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W.T. Fits posted:If you're referring to the ones pictured, no; that's Neo-Japan's God Gundam (Burning Gundam in the U.S. dub) riding Fuunsaiki. Fuunsaiki was the horse of Master Asia, the fighter from Neo-Hong Kong and the person who trained Domon Kasshu, pilot of the God Gundam. elitebuster posted:The Zeus gundam had a chariot, and the Tequila Gundam was changed to the Spike Gundam in the english release. Whoops, guess I misremembered some stuff... I remembered that Zeus Gundam had a conveyance of some sort, so when I saw a Gundam riding a horse, my thoughts immediately jumped to Zeus Gundam. Also, I watched the dub and I don't remember it referring to Tequila Gundam as anything other than Tequila Gundam. None of this Spike Gundam nonsense. How does that name change even make sense, anyway? How do you go from Tequila to Spike?
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# ? Jun 29, 2011 23:57 |
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# ? May 26, 2024 02:46 |
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GhostStalker posted:Whoops, guess I misremembered some stuff... I remembered that Zeus Gundam had a conveyance of some sort, so when I saw a Gundam riding a horse, my thoughts immediately jumped to Zeus Gundam. Spiking a drink, perhaps? ... ... I am sorry for that.
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# ? Jun 30, 2011 00:16 |
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landcollector posted:Spiking a drink, perhaps? Yeah, that doesn't work at all... If I were to make a completely convoluted attempt to link Tequila to Spike, I would do so via the fact that Tequila comes from distilling cactus bits and cactus bits have spikes on them. It doesn't really work either... I really have no idea what the localization team was thinking besides "Alcohol bad! No alcohol references in my animes that the kids might watch!"
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# ? Jun 30, 2011 00:20 |
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GhostStalker posted:Yeah, that doesn't work at all... Well, its right arm is literally covered in spikes and green like a cactus.
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# ? Jun 30, 2011 00:29 |
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Yeah, the team that localized G Gundam went a little bit overboard when it came to renaming the various Gundams.
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# ? Jun 30, 2011 00:33 |
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Now this is neither Gundam nor Battletech, but I just wanted to know: If a 'Mech with a sword (I've checked sarna, such things apparently exist) managed to--by some contrivance or creative shenanigans--successfully ride another 'Mech that happened to be a quad and the quad made a Charge attack, would the sword-wielding 'Mech also count as Charging and could it leverage its sword to add to the damage? Considering there's a rule for nearly everything, I'm wondering if something like this might be if not practical then at least be somehow possible and if reasonable assumptions based on other, more mechanically established situations could be made and rolled for. Basically, I'm saying I'd like to see the GoonLance go up against these guys someday.
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# ? Jun 30, 2011 01:04 |
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T.G. Xarbala posted:Now this is neither Gundam nor Battletech, but I just wanted to know: The short answer? No. The long answer? Also no, because there's really not even a basis for either riding mechs or movement acting as a force multiplier on weapons damage in the rules. Besides, a Lance would be a much better idea. No, it's not possible either.
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# ? Jun 30, 2011 01:22 |
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Blue agave isn't really a cactus, anyway. It's a bromeliad, and can also be called a succulent. More in common with the pineapple than with a saguaro.
Leperflesh fucked around with this message at 01:37 on Jun 30, 2011 |
# ? Jun 30, 2011 01:34 |
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Mukaikubo posted:Also no, because there's really not even a basis for either riding mechs or movement acting as a force multiplier on weapons damage in the rules. So close combat damage is purely a function of weight, then. Welp, there goes that flight of fancy.
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# ? Jun 30, 2011 01:40 |
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We can still do the old Battletech standby of blowing off someone's arm, picking it up, then beating them to death with it.
Chicken Slayer fucked around with this message at 02:05 on Jun 30, 2011 |
# ? Jun 30, 2011 01:51 |
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Chicken Slayer posted:We can still do the old Battletech standby of blowing off someone's arm, picking it up, then beating them to death with it. Sort of like what's done in the final episodes of 8th MS Team.
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# ? Jun 30, 2011 02:26 |
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Mukaikubo posted:No, it's not possible either. Bad clanner! Bad!
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# ? Jun 30, 2011 02:30 |
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I'm calling it now. The Hunchback IIC for Clan MVP, two headshot TKOs minimum.
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# ? Jun 30, 2011 02:33 |
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Vlad Antlerkov posted:Bad clanner! Bad! Shame on you Mukaikubo! This is a grievous loss of honor. Hey PTN, can we stick him in the Hunchback IIC?
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# ? Jun 30, 2011 02:35 |
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So this discussion has got me wondering, is there a centaur mech? Like, a quad that also has arms?
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# ? Jun 30, 2011 02:48 |
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It sucks that there aren't any rules for riding mechs. Someone needs to e-mail Stackpole, ASAP!
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# ? Jun 30, 2011 02:50 |
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paragon1 posted:So this discussion has got me wondering, is there a centaur mech? Like, a quad that also has arms?
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# ? Jun 30, 2011 02:53 |
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quote:It's
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# ? Jun 30, 2011 03:17 |
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Mukaikubo posted:SHAMED FOR A SECOND TIME! Which other clanner will attempt a trial of possession. Axe-man fucked around with this message at 03:22 on Jun 30, 2011 |
# ? Jun 30, 2011 03:20 |
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Xmas Future posted:One of the Quads is 80 tons and the other likely moves at least 5/8, our jump-capable mechs are 50 and 55 tons, DFAs are not happening, folks. The 80 ton quad ran six hexes, including a turn and a hill. It's a 5/8. Trast posted:I'm calling it now. The Hunchback IIC for Clan MVP, two headshot TKOs minimum. Prepare to be surprised.
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# ? Jun 30, 2011 03:24 |
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PoptartsNinja posted:Prepare to be surprised. Ahhhh, so the CrabGuard took the Hunchie's head? Excellllllent.
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# ? Jun 30, 2011 03:26 |
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PoptartsNinja posted:The 80 ton quad ran six hexes, including a turn and a hill. It's a 5/8. Uh, so how fast is the average Assault 'Mech in this day and age anyway?
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# ? Jun 30, 2011 03:47 |
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ShadowDragon8685 posted:Ahhhh, so the CrabGuard took the Hunchie's head? Excellllllent. I'm behind a hill and I'm pretty sure so's the entire crabguard team. Unless someone who's not 3/5 ran ahead and got him/herself headcapped that is.
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# ? Jun 30, 2011 03:59 |
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T.G. Xarbala posted:Uh, so how fast is the average Assault 'Mech in this day and age anyway? A 'fast' assault 'Mech is 4/6. The only Inner Sphere assault that moves faster is the Charger, and it pays for it by having the worst armament in the game. Edit: Hell, 5/8 is fast for a heavy in any era. PoptartsNinja fucked around with this message at 04:03 on Jun 30, 2011 |
# ? Jun 30, 2011 03:59 |
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T.G. Xarbala posted:Uh, so how fast is the average Assault 'Mech in this day and age anyway? 3/5 is normal assault speed. 4/6 is generally "fast assaults" like the Thug and Battlemaster. 5/8 is a speed more commonly found in IS mediums or lower-end heavies. Generally, 5/8 70-80 tonners are considered "fast cavalry" mechs, because they generally have the armament and speed of lighter designs-but they keep most of the armor and toughness of their heavier chassis, which means they're much better at skirmishing without losing bits of themselves.
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# ? Jun 30, 2011 04:14 |
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PoptartsNinja posted:A 'fast' assault 'Mech is 4/6. The only Inner Sphere assault that moves faster is the Charger, and it pays for it by having the worst armament in the game. Hey, if Jerimiah loving Rose can use one, so can I.
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# ? Jun 30, 2011 04:17 |
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House Call: Tactical Update 3 Movement Phase Combat Phase R1 King Crab holds fire! R1 King Crab gains 2 heat, sinks 13! R2 Flashman holds fire! R2 Flashman gains 2 heat, sinks 30! R3 Black Knight holds fire! R3 Black Knight gains 2 heat, sinks 32! R4 Exterminator fires LRM 10 at F3 Dervish IIC (2 base + 4 range + 3 movement + 2 enemy movement + 2 EM Interference = 13): automatic miss! R4 Exterminator gains 20 heat, sinks 20! R5 Lynx holds fire! R5 Lynx gains 2 heat, sinks 30! R6 Starslayer holds fire! R6 Starslayer gains 2 heat, sinks 22! F1 King Crab IIC holds fire! F2 Unknown Quad 1 holds fire! F3 Dervish IIC holds fire! F4 Hunchback IIC holds fire! F5 Unknown Quad 2 holds fire! End Phase: Physical Combat Phase: End Phase: Acolyte XXVI Evelyn Rush smiled as she loosed a flight of missiles against a distant Clan Dervish. Its outline was familiar to her—its capabilities, she expected, would be likewise—albeit magnified beyond anything even Holy Terra could produce. Behind her, the Com Guards erratic movement and eager charge would likely be taken for foolish exuberance or a lack of discipline; but Ev knew better. Their wild turns and headlong rush would serve only to confound targeting systems already taxed by the HPG’s powerful electromagnetic field. With any luck, their apparent recklessness would only encourage the Clans; goad them into some careless act. “Still no enemy comm. traffic,” Acolyte Lesable announced, his Black Knight swaying with that design’s characteristic swagger. “I don’t like this.” Enemy Forces / Next Turn’s Movement: F1 King Crab IIC walked 2 to hex 0611! F2 Unknown Quad 1 ran 8 to hex 2119! F3 Dervish IIC jumped 5 to hex 0815! F4 Hunchback IIC walked 4 to hex 1809! F 5 Unknown Quad 2 held position! Mission Objectives Defeat the Hell’s Horses (0/5 completed!) KGC-001 King Crab Weight: 100 tons (Assault) HD A(S): 9/9 (3/3) LT A(S): 30/30 (21/21) LT R A(S): 10/10 CT A(S): 44/44 (31/31) CT R A(S): 15/15 RT A(S): 30/30 (21/21) RT R A(S): 10/10 LA A(S): 34/34 (17/17) RA A(S): 34/34 (17/17) LL A(S): 40/40 (21/21) RL A(S): 40/40 (21/21) Heat: 0/30 Overheat Penalty: None Heat Sinks: 13 Movement: 3/5/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Demi-Precentor XXIX Kelly O'Donnely Mechwarrior Player: DatonKallandor Mechwarrior Status: OK! Armament: LRM 15 – LT (Heat: 5, Ammo: 8, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Large Pulse Laser – RT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!) Gauss Rifle – RA (Heat: 1, Ammo: 32, Range: (L:22 M:15 S:7), Status: OK!) Gauss Rifle – LA (Heat: 1, Ammo: -, Range: (L:22 M:15 S:7), Status: OK!) Streak SRM-2 – RT (Heat: 2, Ammo: 100, Range: (L:9 M:6 S:3), Status: OK!) Streak SRM-2 – LT (Heat: 2, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) CASE – LT CASE – RT Critical Damage: None! Notes: 2 hands FLS-8K Flashman Weight: 75 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 22/22 (16/16) LT R A(S): 10/10 CT A(S): 25/25 (23/23) CT R A(S): 16/16 RT A(S): 22/22 (16/16) RT R A(S): 10/10 LA A(S): 24/24 (12/12) RA A(S): 24/24 (12/12) LL A(S): 27/27 (16/16) RL A(S): 27/27 (16/16) Heat: 0/30 Overheat Penalty: None Heat Sinks: 15(30) Movement: 5/8/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XIV Erica Mars Mechwarrior Player: Uberjew Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – CT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) REAR Medium Laser – LT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Flamer – HD (Heat: 3, Range: (L:3 M:2 S:1), Status: OK!) Anti-Missile System – RT (Heat: 1, Ammo: 12, Status: OK!) Critical Damage: None! Notes: no hands BL6b-KNT Black Knight Weight: 75 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 24/24 (16/16) LT R A(S): 8/8 CT A(S): 29/29 (23/23) CT R A(S): 10/10 RT A(S): 24/24 (16/16) RT R A(S): 8/8 LA A(S): 24/24 (12/12) RA A(S): 24/24 (12/12) LL A(S): 24/24 (16/16) RL A(S): 24/24 (16/16) Heat: 0/30 Overheat Penalty: None Heat Sinks: 16(32) Movement: 4/6/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte IX Guy Lesable Mechwarrior Player: Gothsheep Mechwarrior Status: OK! Armament: ER PPC – RA (Heat: 15, Range: (L:23 M:14 S:7), Status: OK!) Large Pulse Laser – RT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!) Large Pulse Laser – LT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Beagle Active Probe – CT (Status: OK!) Critical Damage: None! Notes: 2 hands EXT-4NS Exterminator Weight: 65 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 20/20 (15/15) LT R A(S): 8/8 CT A(S): 21/21 (21/21) CT R A(S): 8/8 RT A(S): 20/20 (15/15) RT R A(S): 8/8 LA A(S): 18/18 (10/10) RA A(S): 18/18 (10/10) LL A(S): 19/19 (15/15) RL A(S): 19/19 (15/15) Heat: 0/30 Overheat Penalty: None Heat Sinks: 10(20) Movement: 6/9/9 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XXVI Evelyn Rush Mechwarrior Player: W.T. Fits Mechwarrior Status: OK! Armament: ER Medium Laser – RA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) ER Medium Laser – RA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) ER Medium Laser – LA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) ER Medium Laser – LA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) Anti-Missile System – RT (Heat: 1, Ammo: 12), Status: OK!) LRM 10 – LT (Heat: 4, Ammo: 11, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Critical Damage: None! Notes: 2 hands LNX-9C Lynx Weight: 55 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 20/20 (13/13) LT R A(S): 6/6 CT A(S): 28/28 (18/18) CT R A(S): 8/8 RT A(S): 20/20 (13/13) RT R A(S): 6/6 LA A(S): 18/18 (9/9) RA A(S): 18/18 (9/9) LL A(S): 26/26 (13/13) RL A(S): 26/26 (13/13) Heat: 0/30 Overheat Penalty: None Heat Sinks: 15(30) Movement: 5/8/5 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XI Pavil Cherenkov Mechwarrior Player: Revenant Threshold Mechwarrior Status: OK! Armament: ER PPC – RA (Heat: 15, Range: (L:23 M:14 S:7), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Streak SRM-2 – HD (Heat: 2, Ammo: 100, Range: (L:9 M:6 S:3), Status: OK!) Streak SRM-2 – RT (Heat: 2, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: no hands or arm actuators STY-3C Starslayer Weight: 50 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 19/19 (12/12) LT R A(S): 5/5 CT A(S): 26/26 (16/16) CT R A(S): 6/6 RT A(S): 19/19 (12/12) RT R A(S): 5/5 LA A(S): 16/16 (8/8) RA A(S): 16/16 (8/8) LL A(S): 24/24 (12/12) RL A(S): 24/24 (12/12) Heat: 0/30 Overheat Penalty: None Heat Sinks: 11(22) Movement: 5/8/5 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XIII Gunter Lorraine Mechwarrior Player: Xmas Future Mechwarrior Status: OK! Armament: Large Laser – RT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) SRM 4 – LT (Heat: 3, Ammo: 25, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) REAR Small Laser – HD(REAR) (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) CASE – LT (Status: OK!) Critical Damage: None! Notes: 1 hand / no right arm hand or arm actuators Enemy Status F1 King Crab IIC Weight: 100 tons (Assault) Mechwarrior: Pilot 1, Gunnery 0 Mechwarrior Name: Star Colonel Grier Seidman Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! F2 Unknown Quad 1 Weight: 80 tons (Assault) Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Ed Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! Notes: F3 Dervish IIC Weight: 55 tons (Medium) Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Simmons Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! Notes: F4 Hunchback IIC Weight: 50 tons (Medium) Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Fitzgerald Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! Notes: F 5 Unknown Quad 2 Weight: 40 tons (Medium) Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Dash Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! Notes: PoptartsNinja fucked around with this message at 04:30 on Jun 30, 2011 |
# ? Jun 30, 2011 04:19 |
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I think you forgot to mark the player mechs on the map, PTN.
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# ? Jun 30, 2011 04:23 |
Umm....our guys don't appear to be on the map. I mean, cool, stealth systems in place?
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# ? Jun 30, 2011 04:25 |
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Hrm. I figured it was probably a bad idea to take a shot at this range, but at the same time, I felt it was a risk worth taking. Clearly, it was not. vv
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# ? Jun 30, 2011 04:26 |
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elitebuster posted:I think you forgot to mark the player mechs on the map, PTN. No, I didn't. I just uploaded my 'base' turn file for the bottom half of the map; rather than the file for turn 3. Edit: For future reference, I will follow specifics in orders; so if you add a stipulation that says "Unless the shot would be an automatic miss, in which case I will hold fire with that particular weapon" I won't waste your ammo. It's kinda assholish of me not to do that automatically; but I'd rather not get e-mails asking "why didn't I fire (x-y-z weapon)?" PoptartsNinja fucked around with this message at 04:33 on Jun 30, 2011 |
# ? Jun 30, 2011 04:30 |
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PoptartsNinja posted:Prepare to be surprised. I've cursed the little Hunchback haven't I?
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# ? Jun 30, 2011 04:38 |
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PoptartsNinja posted:No, I didn't. I just uploaded my 'base' turn file for the bottom half of the map; rather than the file for turn 3. Perhaps you should phrase it, in the actions list, as <Mech> tried to fire <weapon> at <target> but could not achieve target lock (Numbers adding up to more than 12): Held Fire!
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# ? Jun 30, 2011 04:51 |
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I think it's fine under these particular conditions to go ahead and fire the missiles anyway. It's not like the pilots are going to know the exact effects of the EM interference to the point that they can know the exact range their missiles will reach to and hold fire if it's beyond that. Under normal conditions, I think it should be an automatic held fire with Shadowdragon's phrasing in the combat log. Most pilots are going to know LRMs reach out to however many hundred meters, and the locking system has a range finder on it. It would be common sense in that case for a pilot to say "My missiles can reach about 800m, the target's at 825. Not worth the ammo." [EDIT] Incidentally, would you consider in the future if you have an interference mechanic that it's rolled on a per turn basis to mimic pulsing from whatever is the source? Like in this case, make it that the interference is 1d3, and you roll once at the start of the turn. Then everybody applies that interference penalty, but they don't know what it is before taking the shot. Turn 1 you could have a strength 3 penalty because the HPG has just "gone off" and the next turn you may get only a -1 because it's charging. It adds a little randomness without slanting it towards the players or the enemies either one. Zaodai fucked around with this message at 05:15 on Jun 30, 2011 |
# ? Jun 30, 2011 05:12 |
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Actually, this was my own fault for not bothering to check to see if I could actually hit the number I needed; my shooting orders were pretty vague. I didn't even take into account that the penalties for shooting would put me at 13 to hit; I was mainly just unsure if the terrain between us would hinder the shot. So yeah, that one was my bad. I'll try and take that into account in the future. Sorry about that.
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# ? Jun 30, 2011 05:20 |
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Zaodai, the pilot would probably be able to see that his targeting computer was simply so unreliably tracking the target that he has no confidence in whether the target lock is genuine or phantom, if it got to 13+. That's the way I'd see it: the pilot is looking at his targeting computer, which is giving him a load of cobblers and registering a "target lock" that he can patently see is fifty meters from his target - straight up - and decide "you know what, bollocks to this, I'm not firing."
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# ? Jun 30, 2011 05:49 |
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You're suggesting they'd never fire the missiles at all, in which case the point would be moot. I assumed that the to-hit penalty was not because the targeting system on the mech couldn't get a lock, but because the guidance in the missiles themselves couldn't track. One would assume the sensory power of the mech would be stronger than that of the individual missiles. If the interference was directly affecting the ability of the mech to lock on, the pilot still couldn't use it to guess the range and then you still lack justification for letting the pilot accurately gauge the maximum range of the missiles when deciding whether or not it's worth firing.
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# ? Jun 30, 2011 05:59 |
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Range is easy enough, as I highly doubt the interference does anything to rangefinding lasers.
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# ? Jun 30, 2011 06:15 |
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ShadowDragon8685 posted:Range is easy enough, as I highly doubt the interference does anything to rangefinding lasers. ... Which was my entire point. They can find range, they know the range of their missiles. They SHOULDN'T know how much the interference will affect the ACCURACY of those missiles. Erego, they shouldn't know whether or not the enemy is in accurate range before they fire.
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# ? Jun 30, 2011 06:18 |
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# ? May 26, 2024 02:46 |
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ShadowDragon8685 posted:Range is easy enough, as I highly doubt the interference does anything to rangefinding lasers. I think they might be LosTech though.
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# ? Jun 30, 2011 06:18 |