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A ton of ammo has a set BV, so yes. 8 shots of GR ammo is 40 BV, 16 shots is 80 and so on.
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# ? Apr 29, 2022 00:47 |
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# ? May 29, 2024 10:39 |
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Strobe posted:There are some things that are consistently good, but they tend to be good because they're "bad" in ways where they still contribute and the things that make them "bad" are mostly tonnage. Ultra AC/5s are my favorite example of this, because they're one of the most consistently unpopular guns to any BattleTech fan you could ask, but anything with one or two if them backing up some more efficient guns are dirt cheap and absolutely vicious for the cost. Iirc pretty much the only real niche use case for them was back before the VTOL rotor rules were changed to nerf incoming damage so that a single 5-point damage cluster wouldn't kill it, because then you had a weapon with an additional touch of death chance. Come to think of it, was there any period when a 5-point hit was an immediate rotor kill and RAC-5s were available? That would have been a great time to be a flyboy.
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# ? Apr 29, 2022 00:49 |
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The rotor change was TW and RACs are from FM:FS so there's like a five year gap in there. Both they and the UAC were still held back by not getting the flak bonus though.
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# ? Apr 29, 2022 00:51 |
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Breetai posted:Iirc pretty much the only real niche use case for them was back before the VTOL rotor rules were changed to nerf incoming damage so that a single 5-point damage cluster wouldn't kill it, because then you had a weapon with an additional touch of death chance. This is what makes this such a fun comparison, because in terms of BV (particularly BV2) Ultra AC/5s are one of the best weapons in the game and nobody realizes it because the BattleTech community at large has been trying to build the most capable individual game piece possible for 40 years (or abusing their opponents with Savannah Masters and infantry).
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# ? Apr 29, 2022 01:01 |
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Defiance Industries posted:The rotor change was TW and RACs are from FM:FS so there's like a five year gap in there. Both they and the UAC were still held back by not getting the flak bonus though. Cheers for that! Strobe posted:This is what makes this such a fun comparison, because in terms of BV (particularly BV2) Ultra AC/5s are one of the best weapons in the game and nobody realizes it because the BattleTech community at large has been trying to build the most capable individual game piece possible for 40 years (or abusing their opponents with Savannah Masters and infantry). I'm a fan of the AC/5 paradox when fielding intro tech: it's a butt weapon that is tonnage/damage inefficient even for a long range weapon and you're almost always better off fielding as few units as possible that carry one, but if you DO have some in your force you'd better make sure you're stocked with a preposterous amount of ammo reloads because the heat to damage ratio is so good that there's basically no scenario where you shouldn't be firing it every round that you have a to-hit of 12 or lower on any available target.
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# ? Apr 29, 2022 02:18 |
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Outside of meeting a reasonable threshold of minimum performance, tonnage efficiency is bad for cost efficiency but this is a concept fundamentally irreconcilable with the (incorrect) definition of "optimized" that is instilled in BattleTech fans at birth.
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# ? Apr 29, 2022 02:24 |
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Strobe posted:Outside of meeting a reasonable threshold of minimum performance, tonnage efficiency is bad for cost efficiency but this is a concept fundamentally irreconcilable with the (incorrect) definition of "optimized" that is instilled in BattleTech fans at birth. My 100 ton clantech mech with 3 gauss rifles, 2 PPCs, and the heatsinks to fire them constantly (which every Battletech player has independently designed at one point or another) would like to take umbrage with that remark. Just let me resolve this PSR from taking a Locust kick first. I'll be a sec, as I haven't used the rules for fighting in a vacuum for the longest time and I need to check the compendium.
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# ? Apr 29, 2022 02:33 |
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Breetai posted:(which every Battletech player has independently designed at one point or another) I call this the "hideous teenager" phase of being a BT player. You think you know it all because you figured out how to optimize a machine, but you haven't learned enough to realize we've all figured out how to optimize this game, we're just bored by it now.
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# ? Apr 29, 2022 02:36 |
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Alpha Strike specifically weights PV and damage on firing all weapons that use the ammo every turn for five turns. Adding more ammo (beyond the five turns) does not add more PV, though having less makes the mech less dangerous, lowering both damage and PV. I didn’t word my original question very well, but it was fumbling toward this idea. It’s more a nature of these things being very different games though.
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# ? Apr 29, 2022 02:38 |
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I hope to revise BV at some point to match the AS concept of ammo. The idea of being charged for a gun and then ammo separate on top of that leads to some wonky results in units that either have a lots of ammo, or very little of it.
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# ? Apr 29, 2022 02:48 |
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Defiance Industries posted:I call this the "hideous teenager" phase of being a BT player. You think you know it all because you figured out how to optimize a machine, but you haven't learned enough to realize we've all figured out how to optimize this game, we're just bored by it now. Oh please, bask in the glory of the first mech I ever designed, on graph paper no less, back in like 1994 the day I got the compendium. XL engine, endo steel and Ferro armour, naturally. Please pay attention to the hilariously incorrect ranges on the "small ER lasers", the pilot, and basically everything. How many poo poo decisions can you find?
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# ? Apr 29, 2022 02:57 |
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Breetai posted:My 100 ton clantech mech with 3 gauss rifles, 2 PPCs, and the heatsinks to fire them constantly (which every Battletech player has independently designed at one point or another) would like to take umbrage with that remark. Defiance Industries posted:I call this the "hideous teenager" phase of being a BT player. You think you know it all because you figured out how to optimize a machine, but you haven't learned enough to realize we've all figured out how to optimize this game, we're just bored by it now. There is an additional step past this, where one realizes that "long range headcap firepower" is only one kind of optimizing, and it being boring has very little to do with being optimized and far more to do with the intended outcome being boring as poo poo. The Exterminator EXT-7X is magnificently optimized and is simultaneously a coked-out carnival ride with no brakes.
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# ? Apr 29, 2022 03:11 |
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I looked through the Alpha Strike handbook and I think I can pull off a simplified rules set. I host a annual tournament for family and am considering adding a tabletop game this year. Would a 6' by 4' map be enough room for 4 teams of 12-15 mechs each?
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# ? Apr 29, 2022 03:15 |
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It would be tight but not uncomfortably cramped. 6' x 4' is what we played on locally with 400-600 PV games most regularly, and up to 1250 a couple times. You can make it work, just know that if that's a free-for-all that you're going to have mechs in medium range literally as they're deploying.
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# ? Apr 29, 2022 03:18 |
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Contingency posted:I looked through the Alpha Strike handbook and I think I can pull off a simplified rules set. I host a annual tournament for family and am considering adding a tabletop game this year. Would a 6' by 4' map be enough room for 4 teams of 12-15 mechs each? wow, pics if you do this please! i want to try alpha strike at some point but the loss of fidelity is a tough sell for some of the other players in my group atm. maybe once we get some CBT games under our belt i can convince them to play AS as a "big battle" version. we're having another game monday with a 3rd player, i'm making more terrain and maybe some objective markers as fast as i can before then
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# ? Apr 29, 2022 03:49 |
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Strobe posted:It would be tight but not uncomfortably cramped. 6' x 4' is what we played on locally with 400-600 PV games most regularly, and up to 1250 a couple times. You can make it work, just know that if that's a free-for-all that you're going to have mechs in medium range literally as they're deploying. Thanks! The scenario I'm hashing out has two teams of 440 PV each deploying on one short map edge with the objective of getting to a dropship on the far edge, with the 2 OPFOR teams of 360-400 PV each deploying in the map center/center of long edges to stop them. That's a lot of action crammed in half the map. I've got an example roster for the dropship-bound teams but not OPFOR--once I have that I can work out average killiness. I'm targeting no higher than 20% force loss per turn to allow for successful breakthroughs. If I can't pull that off with skill 4 SW-era units, I've got a few tricks to make things easier for the runners. So the sweetspot for 40k is 25% of the game board is LoS blocking terrain. For your games of Alpha Strike, how much terrain is typical for a battle not on Planet Bowling Ball? e: PV not PL Contingency fucked around with this message at 04:20 on Apr 29, 2022 |
# ? Apr 29, 2022 04:01 |
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BattleTech and Alpha Strike like having lots of small patches of cover, so there's a mix of open sight lines for long range units and cover for brawlers and juggernauts to take advantage of; but not so much cover that you can park an entire force in one spot and mass fire.
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# ? Apr 29, 2022 04:27 |
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quote:Recognition Guide: IlClan Volume 2: Strobe fucked around with this message at 04:20 on Apr 30, 2022 |
# ? Apr 29, 2022 04:55 |
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Strobe posted:Stone Rhino (Behemoth) 6: The movement profile on this thing is bizarre at 4/6/2 and I feel like there has to be some weird aerospace rules interaction here because otherwise it doesn't make any sense to not either 1) spend the extra 2 tons on a second jump jet or 2) not spend 2 tons to get to 3. Something tells me I am not going to be meaningfully upset with having "only" 13 Medium Pulse Lasers instead of 14. Which, let me tell you, that poo poo's hilarious. I'd rather they all be in the arms, and there's not enough heat sinks to really let loose, and at 2981 it's way too expensive to be serious. It will absolutely take someone off-guard if you corner them at blasting range, but that's harder to do than it looks when you have a 100 ton murder machine walking most of the way to do it. This feels like a meme, and one that I appreciate, but a meme all the same. C It's also hilarious in Alpha Strike. Right up there with the Turkina Z but with better damage at medium range (provided you're willing to overheat enough to immediately shut down). Absolutely a 'mech built with Alpha Strike in mind, considering you can get such notables as the Sunder SD-OB, Iron Cheetah Prime, the Atlas III AS7-D3, and Satan's Own Vanquisher 2 for the same PV. A lot of really weird choices make for some pretty good 'Mechs in Alpha Strike. The Sojourner A is arguably better than the Prime and costs two points less, although functionally they'll probably perform about the same. For the same PV I'd rather take the Guillotine IIC, but that thing's a monster in any system. PoptartsNinja fucked around with this message at 05:58 on Apr 29, 2022 |
# ? Apr 29, 2022 05:46 |
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I'm guessing the 2 Jump is just enough to jump over a single line of buildings behind an opponent in an urban setting and violently horsefuck them.
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# ? Apr 29, 2022 05:52 |
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It genuinely is not in a lot of cases. It'll get you moving faster through heavy woods, and there are definitely buidlings that are only height 2, but the importance of jump jets in urban environments is hideously overblown. The best thing it's possible to have in a city fight is high walk MP.
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# ? Apr 29, 2022 05:53 |
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The 11S just shows how good the 9T was. The only way you could make a better Zeus was to use Clantech to go bumper bowling.
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# ? Apr 29, 2022 06:52 |
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It is legitimately one of the best 'Mechs in the entire 600 record sheets included in the series, and I feel like outside of maybe one other sheet is the king of things that move 4/6 (but don't jump) in the whole group. It's hard to make a better anything than the 11S.
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# ? Apr 29, 2022 07:33 |
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Man I can't wait for you to get to the nutty little Thunderbolt Shadowhawk.
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# ? Apr 29, 2022 09:07 |
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are lrms really good? just thinking about force comps for our next game and thinking about how i got smoked 2 games in a row and the top damage dealer on my opponent's side was a catapult firing both lrms almost every turn
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# ? Apr 29, 2022 12:39 |
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Strobe posted:UrbanMech UM-R93 Was that the R93 or the R96? I think the R93 has a Plasma Rifle
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# ? Apr 29, 2022 12:43 |
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hot cocoa on the couch posted:are lrms really good? just thinking about force comps for our next game and thinking about how i got smoked 2 games in a row and the top damage dealer on my opponent's side was a catapult firing both lrms almost every turn LRMs are great when you need to throw some extra damage at a target to try and force a Pilot Skill Roll, or if the target in question has had holes punched in their armor already, cause as long as you have a spotter, there's not a whole lot the enemy can do about not getting fired upon. Relying on them as your main source of damage dealing however can be kind of sketchy unless you can mass fire enough for it not to matter, since they tend to shotgun their damage all over a 'Mech, and that won't too much against targets with fresh armor. That said, they serve great along since units that can tie up the enemy's forces and blow big, meaty chunks out of their protection, since that means the LRM Boat is less likely to have a fast 'Mech crawlling up its nose, and it'll have a bunch of wounded 'mechs to pick and choose from when it comes time to start killing.
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# ? Apr 29, 2022 17:33 |
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Sidesaddle Cavalry posted:Was that the R93 or the R96? I think the R93 has a Plasma Rifle Both exist, both are hilarious. The R96 was XTRO Republic II, if I remember right, and had mechanical jump boosters, while the R93 is the more garden variety hardened armor Urbie.
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# ? Apr 29, 2022 17:36 |
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Strobe posted:The Exterminator EXT-7X is magnificently optimized and is simultaneously a coked-out carnival ride with no brakes. *looks that one up* What the holy gently caress.
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# ? Apr 29, 2022 17:47 |
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Fun thing about the Stone Rhino 4, as near as I could determine it has the highest single-turn overheat of any unit in the game.
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# ? Apr 29, 2022 18:37 |
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Defiance Industries posted:Fun thing about the Stone Rhino 4, as near as I could determine it has the highest single-turn overheat of any unit in the game. I don't have the sheet in front of me, what does it get up to? The Juliano is the highest I'm aware of off the top of my head for comparison purposes, at +37.
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# ? Apr 29, 2022 19:39 |
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Looks like a +28 VVV Forgot about Ultra. The Nova H just barely has it beaten too at +35 PoptartsNinja fucked around with this message at 19:58 on Apr 29, 2022 |
# ? Apr 29, 2022 19:56 |
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That does barely beat it out, the Stone Rhino 4 clocks in at +34 (if you fire your UACs in Ultra mode)
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# ? Apr 29, 2022 19:57 |
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Hunchback IIC 2 beats my top guess at +46 heat on a jumping alpha strike. On the expanded heat table that's one past the automatic ammo explosion and a 20+ shutdown avoidance roll. PoptartsNinja fucked around with this message at 20:20 on Apr 29, 2022 |
# ? Apr 29, 2022 20:17 |
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if these mechs did the old MechWarrior 2 PC game behavior with that high of an overheat, the Nova H becomes the solahma ride of choice. One hell of a shot and you're not coming back to base when it cracks off Edit: nevermind Hunchback IIC 2 keeps that chassis' suicidal Clanner ride crown holy poo poo lol
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# ? Apr 29, 2022 20:20 |
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PoptartsNinja posted:Hunchback IIC 2 beats my top guess at +46 heat on a jumping alpha strike. How does this compare to the Shrike's variants, which would have been my next guess? Malvina's in particular is just unreasonably toasty.
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# ? Apr 29, 2022 20:22 |
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Strobe posted:How does this compare to the Shrike's variants, which would have been my next guess? Malvina's in particular is just unreasonably toasty. I don't have Malvina's but the Shrike 3's a toasty +25 Tomahawk B blows everything out of the water at a +58 (110 heat generated on a running alpha strike, 52 sunk) Seriously even the expanded overheat table isn't enough for that. They've gotta release an expanded expanded overheat table now. PoptartsNinja fucked around with this message at 20:36 on Apr 29, 2022 |
# ? Apr 29, 2022 20:32 |
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Ah yes, the Automatic Stackpole Meltdown finally gets its time to shine!
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# ? Apr 30, 2022 02:32 |
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PoptartsNinja posted:I don't have Malvina's but the Shrike 3's a toasty +25 At that point the 'Mech should literally just turn to black ash and blow away in the wind.
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# ? Apr 30, 2022 04:34 |
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# ? May 29, 2024 10:39 |
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Rorahusky posted:At that point the 'Mech should literally just turn to black ash and blow away in the wind. The Full Ulric, I like it. quote:Adder (Puma) I: There's a lot to work with here. The biggest downside to a brace of ER Mediums, Improved Heavy mediums, and SRM-6s is that the range is a bit lacking. The biggest upside is that you will absolutely eviscerate anything you point guns at. Not quite enough heatsinks to do so comfortably, and I'd probably have liked to ditch a laser or two for CASE II, but the core concept is fun. It's not too expensive, either, at 1575. Solid performer, but it'll be on the back bench for me. C
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# ? Apr 30, 2022 04:51 |