude that unfortunately the attempt to balance the forces failed. One side was clearly overpowered.
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# ? Jan 27, 2011 21:03 |
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Sounds realistic enough. Documentaries about life in the army have lead me to believe that 99% of a tank crew's job is fixing the treads.
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# ? Jan 27, 2011 21:03 |
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If I jump can I only move 4? Can I even jump?
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# ? Jan 27, 2011 21:05 |
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Pladdicus posted:If I jump can I only move 4? Can I even jump? Jump is unaffected by heat, you can always jump the maximum distance.
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# ? Jan 27, 2011 21:09 |
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Pladdicus posted:If I jump can I only move 4? Can I even jump? You can't mix jumping and other movement modes so you can't jump and get up in the same turn.
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# ? Jan 27, 2011 21:11 |
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Hob_Gadling posted:First match: last 15 minutes, when one push causes a chain reaction knocking three mechs down a hillside, knocking one out and leaving the rest easy pickings. Only way to salvage honor is to claim the match is immensely unbalanced. New game, forces switched. Reminds me of a match I once played. We were using a map with a high plateau and a long single hex wide ramp going up to it. There was of course a brawl on the ramp, with lots of mechs packed close together. Well, at some point one mech in there died and we suddenly remembered that the Stackpole rule was still turned on in Megamek. The close quarters made it a chain reaction. Of the ten mechs on the ramp at the start of the turn, two were alive at the end and one of those was crippled beyond use.
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# ? Jan 27, 2011 21:12 |
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Tempest_56 posted:Reminds me of a match I once played. We were using a map with a high plateau and a long single hex wide ramp going up to it. There was of course a brawl on the ramp, with lots of mechs packed close together. Well, at some point one mech in there died and we suddenly remembered that the Stackpole rule was still turned on in Megamek. The close quarters made it a chain reaction. Ahh, good old Battlemech Reactor Dominoes.
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# ? Jan 27, 2011 21:21 |
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For extra credit, attempt to place a battlemech on an atmosphere map in MegaMek when you want to try air-to-ground combat out. WHY MECH MAN FALL DOWN GO BOOM
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# ? Jan 27, 2011 21:24 |
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Tempest_56 posted:Reminds me of a match I once played. We were using a map with a high plateau and a long single hex wide ramp going up to it. There was of course a brawl on the ramp, with lots of mechs packed close together. Well, at some point one mech in there died and we suddenly remembered that the Stackpole rule was still turned on in Megamek. The close quarters made it a chain reaction. Sometimes The Stackpole Rule dispensed pure awesome.
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# ? Jan 27, 2011 21:42 |
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Mukaikubo posted:For extra credit, attempt to place a battlemech on an atmosphere map in MegaMek when you want to try air-to-ground combat out. Something like that, right?
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# ? Jan 27, 2011 21:59 |
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Pladdicus posted:Can someone explain the rules for falling/getting back up? That or, someone this turn can give me orders and I'll use them. Once a Mech goes down, he falls into a randomised direction and takes it's own tonnage/10 damage, which is distributed in 5-point groupings that are rolled like incoming fire from the side it's fallen on. Additionally, the pilot has to pass a piloting skill roll or suffer one point of injury. (The more injury points a pilot suffers, the more likely he is to go unconscious. 6 injury points and he's dead.) Standing up prevents you from running or jumping, costs 2 MP and requires you to pass a PSR. You can automatically choose your desired facing upon standing up for no cost. If you fail the PSR, you just fall down again. Yes, lovely pilots can literally kill themselves trying to stand up.
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# ? Jan 27, 2011 22:02 |
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Magni posted:Yes, lovely pilots can literally kill themselves trying to stand up.
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# ? Jan 27, 2011 22:10 |
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Arquinsiel posted:I've seen it deliberately done in meatgrinder games to deny an opponant the kill..... I've seen it done in campaign games to deny salvage by trying to smash yourself into an ammo explosion. Either way, it's really poor sportsmanship.
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# ? Jan 27, 2011 22:12 |
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Tempest_56 posted:I've seen it done in campaign games to deny salvage by trying to smash yourself into an ammo explosion. Either way, it's really poor sportsmanship. 1: denys the enemy a kill. 2: gets you back in the fight with a new mech faster. The context of the game, being competitive, means that if you've got a good group they'll all be understanding and just find it funny. If not... it'll go nasty. In a campaign it's a straight-up dick move and should be punishable by forks in the eyes.
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# ? Jan 27, 2011 22:21 |
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"Man that hussar is a good shot, so i guess he needs to die then, so LT how are you liking target practice as the target?" A sand chart for possible plan for attack Click here for the full 1139x1317 image. I think the griffin should get on the Lvl2 to allow him shots on the dragon I'll move toward the hussar and take a shot at him The jenner can fall back behind the hills and cool down, or jump in the water and cool off a bit faster The vulcan can walk toward my end, or use his walk to go toward the waters and cross there, possibly getting a shot on Spider at long range. eitherway i think we are doing really well so far, but lets see what happens.
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# ? Jan 27, 2011 22:26 |
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Tarquinn posted:Something like that, right? Ok the picture is funny but what's the context behind it? My knowledge of Battletech is casual at best.
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# ? Jan 27, 2011 23:09 |
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The Casualty posted:Ok the picture is funny but what's the context behind it? My knowledge of Battletech is casual at best. An orbital drop is where mechs are strapped with one-use jump boosters and deploy straight in to a combat zone by walking out of the mech hangar on the DropShip while it is still in orbit.
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# ? Jan 27, 2011 23:13 |
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The clans can deploy 'Mechs from orbit without ever landing a dropship via armored drop-pods. Everyone else has to either jump out of a dropship while it's in the atmosphere, or land the dropship (if their 'Mechs lack jump jets). The Inner Sphere does not do orbital drops, period. "Combat Drops" are extremely rare, and basically never done in the Inner Sphere right now because A) nobody's going to shoot up a dropship and B) jumping out of a dropship is a great way to lose an entire company of 'Mechs if someone fucks it up. Needless to say, in the books? Combat drops are always successful and nobody ever dies. Edit: Unless your name is Jerimiah Rose.
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# ? Jan 27, 2011 23:15 |
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# ? May 11, 2024 16:41 |
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Zeroisanumber posted:I once played a game where one of the Mechs slipped and fell in some rough terrain on the first turn, failed the pilot check and fell again, took a pair of floating criticals to the center torso, and had them both hit his gyro. Oh man, I had that happen to my heaviest mech in a 4+4 vs. fucktons of 20-tonners. (Seriously, I brought in like, every single Wasp and Stinger model and other nonsense on the AI's side) in a Megamek scenario last night. I backed my mech into a heavy building because it only had a PPC and a medium laser and it was one hex from the other guys. I figured, even if I fail the piloting check, my armor will take the hurt and I'll be letting the building soak up the hurt. Nope! Two TACs to the CT, gyro destroyed. I had my pilot eject the next turn, he landed in the building and took 4 points of damage. Since he was right on the map's edge I had him leg it. That was okay, though. The AI are retarded babies and don't understand buildings, so they kept walking through or jumping onto the Light CF 25 apartment complexes with depth-3 basements and height-5 ceilings. I have never seen so many mechs "destroyed by pilot error." None of our other mechs took significant hurt, since the bot's units were almost always at the bottom of some pit full of rubble prone, and that let us pick off the ones standing up on street level with relative impunity. Not to mention the ones he took out himself.
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# ? Jan 27, 2011 23:17 |