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Gothsheep posted:I say keep the machine gun. I for one want to see just how badly having a ton of machine gun ammo will screw you over! 5 minutes in megamek, i can make you see how explosive it can be and how it can cause a mech to disingrate... however that would be a little too transparent i think at the moment :P, most of the very old mechs and 3025 mech don't have CASE so i'm sure we will get to see one go boom.
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# ¿ Jan 23, 2011 00:26 |
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# ¿ May 12, 2024 07:11 |
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W.T. Fits posted:I keep seeing people who're familiar with the system going on and on about how one lucky shot to your ammo will utterly destroy you. You would have to have the enemy have a critical hit, which is i remember is 1/12 or something like that, then the enemy rolls to see which one of the slots in the area you got a critical hit which is about 1/12 to 1/6 and pick the spot with the ammo in it. So it can happen but it is you being rather unlucky. Mukaikubo posted:Closer to the first, until your armor's gone. Then it's "you are literally significantly risking death with every shot". after the armor is gone, every shot acts like a critical shot, hence the option to dump the ammo once the armor is gone.
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# ¿ Jan 23, 2011 00:37 |
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Longinus00 posted:CASE technology has been "forgotten" by 3025. Only comstar units would have it. Yeah, thats why i mentioned most wouldn't have it, we are going to see something go boom lets hope it isn't us! It's been years since i played with actual dice, it sounds like you have much better grasp then i do at the moment
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# ¿ Jan 23, 2011 00:45 |
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Well I just Gave mechwarrior Living Legends a try and it looks absolutely amazing, what I imagined a mech game to be since mech 4. However, i notice there are like 4 servers and really didn't feel like learning the controls on the fly, so i played an empty server since there was only 1 almost full one it wasn't a problem. If anyone else has this it would be fun to do once we actually have a few battles under our belts
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# ¿ Jan 23, 2011 01:44 |
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Lets get through this clean and quick! I'm sure they all are packing something to make our trip home in a parachute. Just like training, i'm sure.
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# ¿ Jan 23, 2011 03:04 |
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Light the fires and kick the tires, if you can get a shot on our primary as long as you can get there without falling down, go for it, jumping your max will give the max penalty to his shots! But don't rush out into the open now, leave yourself some room to retreat and draw them toward us.
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# ¿ Jan 23, 2011 03:20 |
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Bad Moon posted:Just remember, you guys are mercs. You can't spend your pay if you're dead. Knock out the hover tanks then bug out. If you can pick off the enemy mechs go ahead, but don't get distracted by them. Secondary Objectives are just that, secondary. PTN wanted to be saucy and brought out a drat heavy mech piloted probably by a Vet level pilot, so be wary. Remember Secondary objectives are more money in the bank, boys we can take them, just remember your training and focus fire when they come, they won't like us on their rock, and will want to try to get us off as fast as possible.
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# ¿ Jan 23, 2011 03:25 |
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Longinus00 posted:For my own amusement I converted the current situation to a megamek scenario. If poptarts doesn't mind I can throw it up somewhere. thats exactly how i'm planning my moves, and it helps a ton.
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# ¿ Jan 23, 2011 04:07 |
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Cthulhu Dreams posted:Yeah, it is D, my bad. Right now sniping isn't an option with your build, both of you light mechs need to run screens meaning that you dash about and take shots when you can without exposing yourself completely. your range is possibly your biggest obsticale, you are a knife fighter, try to get behind them or draw them toward us, then flank them and shoot them in the back
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# ¿ Jan 23, 2011 04:52 |
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i almost want to give a sand chart to show our plan, but not sure if that would be spoilers (hell i don't know for sure how everyone is moving yet myself) if templar comes on soon, we could get the first turn done in a night... which would be awesome
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# ¿ Jan 23, 2011 05:19 |
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Longinus00 posted:Aren't you all on the same side? Shouldn't you all know each others moves? We don't have the moves we pm to poptarts but we can try to organize here Click here for the full 1139x1317 image. Red is the projected path to the kill zone, C can go either way, as long as it draws the force toward the kill zone, represented by orange. Purple is the movement we want from the opforce the cyan is the most likely flank they will try to pull and that is why the long rangers can hang back in the area near where i put them. I like that central area, cause of the forests and hills will allow us to play cat and mouse if need be and best of all divide the forces with the terrian.
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# ¿ Jan 23, 2011 05:37 |
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Cthulhu Dreams posted:Okay I like that plan and it fits my proposed orders. Movement: 7 walk/11 run/5 jump to clarify for anyone else as well your right exactly.
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# ¿ Jan 23, 2011 05:50 |
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Longinus00 posted:Just remember to account for LOS from tree hexes when positioning to fire. This is where mektek shines, especially when connecting to yourself, I'll prolly move more to the right then the griffin at least that is my idea, cause i'm shorter range, that would allow me to cover more of the zone and use my jump jets to move forward more.
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# ¿ Jan 23, 2011 05:54 |
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Gothsheep posted:Oh hey, are you guys going to do that thing where you hide in the trees and then shut down so they don't spot you until you're ready to power up and kill them? not enough time, and i believe it takes a turn to startup, but it might be from a cold start. That type of ambush requires more trees and a better direction for them to attack from.
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# ¿ Jan 23, 2011 06:07 |
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Pladdicus posted:Looking at the map, is anyone else expecting that we're hitting some kind of assault lances flank? I don't know, seems like there are far more off map or something Assault lances usually would be behind this group as this group out runs it easily
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# ¿ Jan 23, 2011 06:46 |
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Tarquinn posted:Try to avoid splitting your fire. A nearly dead mech (baring any lucky critical hits) is just as dangerous as an undamaged one. Which is why I want us to focus fire on the same target as much as possible, and since they are hover craft there is only one real way they can go to get us, the mechs well be mainly our heavy hitters keeping their attention while the scouts circle around them and try for flank shots or back shots. A jenner in the back of anything less than a heavy is not going to be pretty to say the least.
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# ¿ Jan 23, 2011 12:12 |
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You don't get to be in a merc company cause you're a coward! There are reasonable risks and then there is being in the Kurita militia. Thankfully, my mech is painted with a red and black triangle not a snake
Axe-man fucked around with this message at 16:29 on Jan 23, 2011 |
# ¿ Jan 23, 2011 16:22 |
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Even with those, the fact that they basically build mechs around using just those weapons to use them more than once or twice was nice... until double heat sinks and the age of the clanner trash
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# ¿ Jan 23, 2011 20:03 |
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ShadowDragon8685 posted:I just prefer the 3060s. Hey, 3060 can be fun. I think it is more fun in a "omg i'm going to die if that lance of stone rhinos get a beat on us" but really I like the early mechs soley for the fact it is difficult and a bit more realistic as tall big robots shooting each other at 180 yards max range can be.
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# ¿ Jan 23, 2011 20:27 |
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WarLocke posted:Quick, does anyone know if PTN has a goatee?!?
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# ¿ Jan 23, 2011 20:49 |
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ShadowDragon8685 posted:In theory, a Puma fitted properly could fry two Atlases in one turn, but I mean barring freak shots to the head. Not that I mind getting freak headshots, mind you. I was in a league with mw4 and you had to shoot the head twice to kill it, i got really good at it, the reason why it seems hard is the head is usually in a very specific place on the model you have to hit.
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# ¿ Jan 23, 2011 21:43 |
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Defiance Industries posted:You know, I really should do columns on mechs. I mean drat, my user name is Defiance Industries. I'll help when i can and actually get them right this time but sure man just get out a source book and go hog wild.
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# ¿ Jan 23, 2011 22:01 |
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Zaodai posted:The stock leagues were more challenging and skill intensive, which is where your headshot sniping comes in handy. So many terrible stock loadouts... Which is what i was in, then we modded the game to actually do "varients" that used approved as simular to the board game as possible. I was really good back in the day, and the kell hounds kinda were used to do house battles, since we all trained to take down as many mechs as we could with as few mechs as possible, in my hayday, i could take out a hunchbacks cannon first shot, or any arm or other weapons ( if you shoot INSIDE the barrel, the game registered it as a critical hit to a weapon and would trash it with enough damage, everything in mechwarrior has layers of hit points, for example you can't truely be one shot in that game unless you've hit your front armor with anything first, even a tree. Same with the head. We called it One Shot Protection, and it gave you a reason to avoid trees and the like. We tested it fairly seriously too.
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# ¿ Jan 23, 2011 22:45 |
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Zaodai posted:Was that mod-only? I know in vanilla MW4 you could one shot mechs with headshots with low armor, or Ctor hits on rare occasion. Maybe it depended on how it counted hits? Like if you fired an alpha strike that included missiles and ballistic/energy weapons, the B/E weapons are going to get there well ahead of the missiles. I'd call that a single "shot", but the game would probably see it as multiple hits. it was that way out of the box, you don't really notice it, but most weapons travel at different speeds, but if you had 7 erlarge lasers hit your CT you would survive, bit if you had 5 erlarge lasers and a ERPPC one would hit after the other, being the "second shot." unless they patched it out, you can do the same thing by having two fire groups one with 5 ER large lasers, and one in another, and fire one then the other, they will die. Also most people as you notice just trudge through the trees and stuff, thus, losing that since, it has been damaged, if extremely slightly. edit: i'm trying to find my league and stuff Axe-man fucked around with this message at 23:07 on Jan 23, 2011 |
# ¿ Jan 23, 2011 23:01 |
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about my old league stuff: my bookmarks from that time are kinda a mess. all of the old bookmarks are either dead or dieing and we played in 3 leagues. http://www.arc-royal.com/hounds/ was our website, which the owner made a bitter kinda blog style a few years ago We played in Valor & Retribution Stock League MGO network Battletech, League, i forget if we played much in it or not been a while and the last one was a mektek league, but that was toward the end.
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# ¿ Jan 23, 2011 23:25 |
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"Already folks heat up the lead snake, that fast bastard is going around us, lets protect the pogues behind us!" We just need one good solid hit guys on each and the rest is bonus time.
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# ¿ Jan 24, 2011 03:58 |
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Cthulhu Dreams posted:So for movement can I use jumpsets AND run, or is it an or option? you can either jump or run since it takes the same amount of time to land without killing yourself. I'd say jump close to him and try shooting then next turn get as far away as you can... but it is up to you how risky you want to roll with it.
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# ¿ Jan 24, 2011 04:58 |
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Pladdicus posted:Moving to 1707, facing the tank, firing a full salvo, and kicking. I would suggest walking and keeping about 3 hexs from it, and then shooting until your heat limit is up. Kicking requires a piloting roll and will damage your leg armor, better to save the armor and just fire at it, since, it moved so much chances are low to hit, but if you do good chance to disable it. I've got some fire on it. if we could get the griffin to get some fire on the other one we will have grouped our fire most effectively. edit: On the topic of why battlemech doesn't use computers and that, is that it allows truely skilled pilots to come to the forefront, instead of computer assisted. So in novels and fluff it is more about the skill of the people in it, instead of the machine targeting and who fires first so basically Axe-man fucked around with this message at 05:16 on Jan 24, 2011 |
# ¿ Jan 24, 2011 05:13 |
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Pladdicus posted:Hmm. The only thing is, if I can get to his rear, he can't fire back at me meaning I won't take any damage this round and it'll be poured on you A/B, who, lets face it, are much more likely to survive the rest of the fight. tanks have turrets that have 360 degree rotation, so really, not worth it
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# ¿ Jan 24, 2011 05:18 |
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okay guys, remember to take your targets in groups, if the griffin and i are the slowest, it maybe best to have us on the one out in front, pladdicus you might want to go to the other side and go into the trees if possible and gang up on him, or (and this is prolly best) wait for him to come around the bend, hovercraft have movement rules about going into trees if i remember right, so making him go around and allowing you to setup for a good attack once he does.
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# ¿ Jan 24, 2011 06:00 |
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The goal is to take out at least one of them this turn, so focus on that, depending what happens next turn, we may have to shift so i'd take the shots you can now that uses the best targeting to whoever we can.
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# ¿ Jan 24, 2011 06:24 |
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PoptartsNinja posted:Yeah, as fun as this derailment has been, I'm afraid I need to ask you to find an appropriate place for it; since the Great Houses in Battletech don't have enough nuclear weapons left to glass a single planet, much less the 800+ worlds that make up the Inner Sphere. Yeah and since a Few Ship class heavy PPCs from orbit can do the same thing, Who needs nukes UIf poptarts would show the ship side of this game, it would make this universe seem a whole lot more crazy... maybe he will i'm not going out on the hull to jump over to the other ship, no sir
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# ¿ Jan 24, 2011 08:35 |
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Arglebargle III posted:Yikes, I never thought of that. How do they shed heat!? Same cooling system that the mechs use to normally shed heat. They have specific rules for such, but like poptarts said, it is a nightmare to do it and when they do it is usually not without deaths just by attempting.
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# ¿ Jan 24, 2011 09:56 |
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"St. Croix get out of there, you did your job we got a few commits to the south, now swing north around those hills and get into the kill zone for these fuckers. Only one more primary to go! hey does everyone enjoy checking to see if that cooling vest of yours is working, cause i'm pretty sure i'm nice and toasty and it's working fine!" Okay now they have committed, it is time to get our primary. I think we should all swing to the north and take out the last mech, I'm posting a picture to clarify Click here for the full 1139x1317 image. purple is how we want them to commit further red is the movement direction should go, this allows us, to try to get the faster elements seperated from the slower ones and the ones crossing to the south. we all need to focus this turn on taking out that last hovercraft so we can do a tactical retreat if it starts getting to hot and heavy or if you guys break morale and run Mukaikubo posted:Too often wild cards become "Critical hit... ammunition explosion." I swear that calm, mocking computer voice from Mechwarrior 2 still haunts me whenever I play Megamek, and haunted me every time I played the tabletop. "Critical hit... gyro. Critical hit. Weapon destroyed..." It was always worse when it hit a guass cause that thing made you feel it, and usually you were left without a left arm or torso. Axe-man fucked around with this message at 19:32 on Jan 24, 2011 |
# ¿ Jan 24, 2011 19:27 |
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Mahoshonen posted:Here's a crazy idea for D. Not sure how feasible it is, but it plays into Poptarts comments that he's RPing the OpFor: get as close as you can to the Dragon and challenge it. If you can get inside minimum range, then he won't be able to return fire. mechs can punch and kick you know right?
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# ¿ Jan 24, 2011 20:03 |
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Longinus00 posted:Some things I noticed. Most of the arrows are approximate mostly just to show general movements, over several turns, but your right looking at it now that i've woken up more, the arrows seem to imply places that aren't that good at all. I'll have to draw up a better one.
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# ¿ Jan 24, 2011 20:14 |
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here is a better thought out plan, though it is still in the early stages, it would mean that the dragon could take a few potshots, at either the griffin or me at partial cover but the ones in greatest danger he couldn't shoot at. Click here for the full 1139x1317 image. this also gives the jenner a cowardly and manly options, but if you do go manly watch your haeat things are going to only go bad to worst with an alpha strike. i was more looking at the end spot then counting hexs VVVVVVVVVVVVVVVVV Axe-man fucked around with this message at 20:43 on Jan 24, 2011 |
# ¿ Jan 24, 2011 20:39 |
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Pladdicus posted:Okay, cool that's about all I needed to know if you could get to 1906 somehow that would let you be completely safe (heavy trees + light trees = no shot from the dragon)
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# ¿ Jan 24, 2011 20:51 |
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Pladdicus posted:Alas, tis impossible I believe. Unless one can jumpjet and move. I am feeling that same way as i try to move myself, just one or two more movement points and it would be perfect for both cover and a shot.
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# ¿ Jan 24, 2011 20:56 |
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# ¿ May 12, 2024 07:11 |
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Agent Interrobang posted:It DOES make sense. In a mixed lance with conventional vehicle backup, you'd want something that could keep pace with the hovertanks. And a Hussar is a drat hard target if the pilot is anywhere near competent. I really think that this will all play out based on how long it takes to take down the hovertank, i played a few games with just my blackjack and baring a explosion like before, it took about 6 rounds to knock it out on average. We may end up just retreating to the end of the board after killing it cause of general wear and tear and the other mechs circling, prolly taking a spider, or a jenner with us. But unless the LT gets a luck shot off, i think that dragon will still be live and running.
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# ¿ Jan 24, 2011 22:15 |