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Just realized that my partial cover spot behind the building would leave me out of micro pulse range sooooo I'm gonna take my Gurkha to 1912 if Sair is taking his Nyx to 2012. Between the two of us we should be able to guarantee 20 damage just with lasers and the snubbie, so the pulses and SRMs are gravy. It'll knock over the Dire Wolf, do a pilot hit and push the wakeup roll to 9, at which time i propose we move on to dealing with their rear guard. IF it wakes up the following round, which is no guarantee, we'll have plenty of advance warning as it tries to get up and all that.
Defiance Industries fucked around with this message at 06:17 on Feb 17, 2018 |
# ? Feb 17, 2018 06:15 |
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# ? May 26, 2024 08:36 |
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There we go. I've drafted out my orders. C'mon Leschy, let's stomp that Fire Moth. Sair? Cover us. Hey PTN, I know it's kind of late in the game, but would you be able to fix the player name for the Wolverine II?
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# ? Feb 17, 2018 07:02 |
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Defiance Industries posted:Just realized that my partial cover spot behind the building would leave me out of micro pulse range sooooo I'm gonna take my Gurkha to 1912 if Sair is taking his Nyx to 2012. Between the two of us we should be able to guarantee 20 damage just with lasers and the snubbie, so the pulses and SRMs are gravy. It'll knock over the Dire Wolf, do a pilot hit and push the wakeup roll to 9, at which time i propose we move on to dealing with their rear guard. IF it wakes up the following round, which is no guarantee, we'll have plenty of advance warning as it tries to get up and all that. Isn't the Dire Wolf still unconscious? In which case I think you can take a +4 penalty for called shots to his head. With the TH bonus for the Dire Wolf being immobile you should very quickly get the hit you need to kill him, even with only 16/36 of successful called shots hitting the targeted location. RA Rx fucked around with this message at 08:50 on Feb 17, 2018 |
# ? Feb 17, 2018 07:42 |
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RA Rx posted:Isn't the Dire Wolf still unconscious? In which case I think you can take a +4 for called shots to his head. With the TH bonus for the Dire Wolf being immobile you should very quickly get the hit you need to kill him, even with only 16/36 of successful called shots hitting the targeted location. Called shots on the head don't get the -4 immobile bonus iirc.
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# ? Feb 17, 2018 08:21 |
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If I remember correctly PTN uses both and let them cancel each other out. I checked briefly by looking up Airfield, and he didn't apply a penalty to a player firing at a plane's right wing, but did apply the bonus. In the past he has applied both a bonus and a penalty to aiming for the head.
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# ? Feb 17, 2018 08:49 |
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Aiming at non-head parts are a Different, easier shot to take.
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# ? Feb 17, 2018 09:54 |
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RA Rx posted:If I remember correctly PTN uses both and let them cancel each other out. I follow the rules as written.
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# ? Feb 17, 2018 12:11 |
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Y'know, there's something very sinister about those words coming from a Cardassian. Bashir: What I want to know is, out of all the stories you told me which ones were true and which ones weren't? Garak: My dear doctor...they're all true. Bashir: Even the lies? Garak: Especially the lies.
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# ? Feb 17, 2018 13:24 |
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If you're going to do Called Shots on the Dire Wolf I would call them on the Rear Right Torso - it only has 17 Internals left (but still has armor on the front). If you blow that off its another Pilot Hit and if you 17 damage its likely to be 20, so it then automatically falls, right? So two pilot hits and its down to being armed with .....a flamer!
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# ? Feb 17, 2018 15:08 |
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If you're going to do called shots, do them with a wrecking ball to the face.
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# ? Feb 17, 2018 19:38 |
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AAAAA! Real Muenster posted:If you blow that off its another Pilot Hit No it isn't, but it would be two more engine hits which will kill the Dire Wolf outright.
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# ? Feb 17, 2018 20:03 |
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PoptartsNinja posted:No it isn't, but it would be two more engine hits which will kill the Dire Wolf outright.
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# ? Feb 17, 2018 21:03 |
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Orders are in for me! I'm gonna drop one dose of inferno juice on the Savage Coyote to hopefully make him hold back a shot or two over the next couple rounds, mixed in with my regular gunfire. Hopefully we hit our called shots and this thing goes down, but even if we don't, we shouldn't have any trouble tipping it over with just the PPC and the medium lasers.
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# ? Feb 18, 2018 00:14 |
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I just used six movement points to move a single hex. This is hilarious. Well, hopefully we're able to get something out of this. I've PM'd my orders, let's see if there are any Engine kills in this round. ... what fiction is the term "Engine Kill" from anyway? I'm misremembering.
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# ? Feb 18, 2018 03:57 |
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My orders are also in; stuck with running to 1421 and unloading everything into the back of the Lobo.
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# ? Feb 18, 2018 04:35 |
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painedforever posted:... what fiction is the term "Engine Kill" from anyway? I'm misremembering. ...BattleTech? There's engine kills, pilot kills, ammo explosion kills and the ever-popular donut kills.
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# ? Feb 18, 2018 04:46 |
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Lol I'm also shooting at the Lobo in the next hex over. So I'll be surprised if it doesn't die this turn. Hopefully the Dingo and Fire Moth go down as well, since that'll mean we're free to focus on shooting elementals and heavies next turn.
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# ? Feb 18, 2018 05:29 |
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Would be nice, wouldn't it? I think that the Fire Moth will be hilariously overkilled. The Dire Wolf is dead. The Lobo, I think, will be neutered (knockdown, pilot hit, weapons destroyed), but won't die. The Dingo will take damage, but nothing of significance. Defiance Industries posted:...BattleTech? There's engine kills, pilot kills, ammo explosion kills and the ever-popular donut kills. Not as a rule, but as something that people shout out. Warhammer 40k, that must be it. It's when you kill a Titan.
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# ? Feb 18, 2018 05:43 |
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Guys don't forget to put contingencies in your orders. If you're shooting at the Fire Moth, including contingencies for "if the Fire Moth is dead, shoot at X instead" is practically mandatory for how fragile it is.
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# ? Feb 18, 2018 05:47 |
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I don’t think we are shooting the Fire Moth - we have two kicks aimed at it though, and it’s shut down so they should connect. All I have to do is not flub the jumping piloting roll this turn.
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# ? Feb 18, 2018 05:51 |
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Defiance Industries posted:...BattleTech? There's engine kills, pilot kills, ammo explosion kills and the ever-popular donut kills. Alright, I'll bite. what a donut kill?
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# ? Feb 18, 2018 06:22 |
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TheParadigm posted:Alright, I'll bite. what a donut kill? Destroying the CT by reducing its internal structure to 0, as opposed to just popping the Engine a bunch of times and shutting it down with crits (which is what usually happens in my case). When I was hunting smaller mechs in a Hunchback I'd yell "DONUT!" when I rolled a 7 on hit location
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# ? Feb 18, 2018 06:24 |
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Never heard it called that, ever. "Cored" yeah, all the time, never a donut.
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# ? Feb 18, 2018 06:29 |
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Strobe posted:Guys don't forget to put contingencies in your orders. If you're shooting at the Fire Moth, including contingencies for "if the Fire Moth is dead, shoot at X instead" is practically mandatory for how fragile it is. Can't be helped. It's mostly physical attacks against the Fire Moth, and those come last. It might turn out that I don't hit the Fire Moth at all, because I have contingencies to stomp or punch any Elementals that swarm me.
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# ? Feb 18, 2018 06:29 |
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Strobe posted:Never heard it called that, ever. "Cored" yeah, all the time, never a donut. The way I always understood it, cored is any CT kill and is usually noted for salvage purposes since on mmnet/mekwars, cored mechs couldn't be salvaged. Donut is more for a CT kill where the other torsos/limbs are intact. Sometimes people will just say cored in this case too. I've heard both. A donut kill is usually accompanied by the victim complaining about the RNG, calling his opponent a lucksack or a lucker, and possibly typing some misspelled variant of "I surrender" in the chat. In this case it doesn't seem to matter whether it's called a core or a donut, the person who just ate one is gonna have the same reaction either way. Fraction Jackson fucked around with this message at 08:19 on Feb 18, 2018 |
# ? Feb 18, 2018 08:16 |
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Why would anyone complain about eating a donut?
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# ? Feb 18, 2018 08:23 |
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Synthbuttrange posted:Why would anyone complain about eating a donut? They have diabetes and were tricked into it, so now they might die
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# ? Feb 18, 2018 10:32 |
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Fraction Jackson posted:The way I always understood it, cored is any CT kill and is usually noted for salvage purposes since on mmnet/mekwars, cored mechs couldn't be salvaged. Of course a CT kill should net you some salvage. Arms, legs and any weapons in them are still fine. The mech itself is a total loss though, no coming back from a CT loss. In MekHQ, a cored mech is listed as "Salvage" while every other type of destruction renders the 'mech "Inoperable". The difference being that an inoperable mech or vehicle can be fixed, while a salvaged one is just a pile of scrap.
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# ? Feb 18, 2018 12:17 |
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Remmon posted:The mech itself is a total loss though, no coming back from a CT loss. That's not entirely true either. A cored 'Mech is repairable, it's just very expensive since you'll need a new fusion engine and gyro which are both expensive (but less expensive than selling a repaired BattleMech). They're not immediately salvageable, you can't turn a cored 'Mech around in a week, but a dedicated salvage crew can absolutely get that 'Mech up and working again unless it got completely vaporized (0 structure on every or nearly every section). A cored 'Mech isn't easy for a merc group to haul off (those arms may be full of unexploded ammo, etc), which is why most campaign tools just chalk them up as unsalvageable and move on.
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# ? Feb 18, 2018 12:31 |
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Is it a bit weird to core a 'Mech than just get an engine kill? Maybe on smaller 'Mechs where there isn't a lot of internal structure, so you hit it all at once, and fail the crit role it'll happen more often. Oooh, does it stackpole when it's cored?
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# ? Feb 18, 2018 15:35 |
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Synthbuttrange posted:Why would anyone complain about eating a donut? These ones leave you feeling rather empty inside
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# ? Feb 18, 2018 16:59 |
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Remmon posted:Of course a CT kill should net you some salvage. Arms, legs and any weapons in them are still fine. The mech itself is a total loss though, no coming back from a CT loss. Oh, in the actual salvage rules that's absolutely true, but most servers just operated on: "can this mech be salvaged y/n" and didn't bother with parts or repairs. PoptartsNinja posted:
A lot of it is just a level-of-simulation thing, I think. If you're doing a full single-player campaign thing and the emphasis is on the logistics and maintenance and running a merc unit and so on, then it makes sense to differentiate between a chassis you could theoretically repair, and one that actually is obliterated. But if the focus is just on quick turnarounds between games then it makes sense to not bother with that distinction and instead just go with cored = permadead.
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# ? Feb 18, 2018 19:56 |
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PoptartsNinja posted:That's not entirely true either. A cored 'Mech is repairable, it's just very expensive since you'll need a new fusion engine and gyro which are both expensive (but less expensive than selling a repaired BattleMech). They're not immediately salvageable, you can't turn a cored 'Mech around in a week, but a dedicated salvage crew can absolutely get that 'Mech up and working again unless it got completely vaporized (0 structure on every or nearly every section). I believe this was a change in Total Warfare. I remember in the BMR era, a Mech whose CT was destroyed was considered totally destroyed and the best you could do was stick its limbs and such onto other mechs.
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# ? Feb 18, 2018 22:39 |
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The best you can do on short notice. Mercenaries may not have time to leave a salvage crew for a 7+ month salvage job welding that Shadow Hawk back together, but some enterprising local's going to try his damnedest at some point and will probably eventually succeed well enough to sell the results to some poor dispossessed 'Mech jockey.
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# ? Feb 18, 2018 22:50 |
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Defiance Industries posted:I believe this was a change in Total Warfare. I remember in the BMR era, a Mech whose CT was destroyed was considered totally destroyed and the best you could do was stick its limbs and such onto other mechs. This is still, technically, the rules as written. Strategic Operations pg. 175. quote:’Mechs: A ’Mech is truly destroyed when its center torso There is no errata to this section that I'm aware of.
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# ? Feb 18, 2018 23:28 |
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Oh poo poo, I just realized I applied extra acid ammo damage to the standard armor Dire Wolf. Whoops.
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# ? Feb 18, 2018 23:47 |
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PoptartsNinja posted:Oh poo poo, I just realized I applied extra acid ammo damage to the standard armor Dire Wolf. Must have been a patchwork refit. Short on standard plate.
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# ? Feb 19, 2018 00:38 |
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Well. That's a lot of crits.
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# ? Feb 19, 2018 00:43 |
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Damnit, I'm getting BattleTech blue balls over here
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# ? Feb 19, 2018 01:04 |
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# ? May 26, 2024 08:36 |
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gently caress. I hosed up.
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# ? Feb 19, 2018 01:51 |