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painedforever
Sep 12, 2017

Quem Deus Vult Perdere, Prius Dementat.
I'm not really planning to. I don't think I'm at the stage where I'm in any real danger of an ammo explosion.

Maybe if I decide to take on that Hunchback.

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Bloody Pom
Jun 5, 2011



PoptartsNinja posted:

Dumping ammo is usually a bad idea.

I agree with this, the only reason I did it was because I could guarantee a safe position to do so, and because I had a full SRM bin that was one lucky laser hit away from turning my Trebuchet into a crater.

Your Wolverine can easily outmaneuver the Hunchback, the Griffin is more concerning because it can both keep up with and outrange you.

Bloody Pom fucked around with this message at 01:40 on Oct 2, 2023

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
There are some exceptions, admittedly. Like if you're in a stock Marauder or a HBK-4G with paper-thin left torso armor, but most 'Mechs aren't guaranteed detonations even if they eat a crit in an ammo-carrying location. It's generally a better idea to just voluntarily carry less ammo. Especially if you've got a weapon that just has more ammo than it can realistically use, like an LRM-5, SRM-2, AC/2, AC/5, or Machine Gun.


I'm not sure if MegaMEK lets you set ammo loads prior to mission start, but if it does it might be worth considering a 'combat load' unless you're planning back-to-back fights and know endurance will matter.

Bloody Pom
Jun 5, 2011



I'll admit I'm mostly just paranoid after that one Streak SRM-2 decided it was TACs Day 2763. :sweatdrop:

TheParadigm
Dec 10, 2009

earlier when I was checking the map, I saw an O.K move if anyone wants to capitalize on the griffin. 1717 should block LOS to the hunchback but have a clean shot at the griffin; but only the gladiator and /or shadow hawk can get there.
1716 might clip the hex and block the hunchie's los, but its hard for me to tell. If it does, both those mechs have a chance to really take advantage of the move mod it (doesn't) have.

TheParadigm fucked around with this message at 03:36 on Oct 2, 2023

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

PoptartsNinja posted:

I'm not sure if MegaMEK lets you set ammo loads prior to mission start, but if it does it might be worth considering a 'combat load' unless you're planning back-to-back fights and know endurance will matter.

It does. In the future I'll let players burdened with particularly egregious ammo loads (Machine Gun / SRM-2 / LRM-5 mostly) choose to carry less if they want.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
LRM-5 can easily get away with a "Combat Load" of 12-15 shots per launcher. LRM-5s are so over-supplied that 1 ton easily feeds 2 launchers.
SRM-2 is a touch harder, but 9-12 per launcher is probably plenty. 12 shots is honestly edging into the excessive, you probably won't even spend 9 turns firing an SRM-2.

Machine Guns are so bad you can easily get away with 5 shots per gun and will probably still end the game with ammo left over.

PoptartsNinja fucked around with this message at 18:04 on Oct 2, 2023

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious

PoptartsNinja posted:

LRM-5 can easily get away with a "Combat Load" of 12-15 shots per launcher. LRM-5s are so over-supplied that 1 ton easily feeds 2 launchers.
SRM-2 is a touch harder, but 9-12 per launcher is probably plenty. 12 shots is honestly edging into the excessive, you probably won't even spend 9 turns firing an SRM-2.

Machine Guns are so bad you can easily get away with 5 shots per gun and will probably still end the game with ammo left over.

Unless you're doing the always hilarious boating build, trying to determine where the sweet spot is when you're running a custom build of 14+ machine guns.

I think I ran a light with AESs and the arms filled to the brim, but I have no idea if it was any good at anything whatsoever.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
No matter how many machine guns you cram in, you will always need somewhere between 0 and 1 ton of machine gun ammo. :v:

Bloody Pom
Jun 5, 2011



That's what CASE II is for. Risk-free dakka!

Now I'm thinking of a light that mounts LMG arrays linked to a targeting computer. Death of a thousand crits.

e:Welp, turns out TCs don't work on machineguns.

Bloody Pom fucked around with this message at 22:31 on Oct 2, 2023

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious

Bloody Pom posted:

That's what CASE II is for. Risk-free dakka!

Now I'm thinking of a light that mounts LMG arrays linked to a targeting computer. Death of a thousand crits.

e:Welp, turns out TCs don't work on machineguns.

Yep hence the AESs!

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
There are optional rules for Machine Guns that let you switch them to rapid fire mode. Rapid fire MGs deal 1D6 damage, cost 3x that number of ammunition, and raise heat by that number -1. You'll deal more damage and chew through ammo very quickly, but the heat tradeoff makes it a questionable exchange.

Amechwarrior
Jan 29, 2007

Scintilla posted:

There are optional rules for Machine Guns that let you switch them to rapid fire mode. Rapid fire MGs deal 1D6 damage, cost 3x that number of ammunition, and raise heat by that number -1. You'll deal more damage and chew through ammo very quickly, but the heat tradeoff makes it a questionable exchange.

Oh man, that's really good for LCTs and other small Mechs that barely use the 10 HS they must have. Is there a to-hit downside or is it just heat and ammo consumption?

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Amechwarrior posted:

Oh man, that's really good for LCTs and other small Mechs that barely use the 10 HS they must have. Is there a to-hit downside or is it just heat and ammo consumption?

There's no hit penalty. The only other possible issue is that you can't switch between rapid and non-rapid modes in-game - you have to decide which one you're going with before the battle begins.

Slavvy
Dec 11, 2012

Having a good chuckle at a 20t mech using 5% of it's mass on spraying maximum dakka everywhere

Bloody Pom
Jun 5, 2011



You can do disgusting things with a Locust. Things like making it run 25 hexes (after rolling twice to make sure the MASC and supercharger don't fail) while carrying eight small lasers linked to a targeting computer.

Or, taking the already-insane LCT-6M and cramming a 300 XXL engine and a supercharger into it, taking its movement points from 29 to 38. Taking into account how long a turn lasts, that means clearing over 1.1km in a straight line from a standing start to a dead stop. In ten seconds.

Bloody Pom fucked around with this message at 08:59 on Oct 3, 2023

SIGSEGV
Nov 4, 2010


To be honest, if you want your light mechs to survive it is good to significantly increase their Lorentz factor.

Amechwarrior
Jan 29, 2007

Scintilla posted:

There's no hit penalty. The only other possible issue is that you can't switch between rapid and non-rapid modes in-game - you have to decide which one you're going with before the battle begins.

Ah, that's the kicker. Great for classic lightly armed bug units but not something you'd really want to enable on more heat conscious 'Mechs like the WHM or BLR.

painedforever
Sep 12, 2017

Quem Deus Vult Perdere, Prius Dementat.

Bloody Pom posted:

You can do disgusting things with a Locust. Things like making it run 25 hexes (after rolling twice to make sure the MASC and supercharger don't fail) while carrying eight small lasers linked to a targeting computer.

Or, taking the already-insane LCT-6M and cramming a 300 XXL engine and a supercharger into it, taking its movement points from 29 to 38. Taking into account how long a turn lasts, that means clearing over 1.1km in a straight line from a standing start to a dead stop. In ten seconds.

Wasn't the Firemoth faster? Or do I just assume that because of Mechwarrior 2?

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
I believe the fastest canon mech is the Celerity, whose CLR-05-X variant can theoretically move 40 hexes in a single turn. It also mounts impact-resistant armour, is covered in spikes, and specialises in charging attacks. :unsmigghh:

Defiance Industries
Jul 22, 2010

A five-star manufacturer


painedforever posted:

Wasn't the Firemoth faster? Or do I just assume that because of Mechwarrior 2?

Given the same engine and other bells and whistles, they are the same speed.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
There should be PSRs for going that fast since even though IRL land speed records are faster those are all carried out on perfectly level salt flats.

Unless it's all space magic.

Breadmaster
Jun 14, 2010

Z the IVth posted:

There should be PSRs for going that fast since even though IRL land speed records are faster those are all carried out on perfectly level salt flats.

Unless it's all space magic.

"Yeah, you can't pilot this thing at full speed until we replace all the blood in your body so you can withstand the G-forces and not turn into jelly"

Bloody Pom
Jun 5, 2011



Wouldn't surprise me if they have something akin to the Juice from The Expanse. Basically a cocktail of drugs designed to increase bloodflow, injected before high-G maneuvers so crews don't black out in the middle of combat. Seems like something that would more or less be a requirement for aerospace pilots.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


The Lyran Commonwealth uses pilot suits to try and do that. I guess they forcibly pump the blood back out of where it's pooling?

SIGSEGV
Nov 4, 2010


Mostly they are supposed to press really hard against where the blood should be pooling (Yes, it's extremely tight fitting pants that suck to put on.) in order to help it not pool, also the pilot is supposed to clench their lower body like their life depends on it, which it does, because it helps them not pass out. The clenching restricts the opportunity for blood to pool via compressing every free space available. I guess you could also include some sort of sector based variable compression in order to help force venous return.

Those suits would absolutely feel like hell but on the other hand they would keep you a little bit more alive than not.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
River_Bed_[1268]: Turn 8

“My left side’s looking a little thin,” Charles reported, grimacing as the searing afterimage of the Griffin’s PPC faded from his vision. “The royal brat is an arrogant prick, but he knows how to shoot.”

“Need me to swing down and give you a hand?” Jenna asked.

“I’d appreciate it.” Charles dropped his crosshairs over Etienne’s Griffin and returned fire with his own PPC. Unfortunately for the young lord, Charles also knew how to shoot, and the Griffin rocked back as his shot took it squarely in its centre of mass. Etienne quickly triggered his jump jets and leapt down and out of sight, but not before letting fly with a volley of LRMs. The missiles blasted away chunks of Charles’s leg armour, but failed to penetrate or do any serious damage.

Rivulets of sweat trickled down Charles’s forehead as the heating coil beneath his pod raised its output sharply. The simulators didn’t quite match reality, but the one thing they got right was the feeling of being slowly boiled inside an overheated cockpit. He supposed that was a good thing - heat was a killer, and it was better for a trainee to learn how to manage it in a safe environment. Alas, that didn’t make it any less uncomfortable.

“I’ve lost a lot of armour too,” Alexander replied. “Then again, I never had much to begin with.” There was a pause, and Charles heard the man curse softly. “drat. I thought I had the Commando, but it managed to slip away again.”

“Does anyone have eyeballs on the Hunchback?” Charles asked. It had been a while since he had seen it last, and he couldn’t shake the suspicion that it was lying in wait for him behind the next butte.

“I do.” Yukiko replied tersely. “It is approaching my position now.”







Weapons fire for Gladiator GLD-4R (Player):
-Fires PPC at Griffin GRF-1N (Fusiliers); needs 8, rolls 9: Hits Centre Torso! Griffin GRF-1N (Fusiliers) takes 10 damage to Centre Torso, 10/20 Armour remaining.

Weapons fire for Shadow Hawk SHD-2K (Player):
-Fires PPC at Commando COM-2D (Fusiliers); needs 10, rolls 7: Misses!
-Fires LRM-5 at Commando COM-2D (Fusiliers); needs 8, rolls 3: Misses!

Weapons fire for Trebuchet TBT-5S (Player):
-Fires Medium Laser at Commando COM-2D (Fusiliers); needs 12, rolls 12: Hits Right Arm! Glancing Blow due to Narrow Profile! Damage reduced from 5 to 2! Commando COM-2D (Fusiliers) takes 2 damage to Right Arm, 4/6 Armour remaining.
-Fires Medium Laser at Commando COM-2D (Fusiliers); needs 12, rolls 10: Misses!
-Fires Medium Laser at Commando COM-2D (Fusiliers); needs 12, rolls 8: Misses!
-Fires SRM-6 at Commando COM-2D (Fusiliers); needs 12, rolls 10: Misses!
-Fires SRM-6 at Commando COM-2D (Fusiliers); needs 12, rolls 9: Misses!

Weapons fire for Wolverine WVR-6M (Player):
-Fires Large Laser at Griffin GRF-1N (Fusiliers) needs 11, rolls 4: Misses!

--

Weapons fire for Commando COM-2D (Fusiliers):
-Fires Medium Laser at Shadow Hawk SHD-2K (Player); needs 11, rolls 10: Misses!
-Fires SRM-4 at Shadow Hawk SHD-2K (Player); needs 11, rolls 3: Misses!
-Fires SRM-6 at Shadow Hawk SHD-2K (Player); needs 11, rolls 8: Misses!

Weapons fire for Griffin GRF-1N (Fusiliers):
-Fires PPC at Gladiator GLD-4R (Player); needs 8, rolls 9: Hits Left Torso Gladiator GLD-4R (Player) takes 10 damage to Left Torso, 5/19 Armour remaining.
-Fires LRM-10 at Gladiator GLD-4R (Player); needs 6, rolls 6: 6 Missiles Hit! Gladiator GLD-4R (Player) takes 5 damage to Right Leg (14/19 Armour remaining) and 1 damage to Centre Torso (15/26 Armour remaining).

Weapons fire for Hunchback HBK-4H (Fusiliers):
-Holds fire!



No melee attacks this turn!



Gladiator GLD-4R (Player) gains 12 heat, sinks 13 heat and is now at 5 heat. Overheating!

Shadow Hawk SHD-2H (Player) gains 13 heat, sinks 13 heat and is now at 0 heat.

Trebuchet TBT-5S (Player) gains 19 heat, sinks 18 heat and is now at 2 heat.

Wolverine WVR-6M (Player) gains 13 heat, sinks 13 heat and is now at 0 heat.

--

Commando COM-2D (Fusiliers) gains 12 heat, sinks 10 heat and is now at 3 heat.

Griffin GRF-1N (Fusiliers) gains 14 heat, sinks 12 heat and is now at 2 heat.

Hunchback HBK-4H (Fusiliers) gains 1 heat, sinks 1 heat and is now at 0 heat.







Player Status


Enemy Status


Special Abilities:
-Toughness: Grants bonus to consciousness rolls.
-Small Pilot: Negates ‘Cramped Cockpit’ penalties.

Primary Objectives:
-Defeat the First Decimis Fusiliers (3/6)

Secondary Objectives:
-Humiliate Etienne Decimis (100,000 C-Bill reward)

Next Orders Due: Saturday 7th 9:00PM GMT.

glwgameplayer
Nov 16, 2022
What I’m about to suggest is risky but absolutely worth it in my opinion. See, the Hunchback and Griffin are standing back to back as if defending each other, and in the case of the Hunchbback that’s absolutely a good idea, but the Griffin is a lot my range fighter who’s weapons all have penalties when fired at close range.

If you guys get right in front of the Griffin, not in melee range but no more than 3 tiles away, all his weapons have a penalty to hit you. Meanwhile you can shoot past him into the unprotected back of the Hunchback.

I leave this information in your capable hands squad

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

That is incredible and hilarious

Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!
I forget, but do 'Mechs not provide cover for units behind them?

anakha
Sep 16, 2009


Rorahusky posted:

I forget, but do 'Mechs not provide cover for units behind them?

That's an optional rule if ever right? That's never happened by default in any of the megamek games I've played

SIGSEGV
Nov 4, 2010


Only in specific circumstances, with SPAs or scenario special rules to enable a bodyguard to mister president in some incredibly high born brat's attempt at grasping personal glory.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

anakha posted:

That's an optional rule if ever right? That's never happened by default in any of the megamek games I've played

There's an optional rule that lets infantry take cover behind other units in their hex, but that appears to be it.

SIGSEGV posted:

Only in specific circumstances, with SPAs or scenario special rules to enable a bodyguard to mister president in some incredibly high born brat's attempt at grasping personal glory.

Unfortunately for Etienne, shielding movement isn't implemented in MegaMek yet. :v:

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Gladiator

Question

1314 gives me LOS to the Griffin but not the Hunchback yes?

Technowolf
Nov 4, 2009




Rorahusky posted:

I forget, but do 'Mechs not provide cover for units behind them?

Hexes are 30m across. Plenty of space to fire around intervening units.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Z the IVth posted:

Gladiator

Question

1314 gives me LOS to the Griffin but not the Hunchback yes?

Correct.

Slavvy
Dec 11, 2012

:sigh: I find myself out of position yet again

TheParadigm
Dec 10, 2009

Slavvy posted:

:sigh: I find myself out of position yet again

Its not as bad as it looks. One of the strengths of the large laser is you have a ten hex medium, and you can trade with medium lasers all day (long at 9, can't fire at 10).

A run to 1710 puts you at 10 hexes to the griffin.

A jump to 1711 puts you at 9 so you can use the other weapons, but you know, heat.

Gwaihir
Dec 8, 2009
Hair Elf
I do like the backside hunchback shots plan, but this turn can also easily be a great turn for everyone to deny los, reposition, and 100% cool off, while also waiting for the wolverine to get closer.

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Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Gwaihir posted:

I do like the backside hunchback shots plan, but this turn can also easily be a great turn for everyone to deny los, reposition, and 100% cool off, while also waiting for the wolverine to get closer.

Yeah but which is funnier

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