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  • Locked thread
elitebuster
Dec 26, 2010

I know its super dooper kooper
cool like up the bitches snitches

The Merry Marauder posted:

Until it collapses. Probably worth it if anything bigger shows up, especially for the Commando. Don't bother with Light buildings though. That triangular Heavy building around 0415 would be ideal, but it will kill you if it collapses on you. It tracks by hex, though, so you can just back out after it absorbs some fire and plow into a different part of the same building.

"Well, looks like I need more armor! *crosses the street* *plows into someone's warehouse* Meh, close enough."

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PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

elitebuster posted:

"Well, looks like I need more armor! *crosses the street* *plows into someone's warehouse* Meh, close enough."

It works great, right up until you fail a PSR and take an steel I-beam to the cockpit.

Edit: Waiting on a quick clarification from our Javelin.

PoptartsNinja fucked around with this message at 00:57 on Apr 29, 2011

ShadowDragon8685
Jan 23, 2011

Hi, I'm Troy McClure! You might remember SD from such films as "Guys, I'm not sanguine about this Mech choice", "The Millstone of the Clans", and "Uppity Sperglord ilKhan"! Make sure to clear the date for his upcoming documentary, "How I ran a Star of Clan Mechs into the ground!"

The Merry Marauder posted:

Until it collapses. Probably worth it if anything bigger shows up, especially for the Commando. Don't bother with Light buildings though. That triangular Heavy building around 0415 would be ideal, but it will kill you if it collapses on you. It tracks by hex, though, so you can just back out after it absorbs some fire and plow into a different part of the same building.

MegaMek tracks by the hex, but that's a limitation of the MegaMek engine. In normal game, it tracks by the building.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
The game tracks by the hex too; but there's a point when the whole building will come down regardless.

MadDogMike
Apr 9, 2008

Cute but fanged

Trochanter posted:

eh, just as well. Cellphones are probably lostech too.

Actually going by the RPG they're not, they just get called "civilian comms". About 45 C-bills though, which makes 'em a tad expensive by the "C-bill = $5 in 80s money" rule (though apparently nobody has an actual calling plan they have to continually pay for), and they appear to be about twice as heavy as real cell phones today if I'm doing the math right.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
They're not cell-phones, they're more like really big walkie-talkies. It's all radio 'tech.

MJ12
Apr 8, 2009

MadDogMike posted:

Actually going by the RPG they're not, they just get called "civilian comms". About 45 C-bills though, which makes 'em a tad expensive by the "C-bill = $5 in 80s money" rule (though apparently nobody has an actual calling plan they have to continually pay for), and they appear to be about twice as heavy as real cell phones today if I'm doing the math right.

Battletech electronics do tend to be somewhat bulkier than real life equivalents. They tend to use things like optical chips and high expense components to make up for not having quite the same sophistication we have in miniaturization, which also makes them expensive. On the flipside, it means that if you drop a nuke in high atmosphere, all that happens is you get a pretty lightshow, rather than the EMP burning out every single civilian communications and computational system within a hundred miles (silicon is excessively vulnerable to EMP). I would think that part of the reason is that in the 1st and 2nd Succession Wars, anything as miniaturized and sophisticated as a modern silicon based computer would have been burned out, so literally everyone's generally forgotten about non-ruggedized systems.

Furthermore, the game's timeline roughly diverges from ours somewhere around 1970, so a lot of inventions we take for granted simply don't appear due to spooky magic. But for all the jokes about LosTech, it's not that bad living in Battletech for the average person. They don't really have the internet, sure, and they might have to subsist on television, and if they want to play multiplayer videogames they might have to go to some sort of arcade, but medical care tends to be pretty solid, people tend to have first world standards of actual living, and since planets are generally relatively sparsely populated outside of core worlds, property values are pretty cheap.

Pity about the occasional giant robot stompy war, but with the feudal system, you can think of it as a spectator sport since most of the time the only thing that changes is where your tax money goes to.

PoptartsNinja posted:

They're not cell-phones, they're more like really big walkie-talkies. It's all radio 'tech.

Yeah, the cell phone equivalent is the "Vid-phone", which is 35 C-Bills but has video options and ties into local phone networks. Heavy, though, at 0.4 kg.

MJ12 fucked around with this message at 01:37 on Apr 29, 2011

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

MJ12 posted:

but medical care tends to be

really wierd. On the one hand, you have extremely advanced artificial limb research (good luck affording a good prosthesis if you're not a duke) and myomers can replace human muscle tissue--although controlling them is extremely difficult.

On the other hand, cancer research is sitting right around 1950s levels (chemotherapy is a practice that the NAIS has just started implementing again due to Hanse Davion's tripping over an ancient but intact library); and the general population generally lacks awareness of the importance of things like hand washing to prevent the spread of disease.

So yeah, medical is a weird mixed bag. Combat-related medicines are extremely good, but the rest tends to be floating right around 1950-1960's knowledge.

Magni
Apr 29, 2009

ShadowDragon8685 posted:

It was that way. 50% cover would give you, well, a 50% chance to be missed, but any shots that didn't miss hit the punch table. I think now, how it works, is that attacks are rolled as normal, but attacks that roll the legs are negated.

Yep, they've changed it to this, plus standing in partial cover gives the enemy a -1 on the to-hit roll in addition to any leg hits getting negated.

PoptartsNinja posted:

really wierd. On the one hand, you have extremely advanced artificial limb research (good luck affording a good prosthesis if you're not a duke) and myomers can replace human muscle tissue--although controlling them is extremely difficult.

On the other hand, cancer research is sitting right around 1950s levels (chemotherapy is a practice that the NAIS has just started implementing again due to Hanse Davion's tripping over an ancient but intact library); and the general population generally lacks awareness of the importance of things like hand washing to prevent the spread of disease.

So yeah, medical is a weird mixed bag. Combat-related medicines are extremely good, but the rest tends to be floating right around 1950-1960's knowledge.

That, and you have some schizo developments like genetic vaccines during the Terran Alliance/Hegemony era that flat-out eradicated a whole number of ailments. IIRC, AIDS was completely wiped out even before K-F drives got invented.

OTOH, new and interesting planets equals new and interesting diseases.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Operation Himinbjörg: Tactical Update 5

Current Weather Conditions:
Heavy Fog: All hexes cost 2 additional mp to enter (does not apply to jumping ‘Mechs), all energy-weapon attacks suffer a +1 penalty to hit.
Full Moon Night: All weapon attacks suffer a +2 penalty to hit, this penalty is reduced against targets over 20 heat.



Movement Phase



Combat Phase:
H1 Valkyrie torso twists left!
H1 Valkyrie fires Medium Laser at building hex 0415 (4 base + 0 movement + 0 enemy movement + 0 range + 2 full moon night + 1 fog - 4 immobile target = 3): rolled 5, building hit (85/90 structure remains)! 5,000 c-bills in damage sustained!
H1 Valkyrie gains 3 heat, sinks 11! 0 heat builds up!

H2 Commando holds fire!
H2 Commando gains 2 heat, sinks 10! 0 heat builds up!

H3 Assassin fires medium laser at building hex 1526 (4 base + 3 movement + 0 enemy movement + 2 range + 2 full moon night + 1 fog – 4 immobile target = 8): rolled 3, miss!
H3 Assassin fires SRM 2 at building hex 1526 (4 base + 3 movement + 0 enemy movement + 2 range + 2 full moon night – 4 immobile target = 7): rolled 7, 2 missiles hit (11/15 structure remains)! 6,000 c-bills in damage sustained!
H3 Assassin gains 12 heat, sinks 10! 2 heat builds up!

H4 Javelin fires SRM 6 at S1 Stinger (4 base + 3 movement + 3 enemy movement + 0 range + 2 full moon night + 1 fog + 1 light woods = 14): automatic miss!
H4 Javelin fires SRM 6 at S1 Stinger (4 base + 3 movement + 3 enemy movement + 0 range + 2 full moon night + 1 fog + 1 light woods = 14): automatic miss!
H4 Javelin gains 14 heat, sinks 11! 3 heat builds up!

S1 Stinger fires medium laser at H4 Javelin (4 base + 3 movement + 3 enemy movement + 0 range + 2 full moon night + 1 fog + 1 light woods = 13): automatic miss!
S2 Stinger gains 8 heat, sinks 10! 0 heat builds up!

S2 Stinger holds fire!
S2 Stinger gains 6 heat, sinks 10! 0 heat builds up!



End Phase



Physical Combat Phase:
H4 Javelin punches S1 Stinger with Right Arm! (4 base + 3 movement + 3 enemy movement + 2 full moon night + 1 fog + 1 light woods = 14): automatic miss!
H4 Javelin punches S1 Stinger with Left Arm! (4 base + 3 movement + 3 enemy movement + 2 full moon night + 1 fog + 1 light woods = 14): automatic miss!

S1 Stinger kicks H4 Javelin! (3 base + 3 movement + 3 enemy movement + 2 full moon night + 1 fog + 1 light woods = 13): automatic miss!



End Phase:
S1 Stinger must make a piloting test or fall (3 base + 2 movement + 0 missed kick = 5): rolled 6, succeeds!

S1 Stinger activates floodlight!
S1 Stinger is now ignoring the full moon night penalty against targets within 6 hexes!
Attacks made against S1 Stinger now ignore the full moon night penalty!

S2 Stinger activates floodlight!
S2 Stinger is now ignoring the full moon night penalty against targets within 6 hexes!
Attacks made against S2 Stinger now ignore the full moon night penalty!



Hail eyed the enemy Stingers with eyes as cold as his namesake. He’d always been fond of surprising the enemy with extreme aggression—and had always resented having been kicked out of the Donegal Guards for it. With a snap decision he jetted forward, trying to predict the flying stinger’s landing zone. He let fly with his SRMs, more to provoke his opponent into making a mistake than with any real expectation of hitting—and he wasn’t wrong; his corkscrewing SRMs missed the speedy Stinger by a few dozen meters; but the enemy pilot stopped short as he attempted to return fire, then smashed into the treeline rather than his intended landing zone.

Hail came down behind him, took a swing with both arms—and cursed as he came up short; his wild punches shattering trees rather than the Stinger’s vulnerable legs. The Stinger’s pilot launched a kick that might’ve been devastating if it hadn’t been deflected by a falling tree. Hail smiled—there was still plenty of time to deal with this little pest.

Hail flinched and chuckled as the Stinger activated its shoulder-mounted floodlight, the bright light surrounding both machines with a corona of mist. The glare was intense—and the Stinger was right in the center of it: easy prey.



Enemy Forces:
S1 STG-3G Stinger: holds position! Floodlight active!
S2 STG-3G Stinger: holds position! Floodlight active!
S3 Scorpion Light Tank: Flanks 2 to 1307!
S4 GAL-100 Galleon Light Tank: Cruises 0 to 1207!
P1 LCT-1E Locust ran 4 and enters map in hex 2126!
P2 LCT-1S Locust ran 4 and enters map in hex 2125!
P3 Warrior H-7 Attack Helicopter flanked 4 and enters map in hex 2126! Currently at height 7! Floodlight active!



Mission Objectives
Destroy the Statue of Duke Lestrade (hex 1214) to draw LOKI away from the Heavy Snow Nightclub! (Complete!)
Heavy Snow Nightclub (green) Building Must Not Take Damage!
Avoid damaging residential (blue) buildings! (0/20,000,000 c-bills in damage sustained)
Cause Property Damage to Commercial and Industrial (red) buildings or enemy units! (11,000/30,000,000 c-bills in damage caused)
Await Further Objectives!








H1 VLK-QA Valkyrie
Weight: 30 tons (Light)
HD A(S): 8/8 (3/3)
LT A(S): 12/12 (7/7)
LT R A(S): 2/2
CT A(S): 14/14 (10/10)
CT R A(S): 4/4
RT A(S): 12/12 (7/7)
RT R A(S): 2/2
LA A(S): 9/9 (5/5)
RA A(S): 9/9 (5/5)
LL A(S): 12/12 (7/7)
RL A(S): 12/12 (7/7)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 11
Movement: 5/8/5
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Rain
Mechwarrior Player: Dominus Caedis
Mechwarrior Status: OK!
Armament:
LRM 10 – LT (Heat: 4, Ammo: 12, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Critical Damage: None!
Notes: 1 hand (Left)

H2 COM-2D Commando
Weight: 25 tons (Light)
HD A(S): 6/6 (3/3)
LT A(S): 6/6 (6/6)
LT R A(S): 3/3
CT A(S): 8/8 (8/8)
CT R A(S): 4/4
RT A(S): 6/6 (6/6)
RT R A(S): 3/3
LA A(S): 6/6 (4/4)
RA A(S): 6/6 (4/4)
LL A(S): 8/8 (6/6)
RL A(S): 8/8 (6/6)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 10
Movement: 6/9/0
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: “Sleet”
Mechwarrior Player: Terror Storm
Mechwarrior Status: OK!
Armament:
SRM 6 – CT (Heat: 4, Ammo: 15, Range: (L:9 M:6 S:3), Status: OK!)
SRM 4 – RA (Heat: 3, Ammo: 25, Range: (L:9 M:6 S:3), Status: OK!)
Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
Critical Damage: None!
Notes: 2 hands

H3 ASN-21 Assassin
Weight: tons (Class)
HD A(S): 8/8 (3/3)
LT A(S): 10/10 (10/10)
LT R A(S): 2/2
CT A(S): 12/12 (12/12)
CT R A(S): 4/4
RT A(S): 10/10 (10/10)
RT R A(S): 2/2
LA A(S): 6/6 (6/6)
RA A(S): 6/6 (6/6)
LL A(S): 6/6 (10/10)
RL A(S): 6/6 (10/10)
Heat: 2/30
Overheat Penalty: None
Heat Sinks: 10
Movement: 7/11/7
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Snow
Mechwarrior Player: Capskye
Mechwarrior Status: OK!
Armament:
Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!)
LRM 5 – RT (Heat: 2, Ammo: 24, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
SRM 2 – LT (Heat: 2, Ammo: 49, Range: (L:9 M:6 S:3), Status: OK!)
Critical Damage: None!
Notes: 1 hand (Left)

H4 JVN-10N Javelin
Weight: 30 tons (Light)
HD A(S): 6/6 (3/3)
LT A(S): 8/8 (7/7)
LT R A(S): 2/2
CT A(S): 8/8 (10/10)
CT R A(S): 2/2
RT A(S): 8/8 (7/7)
RT R A(S): 2/2
LA A(S): 6/6 (5/5)
RA A(S): 6/6 (5/5)
LL A(S): 8/8 (7/7)
RL A(S): 8/8 (7/7)
Heat: 3/30
Overheat Penalty: None
Heat Sinks: 10
Movement: 6/9/6
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Hail
Mechwarrior Player: TildeATH
Mechwarrior Status: OK!
Armament:
SRM 6 – RT (Heat: 4, Ammo: 28, Range: (L:9 M:6 S:3), Status: OK!)
SRM 6 – LT (Heat: 4, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!)
Critical Damage: None!
Notes: 2 hands



Enemy Status
S1 STG-3G Stinger
Tonnage: 20 tons
Critical Damage: None!
Pilot: Piloting 3, Gunnery 4
Heat: 0/30
Overheat Penalty: None!
Armament: 2 Medium Lasers
Notes:

S2 STG-3G Stinger
Tonnage: 20 tons
Critical Damage: None!
Pilot: Piloting 4, Gunnery 3
Heat: 0/30
Overheat Penalty: None!
Armament: 2 Medium Lasers
Notes:

S3 Scorpion Light Tank
Tonnage: 25 tons
Critical Damage: None!
Pilot: Driving 5, Gunnery 4
Armament: Autocannon/5, Machine Gun
Motive System Damage: None!
Notes:

S4 GAL-100 Galleon Light Tank
Tonnage: 30 tons
Critical Damage: None!
Pilot: Driving 3, Gunnery 4
Armament: Medium Laser, 2 Small Lasers
Motive System Damage: None!
Notes:

P1 LCT-1E Locust
Tonnage: 20 tons
Critical Damage: None!
Pilot: Piloting 3, Gunnery 4
Heat: 0/30
Overheat Penalty: None!
Armament: 2 Medium Lasers, 2 Small Lasers
Notes:

P2LCT-1S Locust
Tonnage: 20 tons
Critical Damage: None!
Pilot: Piloting 3, Gunnery 4
Heat: 0/30
Overheat Penalty: None!
Armament: Medium Laser, 2 SRM 2s
Notes:

P3 Warrior H-7 Attack Helicopter
Tonnage: 21 tons
Critical Damage: None!
Pilot: Driving 5, Gunnery 4
Armament: Autocannon/2, SRM 4
Motive System Damage: None!
Notes:

PoptartsNinja fucked around with this message at 21:15 on Sep 28, 2013

Sair
May 11, 2007

Oooh, that Locust can actually put in some hurt.

Cthulhu Dreams
Dec 11, 2010

If I pretend to be Cthulhu no one will know I'm a baseball robot.

Sair posted:

Oooh, that Locust can actually put in some hurt.

Yeah, the reinforcements are bad news.

Dolash
Oct 23, 2008

aNYWAY,
tHAT'S REALLY ALL THERE IS,
tO REPORT ON THE SUBJECT,
oF ME GETTING HURT,


Looks like it's time to Steiner-rules that first Stinger down. The other Stinger should die to massed fire now that it's more visible and you're all in range to blast it (you're all in range, right?).

That shot only doing 5,000 C-Bills in damage, though... you're really going to have to do some damage if you want to make this look real. Hopefully you'll be able to wipe the floor with your enemies fast enough to have some turns free for property damage.

P.S. don't forget to blow up your train.

landcollector
Feb 28, 2011
A medium Laser only doing 5,000 C-Bills worth of damage? Unless another nearby building is more expensive, the players could be at this for quite some time, and time is not their friend here.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
^^^ Damaging a building isn't worth anywhere near as much as destroying one; even a whole hex of one. That just happens to be a heavy building, which can soak 90 damage per hex.



Anyway, All men may be created equal, but all 'Mechs certainly aren't.

The LCT-1E Locust is just about the nastiest little 20 tonner in the game. It's got the highest BV of any (non-Clan) 20-ton 'Mech until the THE-N1 Thorn appears in 3062 (and even then, the 1E Locust is a far superior machine). To put that in perspective: it's got a higher BV than the 25 ton Commando, and has a BV nearly as high as the 30 ton Javelin.

PoptartsNinja fucked around with this message at 03:06 on Apr 29, 2011

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


landcollector posted:

A medium Laser only doing 5,000 C-Bills worth of damage? Unless another nearby building is more expensive, the players could be at this for quite some time, and time is not their friend here.

That's like five points of damage against one hex right? I'm sure if you bring down a whole multi-level building it will be a lot more.

landcollector
Feb 28, 2011

Chronojam posted:

That's like five points of damage against one hex right? I'm sure if you bring down a whole multi-level building it will be a lot more.

Like I said though, time is against the Valkyrie. Unless it moves to a 6 or 7 hex distance for the LRMs, it only has a decent chance of hitting with the Medium Laser, which will take another 17 turns to destroy the section of building it's aiming towards (if my math is right...). Walking up and kicking that building section would be a little faster, but not by much.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Regarding standards of living, that really depends on where you live. A lot of Davion worlds are like living in an 1850s that is visited twice a year by spaceships.

TildeATH
Oct 21, 2010

by Lowtax
What's the deal with the turrets on those tanks? Does that mean they can "torso twist" to face anywhere? If I jump to 1406 can I get shot at?

Arglebargle III
Feb 21, 2006

quote:

H3 Assassin fires medium laser at building hex 1526 (4 base + 3 movement + 0 enemy movement + 2 range + 2 full moon night + 1 fog – 4 immobile target = 8): rolled 3, miss!
H3 Assassin fires SRM 2 at building hex 1526 (4 base + 3 movement + 0 enemy movement + 2 range + 2 full moon night + 1 fog – 4 immobile target = 8): rolled 7, miss!
H3 Assassin gains 12 heat, sinks 10! 2 heat builds up!

:ohdear: We have a pilot here who can't hit the broad side of a barn. Literally.

Cthulhu Dreams
Dec 11, 2010

If I pretend to be Cthulhu no one will know I'm a baseball robot.

landcollector posted:

A medium Laser only doing 5,000 C-Bills worth of damage? Unless another nearby building is more expensive, the players could be at this for quite some time, and time is not their friend here.

This makes the ablative armor plan so much better - you can co-opt the other guys guns into the game. lus walking into a building is going to cause massive damage.

GhostStalker
Mar 26, 2010

Guys, find a woman who looks at you the way GhostStalker looks at every bald, obese, single 58 year old accountant from Tulsa who managed to win $4,000 by not wagering on a Final Jeopardy triple stumper.

The Javelin looks a bit exposed, though I guess those light woods will give him some cover from the two Stingers. Those Stingers popping their floodlights might make them bigger targets now, too. I am all for a watching a Steiner rules duel between the two of them, though. The Valkyrie can take shots at the other Stinger since the floodlight is just gonna make him a big target.

Only 5k C-bills worth of damage done with that Medium Laser, huh? I think targeting light buildings may be a bit more efficient, easier to take down and should be worth just as much, I hope.

The Commando and the Assassin aren't in too bad of a position to take down the Loki (or is it Lyran) reinforcements that just showed up. Maybe the Assassin can take cover behind one of the target light buildings so as to kill two birds with one stone? Use the light building as cover or armor and rack up property damage while also targeting those two Locusts...

Can someone give me the C-bill values of those reinforcements? Why is one of those Locusts such a problem? Is it it's brace of Medium Lasers that makes it so dangerous? Forgive me, I'm still new to BattleTech.

Cthulhu Dreams
Dec 11, 2010

If I pretend to be Cthulhu no one will know I'm a baseball robot.

GhostStalker posted:

Can someone give me the C-bill values of those reinforcements? Why is one of those Locusts such a problem? Is it it's brace of Medium Lasers that makes it so dangerous? Forgive me, I'm still new to BattleTech.

1.5 - 2 million c-bills a piece.

Krumbsthumbs
Oct 23, 2010

2nd Place.
1st Loser.
The -1E Locust has the potential to deal 16 damage a turn with those lasers, and possibly another 4 with a kick. A light mech with the capability to deal as much damage as it weighs in tons is scary.

Granted, without a floodlight to help it see, it has a +3 to hit, but the threat is still there.

Dominus Caedis
Sep 17, 2007
Stupid Noob

TildeATH posted:

What's the deal with the turrets on those tanks? Does that mean they can "torso twist" to face anywhere? If I jump to 1406 can I get shot at?

Yeah tank turrets are basically a torso twist in any direction, so jumping to 1406 will get you lit up.

I think that at this point we need to come up with a coherent plan beyond 'blow poo poo up!' I recommend focusing the Stinger side down, at least for this turn. How tall are the Heavy Woods? If I jump to 1016 will they interfere with me shooting at S1? I've never played with hex sheets before so pardon my ignorance.

Krumbsthumbs
Oct 23, 2010

2nd Place.
1st Loser.

Dominus Caedis posted:

Yeah tank turrets are basically a torso twist in any direction, so jumping to 1406 will get you lit up.

I think that at this point we need to come up with a coherent plan beyond 'blow poo poo up!' I recommend focusing the Stinger side down, at least for this turn. How tall are the Heavy Woods? If I jump to 1016 will they interfere with me shooting at S1? I've never played with hex sheets before so pardon my ignorance.

The tanks don't have the floodlights penalty negate, so jumping to 1406 would mean they have an 11 to hit him and he'd have an 8 to hit them. Not really worth the jump though if you could ensure the death of at least one mech this turn.

Edit: Oh whoops, the tank moved, so higher to hit against it/against him.

Krumbsthumbs fucked around with this message at 04:12 on Apr 29, 2011

MJ12
Apr 8, 2009

GhostStalker posted:

Can someone give me the C-bill values of those reinforcements? Why is one of those Locusts such a problem? Is it it's brace of Medium Lasers that makes it so dangerous? Forgive me, I'm still new to BattleTech.

Medium Lasers combine reasonable range (in L1 play, 9 hexes isn't bad) with decent damage (again, in L1 play, 5 damage isn't bad, especially against lights), low heat (3 isn't that much) and are tiny (1 ton, 1 crit). Basically it's a very well balanced lightweight generalist weapon, and against lights it's a pretty nasty thing.

This is especially apparent in 3025 IS play because in general, L1 play requires significant compromise to get designs up to par. If you go high speed, you'll likely have thin armor and poor armaments, while if you want a lot of firepower you'll almost certainly be undersinked and slow, and if you want a ton of armor and survivability you'll get something like the Awesome, which has pretty low damage output for what it does.

In ~3040-3050 IS play or Clan play, the existence of XLs allows "true" fast cav mechs like the Lao Hu and the XL Chargers and the Timber Wolf to exist, ER weapons and DHS mean that average engagement ranges and firepower go up, and basically it's much easier to build a mech without suffering from a horde of compromises.

Not fully true, but here's a way to think about it. For 3025-era design, you're making a machine that's "least bad" for the role you're putting it in. For 3050+-era designs, you can start thinking of designing or using a machine that's designed well for a role.

The Merry Marauder
Apr 4, 2009

"But she goes not abroad, in search of monsters to destroy. She is the well-wisher to the freedom and independence of all. She is the champion and vindicator only of her own."
For what it's worth, I think the Assassin hit the building with its SRMs, as missiles don't take the fog penalty.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

The Merry Marauder posted:

For what it's worth, I think the Assassin hit the building with its SRMs, as missiles don't take the fog penalty.

That is correct!

Fixed!

VVVV Concrete has water in it, lasers are far more catastrophic than you think. Stone with a high water content explodes when it's superheated.

Dunno about Ferrocrete, though, which is what they use in Battletech. Plenty of descriptions have it melting, which I imagine is pretty harmful to anything inside the building itself.

PoptartsNinja fucked around with this message at 04:22 on Apr 29, 2011

Veyrall
Apr 23, 2010

The greatest poet this
side of the cyberpocalypse
Wooh! 5000 spacebux worth of damage! At this rate, we'll only need six thousand more turns of battle to come out with a win!

On a more serious note, do missiles and solid munitions do more damage to buildings? Seems like a missile hit would hurt concrete much worse than a laser blast, though I could see how it would work the other way around too.

Edit: Wooh! 11 thousand! That means only 2727.27 more turns until we win this! Go Team Heimdall!

MJ12
Apr 8, 2009

Hey, do any of the mechs have special ammo? I mean I'd imagine that incendiary LRMs or Inferno SRMs would do horrible, horrible things to industrial facilities, especially since they tend to be filled with toxic and flammable chemicals or volatiles waiting to be blown up by an incendiary. Although I suppose regular explosives wouldn't be so bad at ruining them either.

More importantly, the one hardened building that was hit by a medium laser-you generally don't armor industrial facilities like that unless you have good reason to, so I'm assuming there's something either really sensitive or really volatile in there, and you should probably pound it and see if the building blows up, but from a distance, because it might actually blow up.

Also, shouldn't the Assassin have 49, not 50, shots of SRM-2 ammo left?

MJ12 fucked around with this message at 04:25 on Apr 29, 2011

GhostStalker
Mar 26, 2010

Guys, find a woman who looks at you the way GhostStalker looks at every bald, obese, single 58 year old accountant from Tulsa who managed to win $4,000 by not wagering on a Final Jeopardy triple stumper.

MJ12 posted:

Also, shouldn't the Assassin have 49, not 50, shots of SRM-2 ammo left?

I think PTN just forgot a little bookkeeping. FWIW, I also noticed that he assessed fog penalties on ballistic weapons and melee as well as the lasers that it was supposed to apply it. Doesn't matter, because the attacks would have missed anyway.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

GhostStalker posted:

I think PTN just forgot a little bookkeeping. FWIW, I also noticed that he assessed fog penalties on ballistic weapons and melee as well as the lasers that it was supposed to apply it. Doesn't matter, because the attacks would have missed anyway.

I did the bookkeeping, what I forgot to do was paste it into my master file before I posted the file. Fixed again.

TildeATH
Oct 21, 2010

by Lowtax
First, let's all take a moment to say thanks for map conditions that result in automatic misses for weapon and physical attacks at range 1.

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.

TildeATH posted:

First, let's all take a moment to say thanks for map conditions that result in automatic misses for weapon and physical attacks at range 1.

Even without the weather conditions it was still a TH 11. Jumping lowers your accuracy to nothing, especially when cover is involved.

The Merry Marauder
Apr 4, 2009

"But she goes not abroad, in search of monsters to destroy. She is the well-wisher to the freedom and independence of all. She is the champion and vindicator only of her own."
Hey, you only need a 5 this turn if you stand still! Don't.

What's the TMM on the Locusts and the Warrior?

Dominus Caedis, I thiiiink you need a 10 on the Stinger from 1016, as woods rise 2 levels above their terrain. Away from my books, admittedly. If I were you, I'd probably jump to 0821, though, and wail on the target building.

The Merry Marauder fucked around with this message at 04:42 on Apr 29, 2011

jng2058
Jul 17, 2010

We have the tools, we have the talent!





MJ12 posted:

In ~3040-3050 IS play or Clan play, the existence of XLs allows "true" fast cav mechs like the Lao Hu and the XL Chargers and the Timber Wolf to exist, ER weapons and DHS mean that average engagement ranges and firepower go up, and basically it's much easier to build a mech without suffering from a horde of compromises.

Not fully true, but here's a way to think about it. For 3025-era design, you're making a machine that's "least bad" for the role you're putting it in. For 3050+-era designs, you can start thinking of designing or using a machine that's designed well for a role.

Which is why I prefer IS 2750 play, honestly. Especially for home designed 'mechs. When you get to the 60's, and especially the Clan tech, its too easy to be pretty good at everything, or ridiculously good at one thing.

On the other hand, 3025 is kind of too limiting. You just can't get enough in there to do what you want, and when every 'mech is a mess of compromises, you never feel like you can get a really good machine.

But the Star League 2750 stuff can get you decent machines without getting ridiculous. You want an ER PPC? Hope you like eating 15 heat for 10 damage. Hey, you love that XL Engine, right? Too bad your 'mech goes down if you lose either side torso. How about Ferro-Fibrous and Endo-Steel on the same frame? Oooh, hope you don't need any really big guns because you just burned a combined 28 of your critical slots.

And so on and so forth. You get some of the toys, but they all have complications. Its just enough of a limiting factor to make it my favorite place to build 'mechs in.

Longinus00
Dec 29, 2005
Ur-Quan

Dominus Caedis posted:

Yeah tank turrets are basically a torso twist in any direction, so jumping to 1406 will get you lit up.

I think that at this point we need to come up with a coherent plan beyond 'blow poo poo up!' I recommend focusing the Stinger side down, at least for this turn. How tall are the Heavy Woods? If I jump to 1016 will they interfere with me shooting at S1? I've never played with hex sheets before so pardon my ignorance.

Woods are 2 elevations high so won't get in the way of the stinger which is on top of a 2 height hill. Have you considered runing to 0917? You'll have a slightly easier time to hit with your LRM (outside min bracket, not jumping) and the Stinger should also have a harder time to hit you (long range bracket, light woods).

The Merry Marauder
Apr 4, 2009

"But she goes not abroad, in search of monsters to destroy. She is the well-wisher to the freedom and independence of all. She is the champion and vindicator only of her own."

Longinus00 posted:

Woods are 2 elevations high so won't get in the way of the stinger which is on top of a 2 height hill. Have you considered runing to 0917? You'll have a slightly easier time to hit with your LRM (outside min bracket, not jumping) and the Stinger should also have a harder time to hit you (long range bracket, light woods).

You'd have to make a the PSR to ignore the fog movement modifier to get there, but it makes sense. You'd also be outside the spotlight in 0917 and I believe he can't hit you. Looks like you'd need a 7 to hit.

I'd still probably focus on the buildings out of sight of the enemy, but if you wanna fight, this is a good way.

The Merry Marauder fucked around with this message at 05:18 on Apr 29, 2011

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MJ12
Apr 8, 2009

jng2058 posted:

Which is why I prefer IS 2750 play, honestly. Especially for home designed 'mechs. When you get to the 60's, and especially the Clan tech, its too easy to be pretty good at everything, or ridiculously good at one thing.

On the other hand, 3025 is kind of too limiting. You just can't get enough in there to do what you want, and when every 'mech is a mess of compromises, you never feel like you can get a really good machine.

But the Star League 2750 stuff can get you decent machines without getting ridiculous. You want an ER PPC? Hope you like eating 15 heat for 10 damage. Hey, you love that XL Engine, right? Too bad your 'mech goes down if you lose either side torso. How about Ferro-Fibrous and Endo-Steel on the same frame? Oooh, hope you don't need any really big guns because you just burned a combined 28 of your critical slots.

And so on and so forth. You get some of the toys, but they all have complications. Its just enough of a limiting factor to make it my favorite place to build 'mechs in.

There's actually no real mechanical difference between 3060+ and 2750 tech, outside of specialist equipment. I mean, you didn't get ER Meds and Smalls, and the only Ultra AC was the 5, and the only LB autocannon was the 10, but endosteel didn't get any more compact in the 3060s, and the Light engine is actually notably worse than the XL in terms of weight, and same with Light Ferro.

Even experimental tech doesn't get you much. I guess there's TSM which is 0 tons and 6 crits and therefore can fit on quite a few things, but that's the only thing you can really argue.

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