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Blast the dezgra trash pile that somehow found its way to a battlefield.
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# ? Apr 8, 2011 07:08 |
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# ? May 10, 2024 01:49 |
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Popy posted:Why isn't the dropships shooting the clanners? From my experience playing mechwarrior dropships melted my prized pink Annihilator over, and over again. The dropships should be unleashing those blue beams of death. Because they go down fast, have five mechs that can blast away at them, and they're much more important the entire team, as far as command is concerned?
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# ? Apr 8, 2011 07:34 |
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Also they are in a start-up cycle right now.
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# ? Apr 8, 2011 07:37 |
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Popy posted:Why isn't the dropships shooting the clanners? From my experience playing mechwarrior dropships melted my prized pink Annihilator over, and over again. The dropships should be unleashing those blue beams of death. They are still powering up from a cold-start, none of their systems are online except comms and doors and such.
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# ? Apr 8, 2011 07:38 |
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And every crew member is needed to restrain Caesar Steiner from busting out of the dropship and laying waste to everything in a fifty kilometer radius.
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# ? Apr 8, 2011 07:40 |
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PoptartsNinja posted:The Clans just sorta snicker at Infernos, most of the time. The rest of the time being when they're riding high on the heat curve and then SAVRASHI, INFERNOS! But yeah, I suppose Infantry LRMs would be better, all told. ShadowDragon8685 fucked around with this message at 07:43 on Apr 8, 2011 |
# ? Apr 8, 2011 07:40 |
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So is Ceasar a really good mechwarrior or just a great strategist and womanizer?
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# ? Apr 8, 2011 09:34 |
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Well, what we can say for sure is that Caesar is one of the greatest leaders of his generation, and that his son Reinhardt goes on to be the supreme fighting machine, and HIS son Rudiger is currently an unstoppable killing machine who willingly handicaps himself by driving a really lovely Atlas. Caesar also has the superhuman ability to identify the label and vintage of any kind of booze you put in front of him. He did one clap up the leader of the 2nd Sword of Light in a mech duel, though, so he can't possibly be bad.
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# ? Apr 8, 2011 10:03 |
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Affi posted:So is Ceasar a really good mechwarrior or just a great strategist and womanizer? Yes.
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# ? Apr 8, 2011 13:34 |
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Bad Moon posted:And every crew member is needed to restrain Caesar Steiner from busting out of the dropship and laying waste to everything in a fifty kilometer radius. I would love to see this, though. Caesar Steiner busting down the ramp of the dropship, shooting Gamma Star mechs in the back. Then again, he wasn't bid by Colonel Rossi initially, right? If he attacks, would that be breaking zell?
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# ? Apr 8, 2011 15:23 |
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GhostStalker posted:I would love to see this, though. Caesar Steiner busting down the ramp of the dropship, shooting Gamma Star mechs in the back. Then again, he wasn't bid by Colonel Rossi initially, right? If he attacks, would that be breaking zell? Nope but if he attacks he would be dezgra and I think five assault weight mechs would just obliterate him. No matter what mech he rolls out with.
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# ? Apr 8, 2011 15:33 |
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Caesar Steiner is going to be killed when he eats a DFA from the Thunderchild.
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# ? Apr 8, 2011 16:05 |
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KnoxZone posted:Caesar Steiner is going to be killed when he eats a DFA from the Thunderchild. Please. Dumb motherfucker couldn't even kill a tank right.
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# ? Apr 8, 2011 16:11 |
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raverrn posted:Please. Dumb motherfucker couldn't even kill a tank right. This is why I wanna see the tank crew challenge him to fisticuffs. I think Dusk might tell him to accept the challenge in an attempt to erase his shame, since 'warriors who don't even merit a 'Mech look to be just about your speed.'
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# ? Apr 8, 2011 16:26 |
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The Battletech rules have a few quirks, and just to fill some time I'd like to briefly mention one of them. The amount an engine weighs depends on its Engine Rating, which is just the tonnage of the mech times its walking speed; a 3/5 moving 100 tonner has a 300 engine. All 300 engines weigh the same; an engine that drives a 100 ton Atlas 3 hexes at a walk will cheerfully drive a 60 ton Dragon 5 hexes at a walk. Because of the curve of how much the engines weigh, though, there turns out to be an "optimal" weight for a given movement rate. That is, if you know you want a 5/8 moving mech, it turns out that you can have more mass available for armor and weapons by making it a 60 ton mech than a 65 or 55 ton mech. (The same thing holds for XL engines like the Clans use, but the optimal mech mass is a bit heavier) What's INTERESTING to me is how many of the iconic mechs and best mechs fall exactly into these little optimal masses! Here's an example. 3/5 movement? XL or not, you're going to be best if you max out the mass. Notable 3/5 100 tonners? Atlas, Daishi. 4/6 movement? With 3025 tech, you'll want to be between 75 and 85 tons. Like... the Battlemaster and Marauder. If you have an XL engine, you want to be at 95 tons... like the Executioner. 5/8? 60-tons like the Dragon, with a normal engine, which is an excellent mech. But if you use a XL engine... 70 or 75 tons is best. Like, oh, the Summoner(Thor) and Timber Wolf (Mad Cat), two of the most iconic mechs around. 6/9 and beyond it gets kind of wonky because you start running out of space fast, but with level 1 engines the optimum mass for a 6/9 mech is 45 tons. Like my favorite mech, the Phoenix Hawk. Now, don't get me wrong, it's not a BIG difference. Just a ton or two over 'second place' in most cases. But I just thought it was interesting that those optimal masses exist and how many of the really great mechs are squarely in the middle of them.
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# ? Apr 8, 2011 16:49 |
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I think fisticuffs might be a bit extreme, but trust me. Having this last turn is drat lucky, and I don't plan to go gently into that good night.
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# ? Apr 8, 2011 18:00 |
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Mukaikubo posted:The Battletech rules have a few quirks, and just to fill some time I'd like to briefly mention one of them. The amount an engine weighs depends on its Engine Rating, which is just the tonnage of the mech times its walking speed; a 3/5 moving 100 tonner has a 300 engine. All 300 engines weigh the same; an engine that drives a 100 ton Atlas 3 hexes at a walk will cheerfully drive a 60 ton Dragon 5 hexes at a walk. Because of the curve of how much the engines weigh, though, there turns out to be an "optimal" weight for a given movement rate. That is, if you know you want a 5/8 moving mech, it turns out that you can have more mass available for armor and weapons by making it a 60 ton mech than a 65 or 55 ton mech. (The same thing holds for XL engines like the Clans use, but the optimal mech mass is a bit heavier) So the reason for this is because of the way engine weighs work in BT. Weights don't increase linearly with engine size, instead they increase exponentially. Since engine size goes up as both a function of mech tonnage and speed, high tonnage mechs will have a harder time increasing their speed compared to lighter mechs; each movement point for a heavier mech "costs" more relative weight. This is why assaults and heavies tend to fall into very narrow movement speed bands; moving slowly is very detrimental tactically but moving quickly costs so much weight that there's none left over for weapon/armor. This all changes with the advent of XL engines which weigh half as much as normal ones. What this allows is for most heavy mechs (50+ tons) to increasing walking speed by 1 for no/negligible weight increase or keeping the same speed for a big boost in weapons/armor. The question of the ideal engine for a mech is harder to answer but in general having an engine weight about 12%-24% the weight of a mech works out pretty well. Lighter designs will want to have less weight budget sunk in the engine since relative weights of other components is higher for them. Longinus00 fucked around with this message at 18:23 on Apr 8, 2011 |
# ? Apr 8, 2011 18:01 |
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Mukaikubo posted:What's INTERESTING to me is how many of the iconic mechs and best mechs fall exactly into these little optimal masses! Here's an example. I'd say it's more confirmation bias than truth. For example, in 3025 play many of the iconic 5/8 mechs are 55 tons, not 60 - the Griffin, Wolverine and Shadow Hawk. 4/6? What's more iconic than the Warhammer or Archer? Both of which are 70 tons, not 75.
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# ? Apr 8, 2011 18:26 |
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Tempest_56 posted:I'd say it's more confirmation bias than truth. I actually realized after I posted that including jump jets would alter things. 55 is the optimum for 5/8/5, not 60.
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# ? Apr 8, 2011 18:39 |
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Longinus00 posted:This all changes with the advent of XL engines which weigh half as much as normal ones. What this allows is for most heavy mechs (50+ tons) to increasing walking speed by 1 for no/negligible weight increase or keeping the same speed for a big boost in weapons/armor. Credit where credit's due, I always thought the balance of IS XL engines was downright elegant. Lose a side torso = engine kill.
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# ? Apr 8, 2011 19:00 |
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raverrn posted:I think fisticuffs might be a bit extreme, but trust me. Having this last turn is drat lucky, and I don't plan to go gently into that good night. Raverrn says its go time.
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# ? Apr 8, 2011 19:12 |
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raverrn posted:Please. Dumb motherfucker couldn't even kill a tank right. drat straight. Anyway, can't wait to see what that Rommel will do next turn. Go out in a blaze of glory, raverrn. Go and take out Knox while you're at it, too.
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# ? Apr 8, 2011 19:30 |
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Have the tank crew grab their personal weapons, bail out, then perform an anti-'Mech swarm attack on the dumb fucker that just landed on them. If nothing else, it will cement Steiner's bloodthirsty insanity and reckless courage into the minds of the Clans.
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# ? Apr 8, 2011 19:53 |
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I like that. Challenge Knox to a beatdown. Also rotate the tank if possible.
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# ? Apr 8, 2011 19:57 |
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Have the tank crew bail out, jump onto the mech, climb to the head, and pound on the hatch. Drive them insane with clanging.
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# ? Apr 8, 2011 20:24 |
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Have Batman swing in, rescue the tank crew, then make everyone present honorary Batboys and Batgirls. Decoder rings for all!
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# ? Apr 8, 2011 20:38 |
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Bobbin Threadbare posted:Have Batman swing in, rescue the tank crew, then make everyone present honorary Batboys and Batgirls. Decoder rings for all! He can't. His parents are dead. Oh, I pulled out my old TRO 3050 (so I could start work on the AU 3032 TRO). The 3050 Hellbringer does have A-Pods, so that wasn't a later addition. PoptartsNinja fucked around with this message at 20:47 on Apr 8, 2011 |
# ? Apr 8, 2011 20:43 |
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PoptartsNinja posted:He can't. His parents are dead. It's cliche but I still laughed like a happy fool.
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# ? Apr 8, 2011 22:42 |
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Alternate-Universe 3032 TRO Entry 1 Copperhead (Mad Dog) Overview: Named for its wedge-shaped cockpit, the Copperhead is a fast heavy ‘Mech that seems to have numerous configurations suggesting it has been in production for quite some time. Named by the Mechwarriors of the 2nd Donegal Guards, the Copperhead seems more prevalent among the forces of the Hell’s Horses, who use the design as a type of fast cavalry unit. Although not rare among the other clans, the Widowmakers appear to use the design with the lowest frequency. Capabilities: Our Blessed Order has identified three distinct configurations of the Copperhead. The most prevalent of these seems to be a fire support design we have declared the ‘Alpha’ variant. Mounting a pair of LRM racks on either shoulder, the Copperhead Alpha is well-suited to long-range bombardments. Carrying nine shots per launcher, the Alpha is only at risk of running low on ammunition in the most prolonged battles. Were it a Star League design, those heavy LRM racks would have been the main of its armament, but the Copperhead’s threat does not end with a missile barrage. An array of lasers that would themselves be considered a powerful and complete armament on an Inner Sphere ‘Mech of the same size complement its bombardment abilities, making the Alpha a deadly threat at close range. If there were any speculation that the other variants of the Copperhead filled a similar battlefield role, the Beta variant would be more than enough to convince an attacker otherwise. Turning the concept of a heavy missileboat on its head, the Copperhead Beta packs over forty-eight SRMs into a redesigned shoulder housing. A devastating combatant in an urban environment, the Beta is hardly helpless at range. Backing up its close-range armament with a pair of PPCs, the Beta variant is a threat that cannot be ignored in any situation. The strangest configuration we’ve encountered, the Gamma variant of the Copperhead seems at first glance to be nearly identical to its cousin the Alpha. Packing a pair of LRM racks backed by an array of lighter lasers to deter would-be attackers, the Gamma is overshadowed by the Alpha in every aspect save speed. With a maximum speed of 97.2 kph, the Copperhead Gamma seems tailor-made for the sudden, speedy assaults favored by the Steel Vipers. This version of the Copperhead also appears to have a completely redesigned torso and arm structure, and is the only variant of the ‘Mech with fists. Originally believed to be another ‘Mech entirely, the Copperhead’s Delta variant is so different from the others that only careful study suggests it likely has the same internal structure. Lacking the missile pods so prevalent on the other models of the design, this version of the Copperhead sports an array of four heavy lasers and a completely redesigned shoulder housing. This version of the Copperhead has been seen only among the forces of Clan Goliath Scorpion, and the other Clans appear to disdain it. Deployment: Although first seen among the Steel Vipers, they do not seem fond of the Copperhead and prefer to allow more specialized units to take on its battlefield roles. The Hell’s Horses use the Copperhead with the greatest frequency, although it is not a common ‘Mech by any means. It has appeared with every Clan yet encountered in some form or other, which suggests the Copperhead has had an extended production run. Equipment: Mass: 60 tons Cruising Speed: 54 kph (64.8 kph - Gamma Variant) Walking MP: 5 (6 – Gamma Variant) Maximum Speed: 86.4 kph (97.2 kph - Gamma Variant) Running MP: 8 (9 – Gamma Variant) Jump Jets: None Jump Capacity: None Jumping MP: 0 Armament: 31 tons of Pod Space available Heat Sinks: 12 [24] (minimum) Armor Factor: 163 Head Structure: 3 Head Armor: 9 Center Torso Structure: 20 Center Torso Armor: 23 Center Torso (Rear) Armor: 7 Left/Right Torso Structure: 14 Left/Right Torso Armor: 16 Left/Right Torso (Rear) Armor: 7 Left/Right Leg Structure: 14 Left/Right Leg Armor: 23 Left/Right Arm Structure: 10 Left/Right Arm Armor: 16 Alpha Weapons and Ammo: Large Pulse Laser – Right Arm Medium Pulse Laser – Right Arm Large Pulse Laser – Left Arm Medium Pulse Laser – Left Arm LRM 20 w/ Artemis IV – RT LRM 20 w/ Artemis IV – LT Ammo LRM 20 – RT Ammo LRM 20 – LT Ammo LRM 20 – CT CASE – RT CASE – LT CASE – CT Beta Weapons and Ammo: ER PPC – Right Arm ER PPC – Left Arm SRM 6 – Right Torso SRM 6 – Right Torso SRM 6 – Right Torso SRM 6 – Right Torso SRM 6 – Left Torso SRM 6 – Left Torso SRM 6 – Left Torso SRM 6 – Left Torso Ammo SRM 6 – Right Torso Ammo SRM 6 – Right Torso CASE – Right Torso Ammo SRM 6 – Left Torso Ammo SRM 6 – Left Torso CASE – Left Torso Double Heat Sink – Center Torso Double Heat Sink – Right Leg Double Heat Sink – Left Leg Gamma Weapons and Ammo: 360 XL Fusion Engine (6/9/0) Medium Pulse Laser – Right Arm Medium Pulse Laser – Right Arm Medium Pulse Laser – Right Arm Hand – Right Arm Medium Pulse Laser – Left Arm Medium Pulse Laser – Left Arm Medium Pulse Laser – Left Arm Hand – Left Arm LRM 15 w/ Artemis IV – Right Torso LRM 15 w/ Artemis IV – Left Torso Ammo LRM 15 – Right Torso CASE – Right Torso Ammo LRM 15 – Left Torso CASE – Left Torso Delta Weapons and Ammo: Large Pulse Laser – Right Arm Large Pulse Laser – Left Arm Large Pulse Laser – Right Torso Large Pulse Laser – Left Torso Active Probe – Center Torso Double Heat Sink – Right Arm Double Heat Sink – Left Arm Double Heat Sink – Right Torso Double Heat Sink – Right Torso Double Heat Sink – Left Torso Double Heat Sink – Left Torso PoptartsNinja fucked around with this message at 23:31 on Apr 8, 2011 |
# ? Apr 8, 2011 23:28 |
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For a moment I was going to ask why the Delta variant has an active probe despite having no missile weapons but then I decided to look up with the Active Probe actually does (and not what the videogames say it does), and that helped make more sense of it. Still a bit confusing that the BAP behaves a bit differently in the games than it does in the tabletop.
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# ? Apr 8, 2011 23:34 |
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The
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# ? Apr 8, 2011 23:34 |
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Angry_Ed posted:For a moment I was going to ask why the Delta variant has an active probe despite having no missile weapons but then I decided to look up with the Active Probe actually does (and not what the videogames say it does), and that helped make more sense of it. Still a bit confusing that the BAP behaves a bit differently in the games than it does in the tabletop. The Copperhead Delta exists solely to piss off the Hell's Horses. It would've been packing a Targeting Computer if I could've found the five tons to fit one in. PoptartsNinja fucked around with this message at 23:42 on Apr 8, 2011 |
# ? Apr 8, 2011 23:38 |
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Interesting. So fusion reactors are modular too for these Omnis?
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# ? Apr 9, 2011 00:00 |
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LeschNyhan posted:Interesting. So fusion reactors are modular too for these Omnis? Or the Gamma's not really a Copperhead but something else entirely (and ComStar can't tell the difference). Maybe someone's misidentified a Storm Crow. You decide!
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# ? Apr 9, 2011 00:03 |
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This is somewhat offtopic, but I'm not sure where else I can ask: Is there some sort of tech support or active fan communities online for mechwarrior games? I've looked at guides and installation tips and troubleshooting guides but I for the love of God cannot get Mechwarrior 2 (and expansions), 3 (and expansions), and 4 (and expansions) running on my computer, with or without DOSbox. I really want to get back into the mechwarrior games, but....I'm having problems. Feel free to PM me if you're otherwise worried about cluttering the thread.
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# ? Apr 9, 2011 00:11 |
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PoptartsNinja posted:Or the Gamma's not really a Copperhead but something else entirely (and ComStar can't tell the difference). Maybe someone's misidentified a Storm Crow. You decide! Comstar: loving things up since 2785!
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# ? Apr 9, 2011 00:11 |
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PoptartsNinja posted:Or the Gamma's not really a Copperhead but something else entirely (and ComStar can't tell the difference). Maybe someone's misidentified a Storm Crow. You decide! More likely they share similar production molds like the Loki/Thor and Vulture/Mad Cat.
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# ? Apr 9, 2011 00:12 |
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Artificer posted:This is somewhat offtopic, but I'm not sure where else I can ask: For MW2, you can try this solution. As for the Copperhead Gamma, the best solution I can come up with is that it's some sort of Mad Dog II redesign, like the Shadow Cat II and Ryoken II mechs.
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# ? Apr 9, 2011 01:06 |
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PoptartsNinja posted:The Copperhead Delta exists solely to piss off
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# ? Apr 9, 2011 01:08 |
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# ? May 10, 2024 01:49 |
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Artificer posted:This is somewhat offtopic, but I'm not sure where else I can ask: I haven't tried reinstalling 2 or 3, but MW4, Black Knight, and Mercenaries all run fine for me on Win7 x64 Ultimate. You have to run the installer as Administrator when you first install the game, but beyond that I haven't had any problems. It wouldn't require DOSbox anyway, as it's nowhere near old enough to even use DOS as a groundwork.
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# ? Apr 9, 2011 01:24 |