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Thank you! I was vaguely reminded about that book from the discussion of the Firemoth and Viper. I remember at the end of the book there was a big fight in a field that was on fire, a fight that included a Naga. That brings me back to the thread, how quickly would ammunition cook off when a mech is standing in a fire?
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# ? Apr 12, 2011 01:33 |
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# ? May 12, 2024 13:54 |
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It's heat based, so it depends on how hot the 'Mech gets.
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# ? Apr 12, 2011 01:38 |
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PoptartsNinja posted:An Artillery hit to an engine spot is bad news; if it puts the pilot into a position where he has to eject, he dies instantly. Waitaminute, what? The ejection system would have to be literally simultaneous to the damage for that to make any sense.
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# ? Apr 12, 2011 01:53 |
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TildeATH posted:Waitaminute, what? The ejection system would have to be literally simultaneous to the damage for that to make any sense. No, see... the
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# ? Apr 12, 2011 01:56 |
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PoptartsNinja posted:No, see... the Oh, that's right. After reviewing my calculations, I noticed that I forgot to carry the space magic.
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# ? Apr 12, 2011 01:58 |
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TildeATH posted:Waitaminute, what? The ejection system would have to be literally simultaneous to the damage for that to make any sense. You will never make Battletech make sense. It will not happen, no matter how hard you try. Just let the awesomeness of Giant Robot Combat wash over you, eroding your belief in things like "science." It helps.
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# ? Apr 12, 2011 01:59 |
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Technically artillery ammo going off should deal X damage to the location its carried in and then Y damage to all adjacent locations. With the ammo being in the L and R torsos most of the time this means there's a pretty good chance of overspilling damage from the non-cased CT into the head and just wrecking it. I don't know if the game actually works that way though.
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# ? Apr 12, 2011 02:02 |
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Arquinsiel posted:Technically artillery ammo going off should deal X damage to the location its carried in and then Y damage to all adjacent locations. With the ammo being in the L and R torsos most of the time this means there's a pretty good chance of overspilling damage from the non-cased CT into the head and just wrecking it. Damage doesn't transfer from the CT to the head. I think the pilot does die if the CT is destroyed and he doesn't eject however.
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# ? Apr 12, 2011 02:05 |
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Longinus00 posted:Damage doesn't transfer from the CT to the head. I think the pilot does die if the CT is destroyed and he doesn't eject however.
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# ? Apr 12, 2011 02:41 |
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I kind of love the custom and silly mechs being thrown around, so I thought I'd contribute! Here's one of my recent gimmicky mechs:code:
Edit: Holy crap, I just found talons under experimental tech! 30 damage for 7 tons and 2 crit slots, that's just broken. Edit 2: Maybe SSW was bugging out or something, now I see talons as 17 damage for 4 tons and 2 crit slots. I'm not sure what I'm seeing. Edit 3: Apparently talons scale by mech weight. 17 damage/4t for a 55 ton mech, 30dmg/7t for a 100t assault mech. Rivensteel fucked around with this message at 04:45 on Apr 12, 2011 |
# ? Apr 12, 2011 02:56 |
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Hooray retractable blades!code:
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# ? Apr 12, 2011 03:37 |
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PoptartsNinja posted:They'll understand when they tag a 'Mech carrying Arrow IV ammo. I've yet to see a 'Mechwarrior give an ammo explosion positive feedback. This whole situation is probably null. Signature weapon systems are almost always a joke, and the Naga is no exception to this case too. I gotta say, the page of confused speculation after this egregious punfest was entertaining. Arquinsiel posted:God-dammit, it looks like I need to sit down and read the new rules and stop assuming that poo poo wasn't changed unless someone told me so. The "death of the Mechwarrior upon ammo explosion destroying CT" thing is an artifact of the strange decision to remove ejection rules from Total Warfare (they're in TacOps). My groups have all sort of ignored the change and do auto-eject and standard ejection like the old days. The Merry Marauder fucked around with this message at 03:46 on Apr 12, 2011 |
# ? Apr 12, 2011 03:43 |
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PoptartsNinja posted:They'll understand when they tag a 'Mech carrying Arrow IV ammo. I've yet to see a 'Mechwarrior give an ammo explosion positive feedback. This whole situation is probably null. Signature weapon systems are almost always a joke, and the Naga is no exception to this case too. That's a pretty significant pun storm you know. Highlighted all the Battletech puns I could find for those who aren't huge players of the boardgame. (yes, CASE II is a Thing, it is a pretty awesome Thing). Speaking of CASE II though, what technically anachronistic stuff are we going to be seeing? The Lancelot 25-01 in the previous battle was definitely extinct in normal 3032, Air Defense Arrows didn't exist in the regular timeline until 3068... If we end up playing as the ComGuard, I wonder if they'll have predecessors to the myomer implants/pain shunt combination that is so goddamn scary during the Jihad. Or C3i. One of those two is a nice game evener against the Clans.
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# ? Apr 12, 2011 04:25 |
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^^^You missed "TAG" Also, who else here played Mechcommander? Goddamn was it a fantastic game, and I've been considering doing an LP of it over the summer. vvvEdit: Rivensteel I bet you missed the rocket launcher discussion a few pages back. I know you can fit at least 500 damage worth of rockets on a chassis. raverrn fucked around with this message at 04:50 on Apr 12, 2011 |
# ? Apr 12, 2011 04:37 |
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Here's my attempt to deliver the absolute maximum amount of damage possible in a single round. Sadly, it would likely explode at the end of the round due to heat, if it were even capable of reaching its target. Within three hexes, it is able to put out 306 damage, with each arm delivering 60. It's max heat generation is 155 points a turn, with the ability to dissipate 20/turn.code:
Rivensteel fucked around with this message at 05:00 on Apr 12, 2011 |
# ? Apr 12, 2011 04:37 |
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Rivensteel posted:crazy rear end laser boat Might be useful for Clan cookouts. Also: someone should start up Megamek and see how well the Ezio works with just it's retractable blades.
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# ? Apr 12, 2011 04:44 |
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That's not even close to the maximum single-turn damage output possible. Try a potential 612 damage in a single round, with a 3/5 100-tonner using the iOS SRM-6. Since you're only going to get one shot off anyways, might as well use improved OS launchers to get that output. If I was being more serious, I'd probably make a fast 60-tonner with a Booby Trap, one-shots only, and standard materials, call it the Solahamamobile, since the whole point is to get into a duel with an enemy mech and explode, dying with honor because you took out the other guy in the process. Sadly, SSW doesn't support the Booby Trap so I can't actually give you a readup of it. code:
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# ? Apr 12, 2011 04:47 |
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raverrn posted:Also, who else here played Mechcommander? Goddamn was it a fantastic game, and I've been considering doing an LP of it over the summer. I don't think I played the first one, but I thoroughly enjoyed the second one. It suffered a bit from big guns = better guns, but that is often true in the video games. Plus, I'm pretty sure you could steamroll most of the game by just slapping lasers and PPCs on everything, but at least you didn't get punished that badly for using "suboptimal" loadouts.
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# ? Apr 12, 2011 04:53 |
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MJ12 posted:That's not even close to the maximum single-turn damage output possible. ... Wow, that's... Wow. It's quite a feat to even stuff that many launchers into a mech. Do you need ammo to fire, or does each launcher come loaded already? But you're absolutely right, I was looking for maximum damage per ton (and not using experimental tech), when it's really crit slots that are the limiting factor. Rivensteel fucked around with this message at 04:56 on Apr 12, 2011 |
# ? Apr 12, 2011 04:54 |
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Rivensteel posted:Wow, that's... Wow. It's quite a feat to even stuff that many launchers into a mech. Do you need ammo to fire, or does each launcher come loaded already? The improved One-Shot launchers are pre-loaded with one shot. You get one shot and that's it... as if it matters, when you've taken 204 heat from your salvo. The mech cockpit literally has two controls. A joystick for movement, and a big red button which is wired to all the SRM-6s and the ejection seat.
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# ? Apr 12, 2011 04:56 |
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I don't know, I've always had the most fun designing terrible, terrible 'mechs. Nothing so fun as slapping together two industrialmechs - MGs and SRM2's flying this way and that until someone eats a hatchet or backhoe. Kind of like those junkyard fighting shows.
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# ? Apr 12, 2011 05:03 |
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raverrn posted:I don't know, I've always had the most fun designing terrible, terrible 'mechs. Nothing so fun as slapping together two industrialmechs - MGs and SRM2's flying this way and that until someone eats a hatchet or backhoe. Kind of like those junkyard fighting shows. I was planning on doing something like that for the Solaris episode, actually. "Robot wars! Can the Walking Buzzsaw beat the Flipper? Can Icepick topple Death Spinnaz? Find out tonite in Selesia! Winner. Take. ALL!"
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# ? Apr 12, 2011 05:05 |
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MJ12 posted:The improved One-Shot launchers are pre-loaded with one shot. You get one shot and that's it... as if it matters, when you've taken 204 heat from your salvo. The mech cockpit literally has two controls. A joystick for movement, and a big red button which is wired to all the SRM-6s and the ejection seat. You might want to give it a whole-head ejection, then. PoptartsNinja posted:I was planning on doing something like that for the Solaris episode, actually. "Robot wars! Can the Walking Buzzsaw beat the Flipper? Can Icepick topple Death Spinnaz? Find out tonite in Selesia! Winner. Take. ALL!" Please, please, PLEASE have Duncan Fisher narrate the match between rounds!
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# ? Apr 12, 2011 05:05 |
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MJ12 posted:The improved One-Shot launchers are pre-loaded with one shot. You get one shot and that's it... as if it matters, when you've taken 204 heat from your salvo. The mech cockpit literally has two controls. A joystick for movement, and a big red button which is wired to all the SRM-6s and the ejection seat. Firework Prime manual, page 2: While we appreciate our valued customers' desire to have as many features as possible, regretfully we had to remove some options, such as padded seats, life support systems, and ejectors. All these unnecessary features were preventing us from giving you absolutely the greatest possible rocket value for your C-bill.
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# ? Apr 12, 2011 05:07 |
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raverrn posted:^^^You missed "TAG" I have the Gold edition and have played it extensively. X-Pulse Lasers are very good at bringing down mechs in a salvageable state, and are among my favorite weapons to stick on a mech. One of the others is the LB-X series autocannons. Same damage per shot as regular and Ultra ACs, but much more ammo.
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# ? Apr 12, 2011 05:08 |
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landcollector posted:I have the Gold edition and have played it extensively. X-Pulse Lasers are very good at bringing down mechs in a salvageable state, and are among my favorite weapons to stick on a mech. One of the others is the LB-X series autocannons. Same damage per shot as regular and Ultra ACs, but much more ammo. I just played a huge melee with the computer, something like 40k BV on each side. One drat Annihilator sprayed down my Night Gyr Prime for two pilot damage on my ace pilot, who had already taken three heads with his ERPPCs. This pilot went on to be knocked out at the end of the match by a lucky infantry LRM to the head...
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# ? Apr 12, 2011 05:11 |
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raverrn posted:I don't know, I've always had the most fun designing terrible, terrible 'mechs. Nothing so fun as slapping together two industrialmechs - MGs and SRM2's flying this way and that until someone eats a hatchet or backhoe. Kind of like those junkyard fighting shows. When I designed the Popobawa for XTRO: Clan Homoerotic Panther, I made a rule for myself that I would use as few things that I knew the rules for as possible. It's like the Clan motto: "Keep it simple, keep it sexy, keep it PANTHER."
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# ? Apr 12, 2011 05:12 |
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PoptartsNinja posted:I was planning on doing something like that for the Solaris episode, actually. "Robot wars! Can the Walking Buzzsaw beat the Flipper? Can Icepick topple Death Spinnaz? Find out tonite in Selesia! Winner. Take. ALL!" You know, for the Solaris episode, you should totally let fans contribute terrible industrialmech designs (or terrible mech designs in general) to the fray. Bonus points if they use Commercial Armor and ICEs, so you have the chance of random penetrating critical hits at any moment and engines actually going boom. Like this one! code:
MJ12 fucked around with this message at 05:20 on Apr 12, 2011 |
# ? Apr 12, 2011 05:16 |
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Rivensteel posted:I just played a huge melee with the computer, something like 40k BV on each side. One drat Annihilator sprayed down my Night Gyr Prime for two pilot damage on my ace pilot, who had already taken three heads with his ERPPCs. This pilot went on to be knocked out at the end of the match by a lucky infantry LRM to the head... Unfortunately, I was dumb and never bought Mechcommander 2 (I assume it is what you're referring to...or are you referring to Megamek?). I might try to hunt down a copy on ebay.
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# ? Apr 12, 2011 05:21 |
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landcollector posted:Unfortunately, I was dumb and never bought Mechcommander 2 (I assume it is what you're referring to...or are you referring to Megamek?). I might try to hunt down a copy on ebay. Megamek, sadly. I never owned a copy of Mechcommander. Fun fact: On my beefy system, initial computer moves took about 5 minutes to calculate.
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# ? Apr 12, 2011 05:24 |
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because I am waiting for a new job to start, I was sperging out and making an armored unit with the unit editor, but it occured to me that I have no idea how artillery works. Can anyone explain how the unguided munitions like a thumper works? They don't seem to interact with a TAG.. but there is a delay to shell arrival?
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# ? Apr 12, 2011 05:27 |
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My terrible submission to the medium weight class, also themed!code:
Rivensteel fucked around with this message at 05:48 on Apr 12, 2011 |
# ? Apr 12, 2011 05:29 |
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You know I never understood why industrial mechs had machine guns and rocket launchers at all. They couldn't stand up to a decently equipped infantry platoon, much less a real combatant. So why give them weapons?
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# ? Apr 12, 2011 05:35 |
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Cthulhu Dreams posted:because I am waiting for a new job to start, I was sperging out and making an armored unit with the unit editor, but it occured to me that I have no idea how artillery works. Basically, yes. All artillery muntiions travel a certain amount of boards per turn, so if you fire at long range, you'll get a delay. Artillery hits on the Shot From Above table in five point clusters normally AFAIK, so any artillery shell has a pretty good chance of doing head/etc damage. If they miss, they scatter somewhere else. Blindfiring artillery is extremely hard to do accurately, so you'll want to have a spotting unit with good gunnery skills (that increases your chances of hitting accurately) and a very good artillery crew. Arglebargle III posted:You know I never understood why industrial mechs had machine guns and rocket launchers at all. They couldn't stand up to a decently equipped infantry platoon, much less a real combatant. So why give them weapons? Armed IndustrialMechs are the equivalent of the technicals you'd see in a movie like Black Hawk Down. They're basically "We have no heavy vehicles, but we've got a tractor robot we can convert, and some spare SRMs and machine guns. Okay, guys, help me rip out the giant combine harvester bits and replace them with rockets and weld more metal plates to this thing." They are also very, very cheap, so they're pretty fun in Solaris matches because you don't care if they get destroyed. The high end Solaris stables with their piles of custom-tooled experimental technology probably have the techs start crying if you so much as get a dent in them while piloting, but nobody cares if you blow up a half-dozen IndustrialMechs. MJ12 fucked around with this message at 05:38 on Apr 12, 2011 |
# ? Apr 12, 2011 05:35 |
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Cthulhu Dreams posted:Can anyone explain how the unguided munitions like a thumper works? They don't seem to interact with a TAG.. but there is a delay to shell arrival? It's pretty simple, really. You target a hex instead of a unit. The shot hitting is delayed by 1 turn per map sheet's distance you are from the target (within 1 sheet, hits this turn, 1 sheet away, hits next turn, etc). Unless you have an elite crew, you will basically miss every shot because of the huge penalty for indirect fire (+4, I think). Instead of outright missing, the shot will scatter a number of hexes equal to how much you missed your to-hit by. This can result in super-hilarious situations. Basically, one artillery piece sucks. But four or five going at once can really gently caress up somebody's day by sheer luck and attrition.
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# ? Apr 12, 2011 05:42 |
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ShadowDragon8685 posted:Please, please, PLEASE have Duncan Fisher narrate the match between rounds! PoptartsNinja posted:Star Adder - "Intriguing, let us do science at it!" - new weapon/equipment research
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# ? Apr 12, 2011 05:43 |
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PTN, please, please run a custom industrial Solaris match. 55 ton max, I.C.E. only. Hell what was that megamek IRC channel, again?
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# ? Apr 12, 2011 05:44 |
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raverrn posted:PTN, please, please run a custom industrial Solaris match. 55 ton max, I.C.E. only. Hell what was that megamek IRC channel, again? I would suggest making it a free-for-all with a blind pool. People submit Industrialmechs for the pool, and everyone participating gets one randomly assigned or something. That'd probably be the most likely recipe for absolute hilarity since it means nobody has any idea of what they're going to be fighting and with what until they see their mech and go "good god, how the hell do I use this?" (Does Megamek support most industrial weapons? I never tried doing that.)
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# ? Apr 12, 2011 05:50 |
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raverrn posted:PTN, please, please run a custom industrial Solaris match. 55 ton max, I.C.E. only. Hell what was that megamek IRC channel, again? #megamek on synirc Also, as fun as it is to design custom retard mechs, we probably shouldn't poo poo up the thread with them.
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# ? Apr 12, 2011 06:14 |
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# ? May 12, 2024 13:54 |
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KnoxZone posted:#megamek on synirc I still want to see someone build one with two heavy bridges and a pair of backhoe arms. edit: just discovered this is impossible edit2: but it can be done with medium bridges. heavy bridges are pre-nerfed LeschNyhan fucked around with this message at 06:46 on Apr 12, 2011 |
# ? Apr 12, 2011 06:39 |