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> Mechwarrior: Online, Calling all Mechwarriors! (I know theres at least a few of us here
Stahlseele
post Oct 22 2012, 09:40 PM
Post #101


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anti air artillery that usually can't even hit a hex(field of 30m diameter) . . yeah, i got nothing <.<
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almost normal
post Oct 22 2012, 09:47 PM
Post #102


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Yeah. I believe the modifier is +5 for flak, with a flat range (no penalties) of 18 hexes out, so 9's with average gunners.
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Sengir
post Oct 22 2012, 09:52 PM
Post #103


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QUOTE (Stahlseele @ Oct 22 2012, 06:50 PM) *
Well, the HellStar is a Clan-Mech.

I'd say when compared L1 tech, IS designs like the Pillager or Nightstar reach the same level of "lolwut"...
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Stahlseele
post Oct 22 2012, 10:02 PM
Post #104


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Well, StarLeague was that much better . . but yes, there is not that much of a difference, really <.< . .
And i still say the Awesome is one of the most awesome mechs ever. And better than an Atlas of the same era (IMG:style_emoticons/default/nyahnyah.gif)
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_Pax._
post Oct 23 2012, 01:39 AM
Post #105


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QUOTE (almost normal @ Oct 22 2012, 04:19 PM) *
We were talking specifically board game, and then focused to box-set, which doesn't feature LAMs.

They were in the original Technical Manual and first TROs, though.

QUOTE
As far as LAMs go, They're an air asset, dealt with anti-air assets, like Arrow launchers. Doesn't matter how far you jumped, you're a 9 to hit with an average pilot, and taking 20 points of damage in 5 point clusters.

Actually, no. In Airmech mode, you're a GROUND target if you land at the end of every turn. 2 move to launch, 11 to actually move, 2 more to land. 5/6/15 was plenty to hit that "11 hexes moved" line, plus the Jump penalty. Anti-air weapons would be as useful against a LAM as against a Catapult with JJets.

You're only an Air target, and subject to FLAK, if you stay in the air (and begin operating as an aircraft).

A LAM in Airmech mode that lands at the end of every movement, is just a Battlemech with tripled Jump points (hence, 5/8/15, instead of 5/8/5).
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almost normal
post Oct 23 2012, 01:45 AM
Post #106


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A LAM in Airmech mode is treated as a WiGE, and subject to Flak. Apparently they hover on the ground? I don't know. Personally I love the things, they combine my two favorite things growing up (big robots and fighter jets), but the whole 'hahaha! I can shoot you and never be hit back, EVER!' thing just never really appealed to me, and as it turned out, only existed when cobbling together house rules and ignoring other rules.

Fuckin run on sentence.
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_Pax._
post Oct 23 2012, 03:21 AM
Post #107


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QUOTE (almost normal @ Oct 22 2012, 09:45 PM) *
A LAM in Airmech mode is treated as a WiGE, and subject to Flak.

I have no idea where you get this from. Years of playing BT, including back when LAMs were not yet extinct ... and you are the first person I have ever heard who has suggested that LAMs not in full flight are subject to flak.

You're also the first source I've heard claim that ArrowIVs could be used as flak - unless you mean, specifically, the Air-Defense Arrow missile, which is only available starting in 3068 ...? Anyway, those are for use against targets in the Low Altitude Map ... meaning, "in full flight", not merely jumping a long distance. And also, those are a very specific variant Arrow IV, used only by Capellan "Death Commando" forces. Which is to say, "they were/are bloody rare".

Finally, while a LAM in Airmech mode can move like a WiGE, it is not always a WiGE. Nor are WiGEs always subject to flak, anyway.

QUOTE
[...] the whole 'hahaha! I can shoot you and never be hit back, EVER!' thing [...]

Not ever, just "roll 12's or don't bother trying". Also, the weight of the conversion gear, the absolute guarantee that you'll devote a chunk of tonnage to JJ, and the special susceptibility to crits in the RT/LT ... yeah.

After all the other "required" things clamoring for tonnage, a Medium LAM had the firepower of a light mech. Sure, it was hard as heck to hit. But it couldn't do much BACK, either. Most people I played with, used them more as scouts and spotters than actual combat units.

QUOTE
[...] and as it turned out, only existed when cobbling together house rules and ignoring other rules.

No, not the case in my experience. Penalty because the target jumped (which the LAM also suffers, but oh well). Then, penalty for the blazing speed (11+ hexes at once, yowza). The net is ... hmmm, IIRC, +3 for jumping, +3 or +4 for distance, so +6 or +7. A basic-competence gunner with a pulse laser at short range? Base 4, -1 for pulse, +6 for taret movement, maybe +1 for the shooter walking ...TN 10, on 2d6. Not impossible at all to shoot a LAM, it's just unlikely a lot of shots will hit - just unlikely enough, too, that BIG weapons, especially with limited ammunition (e.g., AC/20's) were less likely to even be attempted against a LAM. Lasers, though? Yeah, lots and lots; pulling THAT trigger only "costs" heat buildup.
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almost normal
post Oct 23 2012, 04:55 AM
Post #108


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Tro 3085 put the rules back in the game. Battletech compendium had the rules for arrow flak. Movement mods were at 3, 5, 7 and 10. Jump adds a 1, meaning an 11 jump gets a 5 mod. Usually adding terrain and range though, so your numbers are pretty close, considering they're from memory.

Let's just assume equal cheese, and have the lam fight a clan tarcomp lpl boat. 3 gun, -2 pulse, -1 tc so if you jumped 11 Nd landed 6 hexes out, he'd need... A 5.

Again, this is why I like playing box set/ level 1 for anything not a roleplaying game. Things get stupid quick, and then there's an arms race of stupidity.
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Stahlseele
post Oct 23 2012, 12:46 PM
Post #109


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it gets even worse with the new armor types <.<
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KarmaInferno
post Oct 23 2012, 11:52 PM
Post #110


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I just remember kicking the heads off of people with an LAM.

My gaming group made me stop playing them.

(Look up how a ramming attack is made, if the ramming mech is one level above the target)






-k
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X-Kalibur
post Oct 24 2012, 07:50 AM
Post #111


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QUOTE (KarmaInferno @ Oct 23 2012, 04:52 PM) *
I just remember kicking the heads off of people with an LAM.

My gaming group made me stop playing them.

(Look up how a ramming attack is made, if the ramming mech is one level above the target)






-k


That was one of the more popular methods of using the LAM. rolling a kick on the punch hit location means a 1 in 6 chance of a head shot.
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_Pax._
post Oct 25 2012, 11:04 PM
Post #112


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Patch today.

WARNING ... Double Heat Sinks are NOT working. You know my AWS build above, with 32 single heat sinks? I switched over to DHS, managed to find room for 19 of them (11 in the engine, 8 in torso/arms). Nominally, my heat efficiency is almost 1.6 - but in practise, it's more like 0.6. She overheats like a teenager in a porn shop. >:P Which is to say, "the next thing to instantaneously".
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KarmaInferno
post Oct 26 2012, 12:28 AM
Post #113


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They added the Cicada and a "hero" variant of the Centurion, though.

Plus, Endo Steel & Ferro-Fibrous.

Also I see CanRay in game. Should I kill him?




-k
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Halinn
post Oct 26 2012, 12:46 AM
Post #114


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QUOTE (KarmaInferno @ Oct 26 2012, 02:28 AM) *
Also I see CanRay in game. Should I kill him?

Obviously.
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_Pax._
post Oct 26 2012, 01:54 AM
Post #115


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You know ... we need to form up a Unit of our own.

I've got a Ventrilo server, 10 slots, I could donate to the cause. It's already paid-for, for the next six months ...
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KarmaInferno
post Oct 27 2012, 02:57 AM
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Heh, I'd be in for some group games.

We could even call ourselves "Shadow Regiment" or similar. Which coincidentally has the initials SR.




-k
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_Pax._
post Oct 27 2012, 04:16 AM
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Unfortunately ... the past day or so has convinced me, MWO is probably not a good game for me. I really dislike the direction the developers are taking some things (LRMs overpowered, DHS underpowered, premade pugstomping, not enough maps or gameplay modes, no integrated VOIP even though the nature of the game REALLY calls for it ...), and the attitude of the rest of the community is ... yeah.

It's been a love/hate thing enough already, so ... I may poke around at it some more, but I think I'm done, after all.
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faultline
post Oct 27 2012, 05:38 AM
Post #118


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QUOTE (_Pax._ @ Oct 26 2012, 09:16 PM) *
Unfortunately ... the past day or so has convinced me, MWO is probably not a good game for me. I really dislike the direction the developers are taking some things (LRMs overpowered, DHS underpowered, premade pugstomping, not enough maps or gameplay modes, no integrated VOIP even though the nature of the game REALLY calls for it ...), and the attitude of the rest of the community is ... yeah.

It's been a love/hate thing enough already, so ... I may poke around at it some more, but I think I'm done, after all.


I guess most of the problems with the game dont bug me as much as it does some people, but I guess its becasue I just dont get to play as much as I did when Beta first started so when I get time to play I still have fun.

The community is kind of crap at times, very negative overall, thats one of the reasons I usually dont care about what most other people post on the forums, I read what they say but its all the same recycled BS.

Well if you do stay away I'm sorry to see you go though we've not met on the battlefield. Losing a player is always a bad thing imo.
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KarmaInferno
post Oct 27 2012, 09:52 PM
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QUOTE (_Pax._ @ Oct 27 2012, 12:16 AM) *
Unfortunately ... the past day or so has convinced me, MWO is probably not a good game for me. I really dislike the direction the developers are taking some things (LRMs overpowered, DHS underpowered, premade pugstomping, not enough maps or gameplay modes, no integrated VOIP even though the nature of the game REALLY calls for it ...), and the attitude of the rest of the community is ... yeah.

It's been a love/hate thing enough already, so ... I may poke around at it some more, but I think I'm done, after all.

Well, sorry ya feel that way. I would have liked to have grouped with folks here.

LRMs have been buffed and nerfed multiple times so far in Beta. I dunno if they'll stay the way they are, but I agree they seem a little TOO effective right now. Hopefully they get toned down, and things will also likely change when ECM goes in.

Double heat sinks are confirmed to be bugged. They show up fine in Mechlab but act as single heatsinks in game.

Matchmaking will eventually preferentially place premades vs premades and PUGs vs PUGs, but currently does not work.

There are supposed to be at least four more maps being worked on, and a couple of other gameplay modes.

There IS a VOIP system the game interfaces with, the C3 voice client. It is a seperate install for now but starting a group in game automatically puts everyone in the group in a shared voice channel on C3 if they have it installed. Eventually C3 will be integrated into the core client but right now they're focusing on other stuff.

As for the community, it seems to be getting steadily worse as they let more and more people in. I dunno how they'd fix that.



-k
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CanRay
post Oct 27 2012, 10:34 PM
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QUOTE (KarmaInferno @ Oct 27 2012, 04:52 PM) *
As for the community, it seems to be getting steadily worse as they let more and more people in. I dunno how they'd fix that.

-k
The ability to choose teams/units/clans/whatever, probably.
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almost normal
post Oct 28 2012, 12:46 AM
Post #121


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Shadow regiments... Im pretty sure those are canon somewhere. Memory is fading. I know the ghost regiments were/are real DCMS units.

Oh, thats it. Shadow Regiments were a WoB invention. Stupid wobblies.
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KarmaInferno
post Oct 28 2012, 01:49 AM
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The Wobblie version did not appear til the 3070s, though, and were called 'shadow divisions', not 'shadow regiments'.

There were "shadow regiments" (lowercase) which were DCMS units made up to look like other units. The problem is that treaties at that time limited the number of units the Draconis could officially field. They actually fielded more units than they were allowed to, of course, and would constantly change the markings of these extra units, claiming they simply were transferring in "legal" units from other battlefronts. Things being as chaotic as they were nobody could double check if this was really the truth.

Sounds like shadowrunners, huh?



-k
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_Pax._
post Oct 28 2012, 03:18 AM
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Somewhat ironically, the DCMS' "illegally"-large military is probably the only thing that saved them from the Clans: they had the defense-in-depth to accept the kind of hideous losses/attrition, that no other House could have paid and survived.

And the DCMS' survival, was in turn integral to the Inner Sphere's eventual victory over the clans.
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almost normal
post Oct 28 2012, 05:04 PM
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And if the clans invaded from the other half of the sphere, we'd all be speaking clanner!

Stupid Davs/mariks/liao.
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_Pax._
post Oct 28 2012, 08:30 PM
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I don't know about that, but, their drive towards Terra would certainly have taken them father before ComStar could muster forces for a Tukayyid ploy on that side of things. I doubt the Capellans could have resisted the Clans as well as Rassalhague (barely) did, and I'm dead certain that Marik would have simply collapsed in the face of a Clan invasion (with lots of sub-sections simply surrendering / defecting / "seeking a separate peace"), where the DCMS were willing and able to accept high enough losses to make the cost of expansion high enough to slow the clans on a purely economic basis. Marik lacks unity, and Liao lacks depth / economic might.

The Davion half of FedCom would probably have fared about the same as the Steiner half did, though. Those two players were always fairly evenly matched - Davion with slightly better tech, Steiner with slightly better industry.

But basically, Liao and Marik space would have been a huge, DEEP penetration of Clan forces.
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