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Olesh posted:MW3 was by far the worst offender because you could unlock the weapon tracking from the torso - I think caps lock did it - and just aim with the mouse cursor directly. It's easy enough to control legs and torso independently with the keyboard, and it was more or less impossible to miss. Click mech body part, deal damage. That was the best way to get a ton of salvage in the original MechWarrior. Get a Jenner or Locust, get hired for a defense mission. Flank the incoming heavies, charge up behind one and chew off the leg with MGs and/or MLs. Repeat on the other three heavies.
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# ? Jun 2, 2017 15:15 |
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# ? May 13, 2024 10:18 |
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Orders sent! Spiderman, can you attack the Galleon? We need the win here and now. Movement phase Hunchback: move to 1711, facing 1611 Watchman: jump to 1713, facing 1812 Attack phase Hunchback: attack Galleon at 1009. Use reroll if necessary. Watchman: hold fire Physical phase Watchman: kick the Jinggau in the butt while profering obscenities. Use reroll if necessary.
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# ? Jun 2, 2017 15:59 |
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For those who have been playing the Backer Beta, how is the 'overheat causes internal damage' mechanic? It seems rather punitive to me, and really discourages riding that heat scale. That being said, I don't have to pre-judge without having even loaded up the game.
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# ? Jun 2, 2017 18:22 |
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CourValant posted:For those who have been playing the Backer Beta, how is the 'overheat causes internal damage' mechanic? I've pushed into the overheat damages structure portion a number of times in my fights, it deals a number of 1 damage plinks to areas around your mech. I don't know if those roll for critical hits, but I've never had a crit come from the overheat damage. I don't fully understand the heat system (and it seems from the main thread that nobody does right now), but the overheart damage is the one part I haven't really had an issue with. It felt like a fair trade to let you occasionally overheat for more damage but not let you do it every round.
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# ? Jun 2, 2017 18:33 |
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Zaodai posted:It felt like a fair trade to let you occasionally overheat for more damage but not let you do it every round. Thanks for the reply; I'll cross post in the main discussion thread as well.
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# ? Jun 2, 2017 18:58 |
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CourValant posted:For those who have been playing the Backer Beta, how is the 'overheat causes internal damage' mechanic? If anything it's not nearly punishing enough. Internal damage is so minor it's something you'll basically always take because you'll never take horrible crits from it, it won't significanlty cut into your survivability and in exchange you'll potentially take out entire mechs worth of return fire. Don't shut down overheat though - that's death. The heat system is actually pretty simple, the other thread just seems to overthink it. When you're aiming it tells you how much heat you would end up with if you fired the selected weapons - you turn something off, you'll end up with less heat. You turn enough things off it'll look like you're cooling down, you turn enough things on it'll look like you're heating up. It just factors in your existing heatsinks and shows you the end state instead of expecting you to do the math yourself. DatonKallandor fucked around with this message at 02:43 on Jun 3, 2017 |
# ? Jun 3, 2017 02:41 |
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Don't ask for things to be "punishing" just for the sake of it. People with little to no experience with BattleTech should be able to pick up the game and play, and orange numbers are intimidating even if they're not very big. Overheat damage is more a warning that bad things will happen if you keep pushing your luck, and I approve of that.
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# ? Jun 3, 2017 02:58 |
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Also the overheat numbers are not always 1dmg ticks, I've seen higher (like when I accidentally overheated my Orion into shutdown, whoooooops)
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# ? Jun 3, 2017 03:29 |
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Psion posted:Also the overheat numbers are not always 1dmg ticks, I've seen higher (like when I accidentally overheated my Orion into shutdown, whoooooops) I think it's supposed to be 3 for heavies and 4 for assaults, but that's not always the case that shows up. I think it may just show a ton of 1s regardless.
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# ? Jun 3, 2017 03:56 |
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Just... an fyi. I had to leave work early today because I'm vomiting every 20-30 minutes. I'm going to try to get an update out later (probably much later) but I'm not going to make any guarantees today.
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# ? Jun 4, 2017 13:26 |
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Your health comes first, always. Feel better as soon as possible.
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# ? Jun 4, 2017 14:52 |
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Hope you feel better; no hurry.
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# ? Jun 4, 2017 15:00 |
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PoptartsNinja posted:Just... an fyi. Don't forget to drink plenty of water, regardless of how little you want to. Vomiting that often will dehydrate you to the point of collapse very quickly.
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# ? Jun 4, 2017 18:04 |
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Feel better, PTN. Next time, skip the raw fish.
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# ? Jun 4, 2017 19:02 |
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Holy crap, get well soon ptn
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# ? Jun 4, 2017 21:03 |
Ah that's terrible, rest up, PTN. Could we maybe invent a giant robot, shrink it, and have it punch things in you until you feel better?
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# ? Jun 4, 2017 22:40 |
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Retaking Sirdar Update 9 “They’re pulling back,” Corporal Daniels’ face dripped with sweat as the Marauder-like Capellan heavy he’d been chasing turned his way—then leapt over his head on roaring jump jets. The call was a relief, but they could still lose people if the Captain ordered them to continue. The company had been battered, but they’d done their jobs. The enemy’s artillery spotters were smoking wrecks or in full retreat. The Capellans could still punish them if they’d cared to, but a couple of lances of `Mechs couldn’t oppose a regimental landing. If they stuck around, there was a good chance they’d be wiped out. “Let them go,” Captain Dancey transmitted. “Only fire if they do.” “Hoo,” Daniels came about, watching the Capellans withdraw. Both sides seemed to have decided that the rapidly-running creek was a good enough boundary for the time being. Territory didn’t matter too much in a `Mech war, unless it was something both sides had decided to fight over. At least, that’s what the instructors always said. The best way to protect something really vital was to keep your forces well away from it in the hopes that the enemy would be more interested in engaging your troops than destroying industry or population centers. The Ares conventions always seemed like they were on such shaky ground these days. Perhaps that was the price they’d paid to secede from the Federated Suns? Shooting Phase Hunchback (Player) - Attacks Galleon A (4 skill + 2 TMM + 2 range = 8): rolled 8, hit! 4 damage sustained! Combat Vehicle Destroyed! Watchman (Player) - Attacks Jinggau (4 skill + 2 TMM + 0 range + 2 jumped = 8): rolled 7, miss! Lucky! - - Rerolled attack: rolled 6, miss! Shadow Hawk (Player) - No orders received! Blackjack (Player) - No orders received! Warhammer (Player) - Attacks Jinggau (4 skill + 2 TMM + 0 range + 1 woods = 7): rolled 7, hit! 3 damage sustained! Marauder (Player) - Attacks Men Shen (4 skill + 3 TMM + 2 range + 2 jumped - 1 jumping jack = 10): rolled 7, miss! Grasshopper (Player) - Holds fire! Scarabus (Player) - Attacks Jinggau (4 skill + 2 TMM + 2 range + 2 woods = 10): rolled 11, hit! 1 damage sustained! Wolfhound (Player) - Holds fire! Spider (Player) - Attacks Cyclops (4 skill + 1 TMM + 2 range + 2 woods = 9): rolled 5, miss! Crusader Prime - Holds fire! Men Shen Prime - Attacks Marauder (4 skill + 2 TMM + 2 range = 8): rolled 10, hit! 4 damage sustained! Jinggau - Attacks Hunchback (4 skill + 1 TMM + 0 range + 1 woods = 6): rolled 10, hit! 4 damage sustained! 3 Crits! Forced to Withdraw! Lao Hu - Attacks Watchman (4 skill + 3 TMM + 2 range = 9): rolled 8, miss! Cyclops - Attacks Watchman (4 skill + 3 TMM + 2 range = 9): rolled 6, miss! Stalker - Holds fire! Sha Yu - Holds fire! Vindicator - Attacks Watchman (4 skill + 3 TMM + 2 range - 1 stationary = 8): rolled 6, miss! End Phase: Hunchback - Critical chance: rolled 10, Fire Control hit! - Critical chance: rolled 6, Weapon hit! - Critical chance: rolled 10, Fire Control hit! Player Status: Opposing Force Status: Special Rules Forced Withdrawal - `Mechs and Vehicles which suffer more than 50% structure damage will automatically attempt to retreat off the nearest friendly board edge. Units with only 1 point of structure will withdraw if all of their armor is destroyed. Primary Objectives Primary Objectives - Destroy or Drive Off All Enemy Scouts (Complete) or - Destroy or Drive Off All Enemy `Mechs (5/12 destroyed) After-Action Report: That's the turn count I was expecting, although this could've lasted another couple of turns. This mission was designed to let the players complete one objective but not both--the enemy `Mech forces could have been swarmed under with a hard early push, but it would've meant allowing the scouts to escape, while allowing the scouts to come for them put the players into a war of attrition with the enemy `Mechs they couldn't win. I might have over-tuned the OpForce a little too much, it's harder to judge as I'm less familiar with Alpha Strike than I am standard play. I don’t know if I’m going to run another Alpha Strike game, if I do it probably won't be any time soon. I love it in person, but it’s much less ‘hype’ on the net. I will almost certainly be stealing some of the pilot SPAs to help improve weaker player `mechs in the future. Players and posters please let me know what you thought of the game, and as usual, MVP votes.
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# ? Jun 4, 2017 22:43 |
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Holy crap was that a tightly run thing. I don't feel like I have a good handle on how the Alpha Strike rules work as well as I do the vanilla BT rules, but definitely see the point, and the all or nothing damage makes light stuff a lot more viable. Plus IRL I remember how long it takes to run stuff, especially when there's a bunch of lances on the field.
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# ? Jun 4, 2017 23:08 |
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Not every time will be a crazy strong victory, this works fine.
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# ? Jun 4, 2017 23:22 |
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I kinda miss the granularity of regular Battletech, the level of abstraction does make it easier to run and I like the TMM mechanic, but there's a big difference between 'FIRE EVERYTHING' and 'Go to overheat 3'. Player MVP: The Hunchie for the clutch hit on the last tank, moments before being forced to withdraw. Right place, right time, just enough to win. OpFor MVP: That terrifying Crusader Omni.
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# ? Jun 4, 2017 23:26 |
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For my first time doing this, I thought it was pretty great. Lots of tension, very tightly ran, no inter-play issues or problems at all. It was a lot of fun reading about Alpha Strike because I was unfamiliar with it and now I kind of want to run an actual TT game with the rules. OpFor MVP : Crusader for sure. Going to abstain from a player MVP vote because I feel we all did our fair share.
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# ? Jun 4, 2017 23:34 |
I like the crunchiness of Battletech, but it looks like Alpha Strike capably pares down the rules to keep robot fighting moving fast as possible, so I am not actually sure which I like better. Well fought, goonforce! Player MVP: Hunchback, OpFor MVP: Crusader Now please go roll in some medkits, PTN, I think that will help.
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# ? Jun 5, 2017 00:03 |
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Good to see you're feeling better from that bout of sickness you mentioned earlier PTN, enough so to update. Nice shot by the Hunchie there, ending this one earlier than I thought it would, what with last remaining tank positioned rather away from the front line and screened by quite a bit of the enemy heavies, and how much damage GoonCompany had taken, as well as their positioning up in the north making it seem like they wouldn't be able to get at that tank for a turn or two. I also like the new VICTORY splash you put over the last Enemy Movement map instead of just an N/A after a Goon force victory, are you gonna keep doing that from now on? Alpha Strike seemed very quick compared to the base game, and this scenario seemed to go down to the wire with that last tank positioning and how damaged GoonCompany was adding to the tension, which made it feel a lot more suspenseful. Still, I agree with AJ_Impy in that I miss the granularity of regular BT, and the rolling of individual weapon systems and armor locations, but I understand this runs a lot quicker and cuts down on a lot of the . I wouldn't want to see all games from now on in this thread go to Alpha Strike, since it really doesn't feel the same or quite as weighty as the base game, but having it once in a while for larger battles or to make them go quicker would be pretty nice, I guess. MVP votes: Player MVP: Hunchback for the clutch shot on that last tank when things were a bit dicey with regards to its positioning and how worn down GoonCompany was getting armor and numbers wise. (Honorable mention to the Scarabus for being an aggressive son of a bitch and taking the fight to the Cappies, plus wrecking a couple tanks himself) OpFor MVP: Crusader for denying that ridgeline in the south and making GoonComanpy pay when they tried to force their way up to it GhostStalker fucked around with this message at 01:07 on Jun 5, 2017 |
# ? Jun 5, 2017 01:00 |
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The dice rolls are the thing that takes me the least amount of time. Updating the maps takes forever.
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# ? Jun 5, 2017 01:04 |
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PoptartsNinja posted:The dice rolls are the thing that takes me the least amount of time. Fair enough, and I can understand your correction as well, since editing something as large as those mapsheets with that many things to update and keep track of would indeed take quite a while. It just seemed like there was a lot less dicerolling and bookkeeping on weapons, armor, ammo, hit locations, structure, crits, etc, and all the other miscellaneous points that makes base BattleTech so granular, that it just seemed prudent to comment on, and it's what makes it seem like Alpha Strike is moving a lot faster than the base game faster, what with its abstracting things down a level quite a bit. GhostStalker fucked around with this message at 01:17 on Jun 5, 2017 |
# ? Jun 5, 2017 01:12 |
Hunchback and Crusader The thing that would make Alpha Strike neat would be to really up the scale, go battalion on battalion with each player running a lance or something. Take advantage of the system to get really huge with it, ya know? Otherwise, I prefer regular B-tech.
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# ? Jun 5, 2017 01:23 |
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Sorry about the lack of orders, the couple of days delay there made me forget about it. Enemy MVP: Crusader Player MVP: Hunchback
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# ? Jun 5, 2017 04:34 |
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Taurus, Taurus! As the resident Taurus partisan, I have to thank you all for further lowering the extreme odds on our kamikaze run towards major power status. You may feel dirty/exultant either now or hopefully later when we dump a load of nukes on Sian incompetently. Hunchback and Crusader RA Rx fucked around with this message at 17:43 on Jun 5, 2017 |
# ? Jun 5, 2017 08:59 |
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Just as a reader of the LP I found this mission a bit harder to follow than usual, mainly because there was less information on the capabilities of the mechs involved and because I don't have the same vague knowledge of the ruleset. But then I guess I was equally confused by the Battletech ruleset when the LP started.
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# ? Jun 5, 2017 14:14 |
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Crusader and Scarabus, for punching most above it's weight in damage. I think Alpha Strike would be OK if we ever try another mission the size of the Death Commandos breakout scenario, but I really miss the granularity of traditional Battletech combat for our purposes here. I don't know if PTN feels this way of course, but it seems like the quirks of the dice make for great fluff inspiration too, moreso than just the hit/miss in Alpha Strike. I do really prefer how Alpha Strike handles move mods/jumping/etc though. Less fiddly all around and better balanced I think. Gwaihir fucked around with this message at 14:34 on Jun 5, 2017 |
# ? Jun 5, 2017 14:32 |
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Wow! That was tense. I'd have to nominate for Goon MVP the Scarabus as it axed the Cappies a few hurtful questions. And, personally, I'll have the Vindicator as OPForce MVP. The dude just kept hitting me and making me take cover when I would have been more agressive. I've enjoyed playing with all of you. Poptarts, you are a great GM and planned the mission pace perfectly. Gooncompany, you've all been great chaps, and thanks mekilljoy for good teamwork. The game has been great although I can't help but miss, as other have said, the granularity and volatility of Classic BT. Alpha Strike felt sometimes a bit...generic, I couldn't make a connection with our characters as I could in past scenarios. Thanks anyways, PTS. You've made it great.
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# ? Jun 5, 2017 15:42 |
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OpFor MVP: Crusader Allied MvP: Hunchback. It was interesting to see how alpha strike plays out (sort of) and it seems to move pretty quick overall. I may have to get a hardcopy of the rulebook and get some tabletop play.
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# ? Jun 5, 2017 16:49 |
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So, it looked dicey there for a bit, but Greater Space Texas is slowly becoming a thing. Probably a good thing for the NRWR too. And you all said we were too moronically aggressive to make it into the big leagues and stay there. Well, it's still long odds, especially against Comstar and NRWR subterfuge. Let's first hold the line against the inevitable massive counterattack of 2/2 Capellan drones led by 1/1 Power Rangers and Death Commandos! RA Rx fucked around with this message at 17:50 on Jun 5, 2017 |
# ? Jun 5, 2017 17:44 |
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One thing I really like from Alpha Strike is the matched style lances gaining complementary or free abilities, I think that would be a great thread addition for future missions.
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# ? Jun 5, 2017 19:34 |
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Sparq posted:Vindicator as OPForce MVP My goal was to convince at least one person that even a lovely bog-standard Vindicator could be legitimately terrifying in Alpha Strike and I succeeded!
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# ? Jun 5, 2017 19:50 |
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I wouldn't mind not seeing alpha strike again. I missed the verisimilitude the regular rules provide.
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# ? Jun 5, 2017 19:58 |
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Yeah, while Alpha Strike was probably easier for the players, it was far less interesting to read and had less of the weird dice randomness that makes the regular rules so interesting.
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# ? Jun 5, 2017 20:01 |
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Alpha Strike seems like it would be better for really big engagements.
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# ? Jun 5, 2017 20:35 |
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I guess for me the granularity of weapons, hit locations, hp and crits in Battletech is just essential, even though I'd like the decisiveness of Alpha Strike occasionally, but I'm glad there's a number of people who feel differently. And of course, it enables larger scale engagements. But if it's the map making that is the real time sink, are there any programs we can buy for PTN? I'd be happy to chip in 10 bucks. RA Rx fucked around with this message at 21:13 on Jun 5, 2017 |
# ? Jun 5, 2017 21:08 |
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# ? May 13, 2024 10:18 |
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Scintilla posted:Alpha Strike seems like it would be better for really big engagements. This seems like the real rub, yes. I enjoy the crazy random headcaps and stuff for the narrative of the fight, but Alpha Strike's streamlining seems essential for the really big battles. E: Also, it should be noted: Alpha Strike definitely seems to be a much better *game*.
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# ? Jun 5, 2017 21:20 |