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kingcom
Jun 23, 2012

Xarbala posted:

Basically, give the Dark Ages a chance. Not MWDA, but the TROs at least.

Real talk, it's a real good sign of people who have bad opinions about battletech if they say anything clan invasion/anything post clan invasion is bad. Jihad and Dark Age era is easily the most fun to play table top wise. The Clan tech isn't the be all and end all, everyone has a tonne of unique and distinctive mechs and equipment that makes them shine and fill a tonne of niches that clan tech simply can't. The clans just turn into a style of play where you load up with fast glass cannons and hope you can deliver enough right hooks because you get drowned by TSM super fast assaults, C3 network snipers, Plasma rifles destroying your normally good heat curve or the hilariously over gunned 5/8 medium and heavy mech swarms that the Inner Sphere can deploy against you.

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kingcom
Jun 23, 2012

Beer4TheBeerGod posted:

Is it just me or is the Grasshopper flat out better than the Banshee even though there's a 25 ton difference?

Banshee with a tonne of small lasers and some jump jets are pretty solid and solve the grasshopper's role for more melee damage on top.

But yeah Banshees are notoriously poo poo assault mechs and are essentially the Steiner equivalent of the Charger in tabletop. It's the downside of having huge engines in your assaults before XL engines get invented.

kingcom
Jun 23, 2012

Xarbala posted:

This is probably the only joy left in those tank crews' lives tbh

Dumping an AC/20 round through the cockpit of some hotshot mech jock who stole your girlfriend is basically the only reason to get up in the morning for a treadhead.

kingcom
Jun 23, 2012

Hubis posted:

Honestly, as someone who only really got into TT with the 25th Anniversary box set, my preference for Pre-Clan stuff is mostly just due to the fact that I've got a ton of 3039-era mechs, and I don't really even know where to begin exploring other eras (aside from proceeding chronologically, which isn't that appealing). Since I'm still getting my local gaming buddies familiar with the game, even simple lance-on-lance fights can take a lot of time and I'm hesitant to add any more complicated mechs/weapons/systems (Alpha Strike is fun, but it's definitely not the same thing).

I've actually got a bunch of (all?) the 3415 TROs (as well as the "core" books) but having to flip through TacOps/TechManual is just a bit intimidating. If anyone has suggestions for how to streamline jumping to the new stuff straight from vanilla TW/3039 I'd be super interested in hearing.

Go grab a copy of megamek and it should have all the mechs across the timelines to have a look at. It's seriously the best way to just have a look for what different mechs of different time periods really look like.

kingcom
Jun 23, 2012

ScottyJSno posted:

Lore question. How do pirates and other undesirable Mech units operate on a planet? Surely the local authority keep tabs on the limited Jumpships and who was on them.

A lance that you have no idea who or were they came from just came in on the 12:30 jumpship from the Inner Sphere. Why on earth would anybody let them land. Space fighters are thing in the universe ?

Okay so to break this down a little bit as to why there can be space assholes landing on your planet and not know why they are here.

A part of the answer is something you need to know about Battletech in general and its 'So we can have cool giant robot fights'. Thats always going to be part of the answer to any 'how' or 'why' question.

To get to the rest, Battletech planets for the most part don't really have extremely sophisticated or even common satellite networks that just cover ever part of the planet and space is really loving big. In general they point their satellites at the system's jump point and track ships coming to and from scheduled traffic. So in order to not get spotted, batshit crazy pirates jump in at 'Pirate Jump points', which as you learn in the campaign, are basically points inside of a systems proximity and therefore inside gravity wells making them super dangerous to try and show up in. But on the flip side it means they are closer to their destination AND its unlikely a planet's limited satellite and sensor coverage is pointing there.

Pirates alone generally cant afford jumpships but coalitions of pirates tend to form to run lots of little raids all the time to drop people on a planet, fly a dropship down with supplies and resources to raid and run operations and they keep looting and pillaging until they run out of stuff to steal or someone calls in support, then they call for a pickup and share their loot with the jumpship crew. This is why you see so many pirate nations form up in general or pirate warbands with their own planets and systems. Jumpships/support crews/raiding parties all end up working together and usually have someone put in charge or rather someone taking over.

Most planets don't have aerospace fighters, especially in this time period so they don't really have a rapid response force, instead they probably just have dropships and even then only some of those are going to be combat capable. Dropships take time to get ready and going so if they dont catch something in time they just don't have the ability to react to it before the opposing ship has landed, dropped it's payload off and is taking off. The planets that get hit just don't have the kind of response times/resources/defences to deal with a dropship (even if its likely a piece of junk) showing up and deploying a lance of mechs and vehicles to the surface .

kingcom
Jun 23, 2012

Emy posted:

Urbanmechs aren't valid enemy choices for whatever reason.

Because they move so slow that they were literally breaking the pathing and unit cohesion AI lol.

kingcom
Jun 23, 2012

Night10194 posted:

Sumire rules.

Not empty quoting. She calls out everything in the campaign correctly and is extremely rad.

kingcom
Jun 23, 2012

Reiterpallasch posted:

Come to think of it, the Helm Memory core has long since been found in my save file. How long did it take for the tech involved to start filtering out to poo poo-tier tinpot dictatorships in the middle of nowhere?

Specifically? 3048.

kingcom
Jun 23, 2012

high six posted:

As long as they put the best mech into the game: the Charger.

God it would be so good in this game.

kingcom
Jun 23, 2012

Xarbala posted:

Gotta love the Fraction Jackson rule

This is my favourite example of demonstrating why every idiot saying the table top rules were tried and tested are loving wrong.

kingcom
Jun 23, 2012

Sandwich Anarchist posted:

Do you think it would be worth doing a full conversion of the game to TT rules? Or is the map design and such too radically different for it to work?

Possibly as a MP mod?

Umm.... that would require completely redesigning the initiative system and most of the game. So good luck modding all that out lol.

kingcom
Jun 23, 2012

Sandwich Anarchist posted:

So how does that translate to dancing around at optimal range then, if short range is optimal for everything?

Every weapon has a different value for what 'short, medium, long' range actually is. For example a medium laser has a short range of 1-3, medium range of 4-6, long range of 7-9. A large laser has a short range of 1-5, medium range of 6-10, long range of 11-15. If a mech only has those weapons on it, then you can conclude your optimal range is going to be 1-3 as it's where you are taking short range shots with all your weapons.

The big thing to consider in table top, since its a game about loving with math to get the 'optimal shot', is that you want to take shots which are optimal for you but not-optimal for your opponent. So if you have a mech 1 medium laser and 1 large laser, and are fighting a mech with 4 medium lasers, you want to be outside their short range while being inside your short range. Since a large laser is 1-5 and a medium laser is 1-3, you want to be finishing your movement at 4-5 range to make sure you get a shot with no modifiers from range and they get the penalty for firing at medium range.

kingcom
Jun 23, 2012

DeepThrobble posted:

Yeah, I don't recall the Clan era favoring lights since the advanced components allowed heavier designs to move faster and carry/fire more guns. Then things like C3 systems, pulse lasers, and plain longer ranged weapons bring the light's high movement mods down the curve into turbofucking territory. Light mechs are simply too fragile, the armor differential with heavier mechs is too much to reliably overcome.
That's why in a game that largely adheres to the tabletop stats and only allows you to control a small number of mechs, we could use larger maps and scenarios where movement is specifically rewarded. The single player skirts with, but does not cross, the line of punishing players with bonus objectives in certain missions that a pure assault lance cannot easily achieve, but I feel that the inevitable descent into a pure-assault mechbay can only be stopped when players get hit over the head with situations where assaults are not the most efficient. The drive to get any and all bonus objectives in a mission is a powerful incentive (and came up in the Q&A at PDX's BT panel today), just shift the focus from murdering waves of (not?-)reinforcements to engaging the baddies in the far corner with something that has to move at least 5/8 before poo poo explodes. For example, if escort missions had the first enemies assaulting some buildings where the vehicles are hiding at the first objective point, much like the flavor text suggests. If that point is far enough from the start that the AI will likely destroy a building and the vehicle inside* without fast mechs to engage the attackers, then that provides players with an incentive to keep tricked out mobile mechs.

Yeah lights actually become dogshit during the clan era because the better clan range brackets (read: super pulse lasers) and better pilots completely neutralise the light mech's bonuses. Instead you want the swarm of 5/8 mediums and heavies that can actually take a hit from a clan mech and keep moving to deliver return fire start to become the super stars for the Inner Sphere. Light mechs come back into their own when you get the Civil War tech up and Jihad super advancements making Inner Sphere lights extremely fast with solid firepower or armour or cool gear that makes them really great players on the battlefield again.

kingcom
Jun 23, 2012


Mechtoria 3 confirmed.

kingcom
Jun 23, 2012

Xarbala posted:

You've barely scratched the surface of what makes a BT grog

Original Box set chassis only, flat terrain, final destination.



Also everyone who thinks any era is better than Jihad era for gameplay is extremely wrong. hth.

kingcom
Jun 23, 2012

Strobe posted:

I'll see your extreme opinion and raise: Dark Age or bust.

Dark Age the Wizkids click game or Dark Age full crazy hybrid Timberwolf Mk III Battletech game?

kingcom
Jun 23, 2012

PoptartsNinja posted:

Spoilers: no era of BattleTech was particularly well balanced. The canon medium laser just throws any other balance concerns straight out the window.

I mean yeah no era is balanced, thats why I far more enjoy having eras where every faction has a clear and distinct play style and gimmick list to pull from, be it the 5/8 Steiner heavy cav, the Kurita Super speed lights and C3 or the Liao stealth super bot lances. It may not be balanced but its got a distinct style and flavour to everything rather than sawdust flavoured 3025 combat.

Strobe posted:

The latter.

Dark Age Battletech is just Jihad era with a little more crazyness on top and no Wobbie iC3 hybrids so I can live with that compromise. As much as I love the dumb Archangels they are comically undergunned.

The only time I've really enjoyed a 3025 was a campaign I ran that ended with my players merc unit fighting a full operation Matar with all of its Star League tech online and Dark Age Battletech is basically that all around.

kingcom fucked around with this message at 03:02 on Jun 29, 2018

kingcom
Jun 23, 2012

Strobe posted:

I prefer Dark Age to Jihad because in the Jihad the FWL goes belly up, but in the Dark Age we get all the best toys. :v:

They just got renamed to the Word of Blake though?

kingcom
Jun 23, 2012

Strobe posted:

Names are important in BattleTech, haven't you heard? :v:

Dark Age FWL isn't actively losing. They definitely (were the only major faction that well and truly) lost the Jihad.

Well now that the FWL is properly reforming in the current timeline they're kinda poised as the hero protagonist faction is the writers continue to remember they exist. They have a collapsing failed state to their north with a rampaging horde punching through them, a dying republic to the east and House Liao victory lap over Davion to the south. So we've got them set up as a real cool Poland-Lithuanian Commonwealth type of faction as Genghis Khan is heading their way.

Also I would argue the clans lost pretty loving bad in the Jihad lol, though I guess the War of Reaving is technically separate.

kingcom fucked around with this message at 03:17 on Jun 29, 2018

kingcom
Jun 23, 2012

Strobe posted:

I am incredibly excited for the potential of the Free Worlds League storyline going forward. If I told somebody that 20 years ago they'd have me committed. :v:

I assume this means that CGL is going to collapse and no more battletech updates will come lol. Alternatively they will do the next time jump and just have the whole FWL corner of the map cropped out with no explanation.

kingcom
Jun 23, 2012

S.J. posted:

I think it really just boils down to lazy rules writing more than anything. There's no reason it had to take the sharp turn that it did, even allowing for customization with the clan tech.

It's why Jihad era is so good as the TTK bounces up again from all the solid tools everyone has to work with, you're all faster and more well armoured alongside the increased firepower you are packing.

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kingcom
Jun 23, 2012

Artificer posted:

Was the discovery of Comstar being utter shits with Holy Shroud and such a HOLY poo poo moment for the houses or a I loving KNEW IT moment?

Bit of both from different people really. The bigger shock was the huge comguards army they showed up since most people assumed they just had real limited reserves. The great houses were suspicious of Comstar as they were really happy to be involved in the constant politics and especially at keeping the FedCom from getting too strong. MI:6, one of the Federated Suns spy wings was actively fighting to purge all the ROM (comstar's spy group) from their infiltration of the Federated Suns and they were trying to work out ways of long range communication without the need for the HPGs.

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