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Man, I love a good city fight with an EW advantage. And infantry, especially using them as spotters for indirect fire shenanigans. Caveat, I usually played Clans. Once managed to sneak a Dire Wolf S completely unseen three quarters of the way across the map for some surprise backstabs. I'm torn. City brawls can be wonderful and we can exploit the hell out of our ace jumpymechs. On the other hand a river map is new, hurts clan mobility and avoids their infantry/battle armor, which are in their element (pun unintended for once) in urban settings. Let's go for new. Either would be cool. 1C. Also, never turn down toys from a man who gave his son command of the most advanced nation in human-inhabited space for his birthday. 2A
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# ? Jul 6, 2016 23:39 |
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# ? May 27, 2024 15:24 |
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1C and 2A. The negatives impact both teams equally and we're defending so we don't need to be as mobile. It'll be tough if the clans decide to kite, but I don't think they will. Sidegrade because heavier mech is better, especially if you're going to be slow anyway.
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# ? Jul 6, 2016 23:50 |
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Yeah, I voted for the city but I think all 3 sound freakin awesome. Honestly if I knew sudden death drops were in play at the time I really might have voted B. Extreme Mech mountaineering! Get that Atlas on a fixed line! Basically an Everest thread/btech crossover. On the other hand I'm sure that city has to be absolutely lousy with traps. With the pilot PA(L) coming up again it makes me wonder if we might see some other Rim Worlder battle suits in action.
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# ? Jul 6, 2016 23:55 |
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Dadlas walking around corners to HAG a light/medium mech every turn, forever, sounds cool. 1A and 2A a gooddog in every basement
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# ? Jul 6, 2016 23:55 |
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My thinking is which map is easiest for a large team of human players to navigate, considering the high potential for missed orders, miscommunications or other errors. On that note it's probably the Jojoken Outskirts, since the city provides some cover from aero threats (which players found difficult to correctly target in the first Demon Hawk mission) and the environment doesn't pose as many obvious dangers as falling off cliffs or flooding the battlefield. The long streets might favor clan long-range weapons but that's offset by this being a defensive mission where you can stay out of sight down sidestreets until they come to you, the city environment offers more tactical options if you get into trouble than a more open battlefield and if there's any tricks or traps it's more likely to be stuff the Republic set up to ambush the Clans. As for the sidegrade, yes, I like the idea of changing it up a bit.
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# ? Jul 7, 2016 00:12 |
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I'd rate sideslips and basements as more of a potential hazard than the swamps, on thinking about it more. The Hawks don't have all that many jump capable mechs, and it's a lot easier for the couple that they do have to just not jump in to swamp hexes instead of rolling dice on running on pavement.
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# ? Jul 7, 2016 00:18 |
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1A and Yes for mech side grade. Having a spec ops version of a mech only 8 people can pilot seems right up with what I know about Spec Op stuff, mostly from Freespace 2, the 'DIVE DIVE DIVE' mission where you're given the only 4 reverse engineered super fighters you have.
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# ? Jul 7, 2016 00:19 |
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Dolash posted:easiest for a large team of human players to navigate [...] the Jojoken Outskirts Ahahahahahahaha There's a reason the city fight scenarios before only had 4-5 people in them.
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# ? Jul 7, 2016 00:19 |
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Also, uh, yea, that. In retrospect I voted poorly.
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# ? Jul 7, 2016 00:20 |
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W.T. Fits posted:1C; variety is the spice of life, and we've had city fights before. Voting this.
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# ? Jul 7, 2016 00:26 |
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1C, 2A When someone asks if you want to fight Clanners on a battlefield that's hostile to Elementals and infantry, you take them up on it.
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# ? Jul 7, 2016 00:32 |
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Zikan posted:1C) Morgaine River Delta: I want to see stray fire destroy the dam and flood the entire battlemap This person gets it. 1C) Morgaine River Delta Sidegrade Yes
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# ? Jul 7, 2016 00:32 |
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1C, 2A Swamp maps were always some of my favorites.
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# ? Jul 7, 2016 00:34 |
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A vote for city maps is a vote to watch the players get split up by the Opfor using their initiative disadvantage to block off crucial streets. I'm really not sanguine about trying to have a company-scale city fight, is what I'm saying.
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# ? Jul 7, 2016 00:36 |
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1C, 2B on final consideration.
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# ? Jul 7, 2016 00:46 |
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Voyager I posted:I'm really not sanguine about trying to have a company-scale city fight, is what I'm saying. It wouldn't be a company-level fight, probably.
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# ? Jul 7, 2016 00:51 |
PoptartsNinja posted:It wouldn't be a company-level fight, probably. That could be interpreted as going either way
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# ? Jul 7, 2016 00:53 |
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Let's just have Uncle Stevie target the city with one of the jump torpedoes instead. Every problem can be solved with WMDs if you try hard enough!
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# ? Jul 7, 2016 00:56 |
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Why would he blow up his own facility?
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# ? Jul 7, 2016 00:59 |
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PoptartsNinja posted:Why would he blow up his own facility? And if he did need to pull a Blake's Wrath he could always come up with a cheaper way to do it.
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# ? Jul 7, 2016 01:05 |
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dis astranagant posted:And if he did need to pull a Blake's Wrath he could always come up with a cheaper way to do it. Like paying a bunch of people to dig holes in the foundation until it collapsed.
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# ? Jul 7, 2016 01:08 |
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I'm going with 1B and 2A.
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# ? Jul 7, 2016 01:11 |
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Pussy Cartel posted:I'm going with 1B and 2A. Playing a map that extends from 0 elevation levels to 30+ elevation levels would be a real treat. Clicking my mouse 30+ times in each hex wouldn't and who knows how I'd pull off an effective height map, but I'll live (and figure it out).
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# ? Jul 7, 2016 01:12 |
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Zikan posted:1C) Morgaine River Delta: I want to see stray fire destroy the dam and flood the entire battlemap Same here.
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# ? Jul 7, 2016 01:15 |
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changing vote from 1a to 1c.
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# ? Jul 7, 2016 01:19 |
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PoptartsNinja posted:Playing a map that extends from 0 elevation levels to 30+ elevation levels would be a real treat. Build physical terrain to do it.
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# ? Jul 7, 2016 01:29 |
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1A Cities have office buildings. Office buildings have office chairs. YES to the side grade.
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# ? Jul 7, 2016 01:33 |
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1C 2A
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# ? Jul 7, 2016 01:41 |
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1C) Swamps are always the death knell of my Against the Bot runs. Playing in the mud should be a nice challenge for the Demon Hawks. 2A) I really want to see what Poptarts has in store for our light pilots this mission.
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# ? Jul 7, 2016 01:51 |
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Gwaihir posted:Also, uh, yea, that. In retrospect I voted poorly. No John YOU are the cheeky jenner
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# ? Jul 7, 2016 01:56 |
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T.G. Xarbala posted:No John YOU are the cheeky jenner Panther! I think. LegendairyBovine posted:2A) I really want to see what Poptarts has in store for our light pilots this mission. I think you mean our medium pilots.
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# ? Jul 7, 2016 01:58 |
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PoptartsNinja posted:Why would he blow up his own facility? For the same reason man endeavors to (It wasn't actually a serious suggestion.)
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# ? Jul 7, 2016 02:12 |
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All of these options sound great, but I think the city is going to be traffic jam hell and the mountain's elevation/cover is going to lead to goons wasting turns shooting nothing due to not having LoS to their stated targets. That leaves 1C 2A. Also, gently caress infantry.
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# ? Jul 7, 2016 02:17 |
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1A and 2A
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# ? Jul 7, 2016 02:19 |
So going off that fluff update, I take it the Dadlas' negative quirk is a Small Cockpit due to the extra armoring? That should be interesting with Duncan's garbage piloting skill.
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# ? Jul 7, 2016 02:25 |
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Cities are ideal playgrounds for Elementals. They hide in buildings and you don't know they're there until you stand next to a building and suddenly get swarmed. And in a city there's too many buildings they can be in to waste ammo trying to shoot every building up. And jumpers have a major advantage in city terrain, and Goonlance doesn't actually have that many jumpers. And lighter mechs can land on top of lighter buildings, but we're overwhelmingly voting to make the lighter mechs heavier?Not Alex posted:This person gets it. This is the way to go. The mountain thing sounds OK but too prone to random Demon Hawks falling off of ledges and dying. We want to lower the volatility of the outcomes by picking terrain where you roll to maybe die randomly less, not more. Also we've never seen this terrain type.
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# ? Jul 7, 2016 02:25 |
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PoptartsNinja posted:Playing a map that extends from 0 elevation levels to 30+ elevation levels would be a real treat. What program do you use for map making? (I feel almost certain that we've had this conversation before in the thread, but, well, it might have been 3 years ago). The one with Megamek is quite fast for just doing up the terrain, although I have no earthly idea how to make it actually look decent by using non default sprites. Bloody Pom posted:So going off that fluff update, I take it the Dadlas' negative quirk is a Small Cockpit due to the extra armoring? That should be interesting with Duncan's garbage piloting skill. Sounds like the uncomfortable aspect is the extreme heat of a TSM mech that is always running at +9 overheat. Maybe after a certain number of turns at TSM active without the cooling suit Duncan would have started taking a pilot hit or a piloting penalty? Gwaihir fucked around with this message at 02:34 on Jul 7, 2016 |
# ? Jul 7, 2016 02:26 |
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Bloody Pom posted:So going off that fluff update, I take it the Dadlas' negative quirk is a Small Cockpit due to the extra armoring? That should be interesting with Duncan's garbage piloting skill. Maybe it's one of those quirks about a poorly shielded reactor? That'd be even worse, right? [EDIT] Also we're the defender, so it's not like they can have pre-hidden Elementals. At least that will be in our favor.
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# ? Jul 7, 2016 02:26 |
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Not Alex posted:This person gets it. 1C) Morgaine River Delta Sidegrade Yes
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# ? Jul 7, 2016 02:35 |
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# ? May 27, 2024 15:24 |
Zaodai posted:Maybe it's one of those quirks about a poorly shielded reactor? That'd be even worse, right? Or can they? e: cellars full of Elementals
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# ? Jul 7, 2016 02:36 |