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Katreus posted:Couldn't you just grab the other person and pull her onto your lap before ejecting? (And presumably hold on unless you want that person to go flying free) That might work if you aren't getting auto-ejected...
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# ? Sep 15, 2012 04:38 |
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# ? May 24, 2024 11:46 |
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Katreus posted:Couldn't you just grab the other person and pull her onto your lap before ejecting? (And presumably hold on unless you want that person to go flying free) Ejection seats fling you away at pretty incredible accelerations, on the order of 12-15 G's. Pilots often suffer vertebral damage just through the compression of their bodies for a few seconds. It'd be impossible to hold onto a person through that sort of force, not to mention when the parachute fires. I'd even doubt the ability of a held person to make it out of the cockpit without shattering body parts against the frame as they leave. That's a risk in regular ejections as it is. No, Miranda's goose is cooked if the Banshee blows up.
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# ? Sep 15, 2012 04:54 |
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GenericServices posted:Ejection seats fling you away at pretty incredible accelerations, on the order of 12-15 G's. Pilots often suffer vertebral damage just through the compression of their bodies for a few seconds. It'd be impossible to hold onto a person through that sort of force, not to mention when the parachute fires. I'd even doubt the ability of a held person to make it out of the cockpit without shattering body parts against the frame as they leave. That's a risk in regular ejections as it is. Hell, you have to consider that you can't hold someone in your arms during a car crash, which has less force involved. The real solution would be a whole head ejection system.
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# ? Sep 15, 2012 04:55 |
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Zaodai posted:Hell, you have to consider that you can't hold someone in your arms during a car crash, which has less force involved. Exists. Also toilets surprisingly are lostech... for the clans. One of the reasons they hate protracted fights.
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# ? Sep 15, 2012 05:01 |
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AtomikKrab posted:Exists. I'm aware it exists. But it's not exactly something you could hot swap into a mech.
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# ? Sep 15, 2012 05:14 |
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Zaodai posted:The real solution would be a whole head ejection system. Like the one employed by my beloved Hatchetman and its derivatives. You can beat me, but I'm takin' my mechs head with me! Good luck fixin' THAT salvage!
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# ? Sep 15, 2012 05:31 |
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The next step is to weld on aerospace fighters onto the head slots.
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# ? Sep 15, 2012 05:34 |
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Build an entire mech out of body-part ejection systems. Critical damage? The head goes flying off to protect the pilot, the rest of the mech explodes into a shower of ranged melee attacks.
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# ? Sep 15, 2012 05:44 |
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Zaodai posted:Build an entire mech out of body-part ejection systems. Critical damage? The head goes flying off to protect the pilot, the rest of the mech explodes into a shower of ranged melee attacks. So... Voltron?
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# ? Sep 15, 2012 05:46 |
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Malachite_Dragon posted:So... Voltron? If you want to put a person in each limb. I was thinking more along the lines of just having a series of rocket punch/kicks as a final gently caress you as you fly away in your whole head ejection system. Ideally the head would be painted up with trollface. Troll Atlas!
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# ? Sep 15, 2012 05:50 |
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SynthOrange posted:The next step is to weld on aerospace fighters onto the head slots. Tranzor - Z?
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# ? Sep 15, 2012 14:17 |
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"So why don't they just make the whole plane out of the stuff the Black Box is made of?"
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# ? Sep 15, 2012 21:05 |
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Crockett pilot. What do you guys think about running straight to 1732? I'd pick up extra heat, but I'd earn +2 against incoming fire and have very good shots at S1 and J4. Also, are the salamanders worth killing?
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# ? Sep 15, 2012 22:01 |
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I'd say that, now that they've fired their missiles, the Salamanders are a more minor threat compared to the clan mechs, given that you always win init and they therefore cannot into leg attacking you. Since they're not part of the victory objective here, I'd say leave them alone unless you don't have LoS or range to anything else.
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# ? Sep 15, 2012 22:25 |
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Vox Nihili posted:Crockett pilot. What do you guys think about running straight to 1732? I'd pick up extra heat, but I'd earn +2 against incoming fire and have very good shots at S1 and J4. This is pretty much what you should do, Run 5 gently caress the TAG, Beat the Exterminators face in with your guns. Note: As long as you are 6 hexes or closer to the bowman he can't use his artillery on you. for the other guys. 1 LL, the autocannon, both srms. hold off on the rest in case the Salamanders try to raise your heat. AtomikKrab fucked around with this message at 23:33 on Sep 15, 2012 |
# ? Sep 15, 2012 23:30 |
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PhotoKirk posted:Mazinger - Z?
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# ? Sep 16, 2012 02:37 |
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Shoeless posted:I'd say that, now that they've fired their missiles, the Salamanders are a more minor threat compared to the clan mechs, given that you always win init and they therefore cannot into leg attacking you. Since they're not part of the victory objective here, I'd say leave them alone unless you don't have LoS or range to anything else. Could be a bonus objective
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# ? Sep 16, 2012 02:40 |
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Came here to post this. Would punching/kicking the Anihillator produce any useful result? ugh its Troika fucked around with this message at 06:20 on Sep 16, 2012 |
# ? Sep 16, 2012 05:46 |
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-Troika- posted:Came here to post this. The answer to this is always yes, because it's entertaining. Nothing like missing a whole round of shots then headcapping the enemy with a well-placed punch.
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# ? Sep 16, 2012 06:47 |
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enigma74 posted:The answer to this is always yes, because it's entertaining. Nothing like missing a whole round of shots then headcapping the enemy with a well-placed punch. After we take the pillager thats probably gonna be next. Atlas and banshee are gonna hopefully shoot the crap outta him before hand.
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# ? Sep 16, 2012 07:26 |
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AtomikKrab posted:This is pretty much what you should do, Run 5 gently caress the TAG, Beat the Exterminators face in with your guns. This appears to be my best option. Orders are in.
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# ? Sep 16, 2012 10:22 |
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SynthOrange posted:The next step is to weld on aerospace fighters onto the head slots. Better idea, weld mech heads onto aerospace fighters. Flying Atlas skulls everywhere!
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# ? Sep 16, 2012 10:33 |
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Will have my orders in tomorrow afternoon. Maybe the dice will be favorable.
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# ? Sep 16, 2012 12:26 |
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We had a 9" b&w TV. We couldn't afford translations. We had the crappy Americanized version and we liked it.
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# ? Sep 16, 2012 13:59 |
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There's worse things PTN coulda thrown. Like an Annihillator with 5 gauss rifles
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# ? Sep 16, 2012 22:46 |
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paragon1 posted:Better idea, weld mech heads onto aerospace fighters. What is this, Rifts?
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# ? Sep 17, 2012 07:10 |
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BatteredFeltFedora posted:What is this, Rifts? If only. I'd swoon at a Rifts miniatures wargame.
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# ? Sep 17, 2012 13:04 |
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Talmonis posted:If only. I'd swoon at a Rifts miniatures wargame. This would be fine, as long as all the Rifts thingies, especially the blind women in skimpy outfits, were killed by an OGRE in the first turn of an LP.
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# ? Sep 17, 2012 16:40 |
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So, I've been playing around a little while I wait for peoples' orders. Would there be any opposition to my changing the armor/structure damage diagrams to this in the next mission? I'm trying to cut down on my bookkeeping which should hopefully cut down on the number of mistakes.
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# ? Sep 17, 2012 18:28 |
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PoptartsNinja posted:So, I've been playing around a little while I wait for peoples' orders. Diagrams are always awesome.
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# ? Sep 17, 2012 18:30 |
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PoptartsNinja posted:So, I've been playing around a little while I wait for peoples' orders. What about mechs with less than 9 in the head armor? Of course those are horrid t1 light mechs that die if looked at by anything T2 much less clan. In all seriousness it looks awesome.
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# ? Sep 17, 2012 18:35 |
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PoptartsNinja posted:J2 Pilliager PTN, I was looking through Total Warfare last night and I noticed that piloting checks to avoid pilot damage from falls include a +1 modifier per level fallen, so this would have been a +3 modifier. Doesn't change the end result due to the roll, but it's something to keep in mind in the future if you're using those rules. I can get the page # when I get home.
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# ? Sep 17, 2012 19:12 |
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^^^ No need. Here's what the final sheet will end up looking like: I'm not sold on it yet, since the idea was to make the stat blocks smaller but it looks like this'll wind up taking up more space.
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# ? Sep 17, 2012 19:14 |
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If you TIMG them, though, they'll almost certainly take up less space, and anyone interested can expand them one at a time, like so: Y1 Stalker: While it's a depressing example to use in this circumstance, it gets my vote because it is far more readable. Plus you'll save on tag space.
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# ? Sep 17, 2012 19:20 |
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Olesh posted:If you TIMG them, though, they'll almost certainly take up less space, and anyone interested can expand them one at a time, like so: TIMG'ing is a good idea, and the new format is growing on me.
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# ? Sep 17, 2012 19:21 |
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And cleaned up:
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# ? Sep 17, 2012 19:29 |
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PoptartsNinja posted:And cleaned up: It is pretty enough. I like it, use Timg and BAM perfect I think.
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# ? Sep 17, 2012 19:30 |
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I think I'd keep the horizontal lines on the Weapons part of the Chart, but that's just me being easily confused about which line I'm reading.
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# ? Sep 17, 2012 19:41 |
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PoptartsNinja posted:And cleaned up: Well, it's larger, but it's also much more immediately legible and the color-coding of damage states helps isolate what's happening to a given 'Mech. If this simplifies your records and people like the way it looks, then a series of thumbnails that people can expand as they desire might work very well. The thumbnails of that image in the quotes look plenty compact to me, you'd just need to put the name of the 'Mech before each image. I think you've got a good thing there.
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# ? Sep 17, 2012 19:48 |
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# ? May 24, 2024 11:46 |
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But it is a whole lot easier to read. I am all for this diagram.
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# ? Sep 17, 2012 19:52 |