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Stahlseele
wanna be a horrible ass troll in CBT?
tanks. with PPCs. Schreks to be exact.
3xPPC for 935 points each, if i remember correctly.
and that's the base variant, the old one to boot.
in a game of about 10k BV (which will happen, if you have 2 lances) you have 10 of these standing on some hill.
3x3 square formation and one in the beack. so you can have volley fire of PPCs. and even if some mech does manage do close the entire distance, there is at least one schrek in each direction that does not have minimum range penalties!
Starmage21
QUOTE (Stahlseele @ Nov 14 2012, 05:49 PM) *
wanna be a horrible ass troll in CBT?
tanks. with PPCs. Schreks to be exact.
3xPPC for 935 points each, if i remember correctly.
and that's the base variant, the old one to boot.
in a game of about 10k BV (which will happen, if you have 2 lances) you have 10 of these standing on some hill.
3x3 square formation and one in the beack. so you can have volley fire of PPCs. and even if some mech does manage do close the entire distance, there is at least one schrek in each direction that does not have minimum range penalties!


That is some serious troll value
Stahlseele
*nods*
it's 30 PPCs.
a damage potential of 300 points.
_Pax._
QUOTE (Stahlseele @ Nov 14 2012, 04:21 PM) *
These mechs are there in canon too, more or less . .
There are Mechs with 12 Clan ER Medium Lasers or something silly like that.

Draconis Combine ... Komodo, or something like that. Meant for hunting and killing Clan Battle Armor, and wiping entire Points off the map in one salvo. TEN Medium Lasers, five in each arm.

And that's an Inner Sphere design (albeit, shortly post-3055, IIRC), so it doesn't even rely on Clantech cheese.
almost normal
Force Size Modifier. Pretty much prevents tactics like that, or the ubiq infantry swarms.
Stahlseele
QUOTE (_Pax._ @ Nov 14 2012, 11:34 PM) *
Draconis Combine ... Komodo, or something like that. Meant for hunting and killing Clan Battle Armor, and wiping entire Points off the map in one salvo. TEN Medium Lasers, five in each arm.

And that's an Inner Sphere design (albeit, shortly post-3055, IIRC), so it doesn't even rely on Clantech cheese.

right, i forgot about that one . .
and that's not so much worse than the Hunchback 4P, which has and always had, 8 medium lasers . . 8x5pts of damage means 40 points of damage right there. which just doubles the damage the AC20 could do.

But the Clan ER Medium lasers are 1t 1crit IS Large Lasers basically. Damage and Range . .
_Pax._
QUOTE (Stahlseele @ Nov 14 2012, 04:49 PM) *
3x3 square formation and one in the beack.

Nice against Clanners who don't use artillery perhaps, but, just asking for an arty strike in the middle of your nice, close-packed formation.

Also, if played on printed maps, "3x3" doesn't work so well on a hex grid. It's possible, but, not as "neat".

However, with seven vehicles, you can get a "dispersed ring" formation going. One vehicle in the center, and the other six two hexes away, in all six directions; there's never more than 2 or 3 vehicles endangered by a single artillery shell, even area-denial shells, at any one moment. Terrain permitting, of course; sometimes you just don't have the legroom to spread out like that. Those are the times that bring big, goofy grins to artillery commanders ... ^_^

Probably more useful would be a "gun line" formation: two rows of 4-5 vehicles, with a complete empty row between each. No matter where they come from, you're guaranteed to have 4+ PPCs with no minimum range penalties even if they come right up to you. Yes, even if some smarty-pants jumps right into the middle of your 5x3 footprint - worst case, the two ends of each line will JUST avoid that min range point.
_Pax._
QUOTE (Stahlseele @ Nov 14 2012, 05:45 PM) *
right, i forgot about that one . .
and that's not so much worse than the Hunchback 4P, which has and always had, 8 medium lasers . . 8x5pts of damage means 40 points of damage right there. which just doubles the damage the AC20 could do.

I'm not sure, but the Komodo may have mounted Medium Pulse Lasers. I'm about 70/30 on my confidence there. Very short-ranged, basically "I gots me two laser shotties - C'MERE you battle-armored pansies!"

Great against armor, not so good against other mechs. Until they get to the urban fighting part - where short-ranged weapons stop being a worry, because you're never going to be more than 4-5 hexes away and still have a clean line of fire, anyway.
_Pax._
QUOTE (almost normal @ Nov 14 2012, 05:35 PM) *
Force Size Modifier. Pretty much prevents tactics like that, or the ubiq infantry swarms.

Two lances is eight units.

Ten Shrek PPC carriers is ... ten units.

That's not an imbalanced Force Size difference at all.
Stahlseele
QUOTE (_Pax._ @ Nov 14 2012, 11:49 PM) *
Nice against Clanners who don't use artillery perhaps, but, just asking for an arty strike in the middle of your nice, close-packed formation.

Also, if played on printed maps, "3x3" doesn't work so well on a hex grid. It's possible, but, not as "neat".

However, with seven vehicles, you can get a "dispersed ring" formation going. One vehicle in the center, and the other six two hexes away, in all six directions; there's never more than 2 or 3 vehicles endangered by a single artillery shell, even area-denial shells, at any one moment. Terrain permitting, of course; sometimes you just don't have the legroom to spread out like that. Those are the times that bring big, goofy grins to artillery commanders ... ^_^

Probably more useful would be a "gun line" formation: two rows of 4-5 vehicles, with a complete empty row between each. No matter where they come from, you're guaranteed to have 4+ PPCs with no minimum range penalties even if they come right up to you. Yes, even if some smarty-pants jumps right into the middle of your 5x3 footprint - worst case, the two ends of each line will JUST avoid that min range point.

Nice tips, thank you.
Usually won't have much to do with artillery, most players simply forget that you can use anything without legs at all . . which is why simply pulling out 10 schreks works so horribly well quite often ^^
The only way it could be better were if you would replace the PPCs with ER Versions. Because Vehicles don't track heat like Mechs so they don't care about going from 30 heat to 45 heat per volley ^^
QUOTE (_Pax._ @ Nov 14 2012, 11:52 PM) *
I'm not sure, but the Komodo may have mounted Medium Pulse Lasers. I'm about 70/30 on my confidence there. Very short-ranged, basically "I gots me two laser shotties - C'MERE you battle-armored pansies!"

Great against armor, not so good against other mechs. Until they get to the urban fighting part - where short-ranged weapons stop being a worry, because you're never going to be more than 4-5 hexes away and still have a clean line of fire, anyway.

yes they do, because you are basically an LB-X10 AC that does 5 points of damage per hitting pellet instead of a measly one point. And you get a -2, with target computer -3 instead of just a -1 to your to hit TN. And if just 4 of these hit, or maybe 5, you make them wobble enough to force a piloting test to see wether or not they simply fall over.
QUOTE (_Pax._ @ Nov 14 2012, 11:53 PM) *
Two lances is eight units.

Ten Shrek PPC carriers is ... ten units.

That's not an imbalanced Force Size difference at all.

*nods* there's a reason why this sort of behaviour is very much frowned upon ^^
almost normal
QUOTE (_Pax._ @ Nov 14 2012, 05:53 PM) *
Two lances is eight units.

Ten Shrek PPC carriers is ... ten units.

That's not an imbalanced Force Size difference at all.


You'd have to agree to it though, and therein lies the problem. If team A takes a clan heavy star, the pack of shreks is sporting a very heavy penalty for taking double the forces.

The clan counter to the shrek firing line is likely air dropped Elementals. They'd make mince-meat of the tanks for a fraction of the cost.

Codeine is kicking in again. Ill stop commenting for the day.

_Pax._
QUOTE (almost normal @ Nov 14 2012, 06:03 PM) *
You'd have to agree to it though, and therein lies the problem. If team A takes a clan heavy star, the pack of shreks is sporting a very heavy penalty for taking double the forces.

Bah, that's nonsense, really. It amounts to the clanner gaming the system in the OTHER direction, which is JUST as much an abuse. Especially when one side is Clan, where their units almost ALWAYS win, 1:1, ton for ton.

If the basic premise is "two lances", which is appropriate for the BPV stated ... then player A shouldn't be penalised because player B chose to put his eggs in fewer baskets than allowed. You should pick A force level - penalties for going significantly above it, or, tough luck for you if you go under it instead.

QUOTE
The clan counter to the shrek firing line is likely air dropped Elementals. They'd make mince-meat of the tanks for a fraction of the cost.

Okay. But if facing a clanner, and if the Batchall isn't being played out? First off, the Clanner won't know to bring elementals to the table to begin with. Second, I'd go with two 4-truck lances of Shreks, and whatever anti-elemental unit I could fit in. A Komodo, if the BPV limit allowed it.
Stahlseele
Well, cBt games are usually:"You get this ammount of points, go nuts, the other guy has the same ammount, keep that in mind"
And then the units get put on the table. and the force size modifier gets calculated afterwards, if at all, because nobody has to tell anybody else what and how many whats he is going to use.
because point for point, they are balanced. if you decide to go with the expensive stuff, you are probably going to have to leave away one or two units anyway . . putting yourself at a disadvantage.
possibly/probably at least. it could turn out the other guy went even more nuts and used less units than you. and at that point it becomes a fight between quantity and quality.
the point where this breaks is with the critical hit system usually.
_Pax._
Yeah, see, the thing is this: the guy who gets only a few, but VERY POWERFUL, units? Should not then get an even greater advantage over the guy that went for the "expected" force-level (~2 lances, give or take a couple, in this example).

So, as I said ... if you play with Force Levels, you should decide on that level along with the BPV budget, up front. If, for example, you say "four or five IS lances of mechs - sixteen to twenty units" ... the guy that fields the full twenty units should NOT be penalised just because the other guy says "I have one binary of Clan Assault Mechs, and nothing else". Yeah, sure, it's 10 against 20, then. Too bad, the clanner knew he was going in with half as many units as the expected Force Level.
almost normal
QUOTE (_Pax._ @ Nov 14 2012, 06:13 PM) *
Bah, that's nonsense, really. It amounts to the clanner gaming the system in the OTHER direction, which is JUST as much an abuse. Especially when one side is Clan, where their units almost ALWAYS win, 1:1, ton for ton.


Agreed. I blame Herb/Ben Rome. Those two idiots have had nearly a decade to make a decent tournament ruleset, and have constantly failed.

QUOTE
If the basic premise is "two lances", which is appropriate for the BPV stated ... then player A shouldn't be penalised because player B chose to put his eggs in fewer baskets than allowed. You should pick A force level - penalties for going significantly above it, or, tough luck for you if you go under it instead.


You've got to state unit-size ahead of time. Not by the books or rules, but just by how force size modifiers work. The only thing you can really change after revealing forces is piloting skills. Again, failure of the Herb to address that problem.


QUOTE
Okay. But if facing a clanner, and if the Batchall isn't being played out? First off, the Clanner won't know to bring elementals to the table to begin with. Second, I'd go with two 4-truck lances of Shreks, and whatever anti-elemental unit I could fit in. A Komodo, if the BPV limit allowed it.


Clanners don't respect vehicles or treat them as honorable. Sending in the elementals to handle them would be a matter of course. Batchall was also always a bit fuzzy when it came to large forces. Bidding a cluster can lead to giant derivations in force size depending on strength.
_Pax._
QUOTE (almost normal @ Nov 14 2012, 07:00 PM) *
Clanners don't respect vehicles or treat them as honorable. Sending in the elementals to handle them would be a matter of course.

IF you had them.

If you only brought that Heavy Star? Then you don't have the Elementals, now, do you? And if you did bring Elementals along with your heavy star, well, the force levels aren't so disparate after all ... are they? smile.gif

(Also, Hell's Horses clan would disagree about the honor of vehicles, haha!)

My reference to the Batchall was meant to convey: "the clan player wouldn't know, when building their force, that the IS player planned a Combined Arms or All-vehicle force. Thus, the clanner wouldn't necessarily know to bring those Elementals in the first place."
almost normal
QUOTE (_Pax._ @ Nov 14 2012, 07:07 PM) *
IF you had them.

If you only brought that Heavy Star? Then you don't have the Elementals, now, do you? And if you did bring Elementals along with your heavy star, well, the force levels aren't so disparate after all ... are they? smile.gif


Except that a Star can either include Battle Armor, be entirely composed of Battle Armor, or be called a Nova, which is 5 omnimechs and 5 elementals. Worse yet, sometimes Novas can be considered stars. At other times, a Star can consist of support units that wouldn't otherwise go mentioned, like aerospace support to drop in the elementals. It's something neat that's usually handled pretty well in fiction, and an entire pain in the ass in person. After all, you're not really outwitting your opponent in this case, you're just being an asshole. (Royal you. Not you, Pax.)

Side note, the Hell's Horses view mixed units as honorable. (Or at least, more honorable then the rest of the Clans.) The person who wrote that in was writing their first battletech canon. That person? Herb. Fuckin a.
_Pax._
QUOTE (almost normal @ Nov 14 2012, 11:10 PM) *
Except that a Star can [...]

Rules-lawyer-y gobbledegook.

If the player did not declare the Elementals (and account for their BPV cost) before the game starts, then they're simply not there. There's no "oh I could have ... so now, after the fact, I'll declare that I actually did" nonsense allowed, or they're cheating.

And, again: the person putting their Clan force together, may not know they have a perfect situation in which to employ Elementals. Just like the IS player might not know that he should really, really bring along something like a Komodo or two. Maybe such a specialist unit will be the perfect tool this time, maybe it'll be dead weight, maybe (probably) it'll fall somewhere in the middle.

...

Personally, for myself? I'm a fan of "Here's X BPV, do whatever you damned well please with it". You want an infantry swarm? Fine, knock yourself out. I, personally, always hedge my bets, and make sure I have some ability to deal with infantry, AND with vehicles, AND with 'mechs. If I leave something completely un-accounted-for, then it's solely my fault when I get assraped by it. If I maybe wanted to fight "just mechs", then I'd say as much during the pre-match metagame. If you ("Royal you", of course) agreed, huzzah. If you don't, now I can choose whether or not to play against you anyway.

Anything else is whingeing.

QUOTE
Side note, the Hell's Horses view mixed units as honorable. (Or at least, more honorable then the rest of the Clans.) The person who wrote that in was writing their first battletech canon. That person? Herb. Fuckin a.

The main reason the majority Clanners dislike vehicles, IMO, is that they're typically crew-served, whereas a 'mech is a single-pilot machine ... and the Clans have a love affair with individual honor.

Which is silly, because there's no reason a tank couldn't be every bit as automated and single-operator, as a 'mech. And clantech can make some scarily-effective tank designs ...





TOTAL side note, I probably enjoy designing 'mechs, mroe than I do commanding them. I like to pick a role, and a purpose, and fit the design to that end. Not just min/max it. For example, something I threw together for giggles:

[ Spoiler ]


Stahlseele
Oh yes, Mech-Design can be quite fun . .
I generally try not to modify too much about a mech. . .
just to do away with glaring inconsisties and dumb stuff.

And from time to time when i play offline with a bunch of buddies, i get basically free reign over a mech that sometimes ends with somebody commenting:"i pity a daishi that has to go up against this"
almost normal
QUOTE (_Pax._ @ Nov 15 2012, 01:16 AM) *
Rules-lawyer-y gobbledegook.

If the player did not declare the Elementals (and account for their BPV cost) before the game starts, then they're simply not there. There's no "oh I could have ... so now, after the fact, I'll declare that I actually did" nonsense allowed, or they're cheating.

Personally, for myself? I'm a fan of "Here's X BPV, do whatever you damned well please with it". You want an infantry swarm? Fine, knock yourself out. I, personally, always hedge my bets, and make sure I have some ability to deal with infantry, AND with vehicles, AND with 'mechs. If I leave something completely un-accounted-for, then it's solely my fault when I get assraped by it. If I maybe wanted to fight "just mechs", then I'd say as much during the pre-match metagame. If you ("Royal you", of course) agreed, huzzah. If you don't, now I can choose whether or not to play against you anyway.


My narcotic induced haze clearly prevented me from expressing myself clearly. Unfortunately, today is no better, so I'll just try again.

When you say '5k bv', that's usually good enough. But I think we've both acknowledged that having a force size bigger or smaller is another advantage, so that too needs to be clarified. So 5k, I get a star, you get a lance. The IS treats vehicles as a single unit, while the Clans view them as a half unit. So already I could be at a 10 to 4 advantage. The Clans may also view Aerospace assets as inclusive and elemental support as inclusive. So now I'm up 15 to 4. Which is bullshit and unfair. It's the system though.'

I still say we get a megamek game going sometime though.
Tanegar
Has anyone else noticed that night vision in MWO is worse than useless? It actually makes things darker. WTF?
_Pax._
You sure you're not using Thermal ...?
taeksosin
Night vision is useless at the moment since we have no dark maps. Thermal, on the other hand, is amazing for sniping with.
Tanegar
QUOTE (_Pax._ @ Nov 15 2012, 03:52 PM) *
You sure you're not using Thermal ...?

Quite sure. Hit 'N' in a match sometime. Take a look for yourself. Thermographic makes hot 'Mechs light up like Christmas trees, as it should, but night vision just makes it so you can't see anything more than ten meters away, and throws a green filter over everything within that range. It's not "night vision" at all.

QUOTE (taeksosin @ Nov 15 2012, 04:06 PM) *
Night vision is useless at the moment since we have no dark maps. Thermal, on the other hand, is amazing for sniping with.

There's that tunnel on Forest Colony. Try it sometime. You can actually see more in there with regular vision than with the supposed night vision mode.
Falconer
Question... what did they change in the past week or two.

Logged on for the first time in a while... for 4 quick matches. No group... 2 wins and 2 loss (1death)... but i noticed the Jenner didn't overheat once (11DHS, 2ML, 4SL)... or maybe i just wasn't firing fast enough. Also what really shocked me was the last match my mere Jenner was 2nd or 3rd place in damage and kills in almost all the matches... which was rather shocking... (276 damage inflicted, 2 kills 4 assists).. none of the matches I inflicted less than 120 before going down, normally with a lot of assists but few kills.

I was just firing the ML and SL's together as a tight beam group with a lot of sniped back shots. Or acting as a hunter killer for other light mechs in our own lines. Sometimes just firing them as fast as they would cycle. It's just a lot more damage than I was inflicting previously....

Also, I find the FF armor isn't a real problem money wise... the FF is what gave me enough space to get 1.5 tons freed up for AMS + ammo. And that's going off almost constantly i notice...
taeksosin
LRMs do less damage, is probably the big thing. DHS work...sorta. In the engine, they count as 2.0, outside the engine they're at 1.4. With 11DHS, that sounds about right for not overheating so long as you watch your shots on all the maps except for caustic. Which still takes some work to make yourself overheat.

As for your damage numbers compared to others, you could just be shooting more accurate. As far as I know, lasers didn't get a damage buff or nerf. Supposedly they generate a bit more heat now, but with the DHS setup you have it probably wasn't noticeable. Call it being able to shoot as you please and some good skill to go along with it? biggrin.gif
Falconer
Well if that's the case... I'd probably upgrade the armaments a bit.... Change a SL back to a ML. Ditch the 11th HS, and add 0.5 tons of armor to make up the different to bring me back to near max. (currently just over a half ton or so under max armor for the jenner frame, FF armor freed up a ton... from my prior armor total... needed 1.5 for the AMS + ammo).

It was noticable.. prior I had issues firing 4SL nearly constantly, let alone using the ML pair as well. Now i was able to fire almost as often as i cared to including the ML's.

Generally I find the best designs can will have a little bit of overheat so you can spike your damage output some, but have a reasonable amount they can keep firing constantly. (true of both board game and computer)
_Pax._
QUOTE (Falconer @ Nov 15 2012, 09:48 PM) *
Generally I find the best designs can will have a little bit of overheat so you can spike your damage output some, but have a reasonable amount they can keep firing constantly. (true of both board game and computer)

Yeh; while I was playing )and pre-DHS), the AWS-8Q build I ran with had one "big" enery weapon, and an array of MLs or MPLs set to chain-fire. The MLs could be used constantly, with no break, and using my pre-DHS build, not only not overheat, but still DUMP some heat ... allowing me to throw the ERLL or PPC (whichever I'd felt like playing with that day) spike both heat and DPS, every now and then.

I'm a big fan of "heat zero" builds, favoring energy weapons so that ammunition isn't a concern either. TT included.

(ETA: like the monstrousity I just poked together, "just because" ... late 31st century thing. IS, 80 tons; sports two HPPCs, nine SXPLs, 4/6 movement; 17 DHS with a pair of coolant pods (because alpha strikes generate a fusion-bottle-melting 57 heat, and the 'mech can only dump 34 of it in one turn ... so every now and then, an extra 17-ish heat flush is going to be REALLY helpful!!). Had to go with a Light engine, ES structure, and small cockpit to fit it all, though. DAMN but I wish I had a group willing to tolerate my 'mech-tinkering, to actually play the game with ...!)
KarmaInferno
I just got 5 kills in one match with my lil triple AC/2 Cicada.

Apparantly they got rid of the cockpit shake for ACs, which has resulted in many folks not noticing the steady damage until they suddenly die and are all like "WTF?"



-k
CanRay
"Is it raining?" *BOOM* "Blarg, I am dead."
X-Kalibur
QUOTE (KarmaInferno @ Nov 16 2012, 07:58 AM) *
I just got 5 kills in one match with my lil triple AC/2 Cicada.

Apparantly they got rid of the cockpit shake for ACs, which has resulted in many folks not noticing the steady damage until they suddenly die and are all like "WTF?"



-k


People can pretty easily follow a PPC shot or large laser. AC2s? Too long range and no easy way to trace the shots.
taeksosin
I'm currently running a JR7-D with 4xML and a SRM4+artemis with a ton of ammo. XL300 engine, endosteel, ff, dhs, I routinely do pretty dang good with my numbers. I even make it a point to tighten up my piloting and NOT run into other mechs, since I want to try to train myself like collisions are still in the game. If I run around on the F variant though, I usually pack it full of SL and a Tag since I'm usually at knife fighting range with most things anyways.

Also, once flamers are fixed, I can see myself running around in a 4xFlamer 2xSL mech. For the trullz!
CanRay
I really need a better Mech, my Commando just isn't cutting it.

Saving for a Hunchback of some sort now, I think.
Stahlseele
haven't tried a gauss hunchback yet, has anybody done so yet?
the energy based hunchbacks are good enough usually.
CanRay
Yeah, I was thinking of the "Pink Floyd" Hunchback, save for the heat problem.
taeksosin
I've seen discobacks (what I like to call ridiculous amounts of ML and SL hunchies) as well as gaussbacks. If you're good with the gauss rifle, a gaussback is a pretty good mech. I've seen guys tear it up in one. If you're not so good with the gauss rifle, stick with the discoback. My favorite hunchback is the 4SP, due to, well, not having that hunch that screams "PLZ SHOOT ME HEER TO DISARM ME PLZ!"
Stahlseele
The correct term is "Swayback" by the way . .
bannockburn
Swayback it is, but I like Lunchback better biggrin.gif

Stahlseele
A Hunchback has a humungous barrel on one shoulder. Absolutely bonkers in a Medium Mech.
A Swayback does away with that and replaces it with usefull stuff while improving firepower and performance.
But it loses the bonkers that makes heavy and assault mechs run from it <.<
bannockburn
Well, the shoulder stays humungous and easy to shoot and it will use most of its weapons the same way a normal Hunchback would wink.gif
Stahlseele
Well, some versions change this to make use of the space in both torso sides actually . .
I think the 4SP for example does this with an SRM6 and 2 Medium Lasers in each torso side?
And then the idiots go and put the explodey bits, THE AMMO, directly between Gyroscope and Engine.
Making sure that EVERY SINGLE CT CRIT IS INSTANTLY CRIPPLING OR OUTRIGHT DEADLY! x.x
bannockburn
Ammo explosions make the most cinematic kills, imo biggrin.gif
It looks so fine, when a Mech just rocks from one side to the other with a chain reaction ^^
Stahlseele
i like the MWLL ones better.
you see the bullets and missles go off in all directions at once . .
and the engine cascading failures are just a beautifull sight to behold.
aside from being utterly blinding if you look at them and crippling or deadly if you are too close to one too . .
but oh such excellent eye-candy! *-*
_Pax._
QUOTE (KarmaInferno @ Nov 16 2012, 10:58 AM) *
Apparantly they got rid of the cockpit shake for ACs, [...]

That sucks. Granted, I did think it needed to be toned WAY the heck down, but not gotten rid of completely.
X-Kalibur
QUOTE (_Pax._ @ Nov 16 2012, 01:47 PM) *
That sucks. Granted, I did think it needed to be toned WAY the heck down, but not gotten rid of completely.


Do PPC hits sway your cockpit and cascasde your viewscreen? Because that would be awesome.
_Pax._
QUOTE (X-Kalibur @ Nov 16 2012, 04:52 PM) *
Do PPC hits sway your cockpit and cascasde your viewscreen? Because that would be awesome.

No clue, I stopped actually playing a month ago, when I got my refund. I agree that it would be wiz, if a PPC hit caused your displays to frotz out for a second (the displays, not the main view - so your HUD elements, the cockpit screens around the edge, etc). Just a momentary thing, that might make a less-confident player unsure of their aim for a second, but doesn't affect anyone's ability to drive, you know?
KarmaInferno
QUOTE (_Pax._ @ Nov 16 2012, 04:47 PM) *
That sucks. Granted, I did think it needed to be toned WAY the heck down, but not gotten rid of completely.

Yeah, as I said I had that one guy screaming in General chat, "OMG stoppp it you are a douchebag I cant see ne thing fukk".

So I shot him some more.



-k
Falconer
QUOTE (Stahlseele @ Nov 16 2012, 04:33 PM) *
Well, some versions change this to make use of the space in both torso sides actually . .
I think the 4SP for example does this with an SRM6 and 2 Medium Lasers in each torso side?
And then the idiots go and put the explodey bits, THE AMMO, directly between Gyroscope and Engine.
Making sure that EVERY SINGLE CT CRIT IS INSTANTLY CRIPPLING OR OUTRIGHT DEADLY! x.x


Yeah i know what you mean... even I stuffed my AMS ammo in the side torso, WITH the AMS unit (if I lose one no sense in keeping the other)... and then further padded that location with 2 engine external DHS (6 crits) and 2 JJ's... so there's only a 1 in 10 chance the ammo takes the hit.

This is far less important on light mechs... they tend to die to location destruction.... but the bigger the mech the more important the crit assignments are.

Though some of the mechs like the 4SP kinda bug me. They rearranged the locations whole hog... all the hunchback variants get all the space for tons of ML's or SRM's or LRm's or whatever by ripping out the tonnage and space of the AC in the one side torso and stuffing in all the other weapons in it's space. The second side torso was left empty in the TT. Instead they balanced the design... so you can't say intentionally cripple a hunchback by taking out it's RT eliminating 90% of its guns and then ignoring it for a bit.
Stahlseele
i am not quite sure, but i think the CBT Version of the 4SP has the Weapons split over both torso sides too . .

edit:
did a quick check in megamek.
the SRMs are in the side torsos and all 4 medium lasers are in the arms in the cbt 4SP.

And the 5P has 3x IS ER Medium Lasers in each torso side and 1x IS MPuls in each arm.
_Pax._
QUOTE (Falconer @ Nov 16 2012, 05:14 PM) *
Yeah i know what you mean... even I stuffed my AMS ammo in the side torso, WITH the AMS unit (if I lose one no sense in keeping the other)...

My Atlas, the one with two AMS, I did the same - AMS and 2 tons of ammo in each side torso slot.

TT, I tend to put all the ammo for anything that uses it, in one location. Then slap CASE or CASE2 on it for good measure. (Yes, even with XL engines; the mech may die, but the pilot should survive ...) Or, if it's a quad, I dump evrythign in a CASE2 shielded "turret" side torso - guns, ammo, all of it.
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