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I'm curious as to whether the selection of Wave B/C mechs that the players have available to them is limited to the mechs on the field, and if a really bitchin' assault gets headcapped, welp that's one mech they won't get to use.
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# ? Apr 15, 2014 20:48 |
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# ? Apr 27, 2024 19:49 |
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JT Jag posted:I'm curious as to whether the selection of Wave B/C mechs that the players have available to them is limited to the mechs on the field, and if a really bitchin' assault gets headcapped, welp that's one mech they won't get to use. Are the pilots trying to start their mechs up? Because if so these mechs like that Mad Dog that got a lance shoved into the cockpit....well that would be really horrifying.
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# ? Apr 15, 2014 21:17 |
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Affi posted:It'd be cool to get a rundown on all the clan mechs on the field actually. I'll see what I can do once I get home, but most of them are Mad Dogs.
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# ? Apr 15, 2014 21:43 |
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PoptartsNinja posted:And I'm sorry to disappoint you, but that star consists of a: Mad Dog, Summoner, Executioner, Crossbow, and Battle Cobra You have no idea how disheartening this revelation is to me.
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# ? Apr 16, 2014 03:00 |
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Shoeless posted:You have no idea how disheartening this revelation is to me. We'll see Burrocks later. Just, y'know. In the hands of people who actually like Clan Burrock. Edit: And, since you asked, here's the master key for all of the background machines! See if you can spot which `Mech I gave the wrong name for! PoptartsNinja fucked around with this message at 04:46 on Apr 16, 2014 |
# ? Apr 16, 2014 04:25 |
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PoptartsNinja posted:We'll see Burrocks later. Just, y'know. Varangian Widowmaker. We all know that Natasha is secretly hanging out in this camp for no particular reason.
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# ? Apr 16, 2014 04:57 |
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Nope, the Dire Wolf is still the Dire Wolf.
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# ? Apr 16, 2014 05:10 |
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Timberwolf is supposed to be a Wolfspider in this timeline, right?
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# ? Apr 16, 2014 05:12 |
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Nope, they both exist. The Timber Wolf is just rare since only Clan Coyote uses it with any frequency. The Wolf Spider's a derivative machine.
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# ? Apr 16, 2014 05:40 |
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That Dire Wolf looks awesome.
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# ? Apr 16, 2014 05:45 |
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Machine Writeups:
Is the mislabeled mech the Clint? It sprite looks kind of like a Hermes. Wales Grey fucked around with this message at 07:14 on Apr 16, 2014 |
# ? Apr 16, 2014 05:58 |
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quote:Hellbringer Prime: A heavy mech that trades protection for more guns. All of the guns. Many of PTN's front-line Omnis use advanced construction materials to patch holes. The e: Oh, I forgot. PoptartsNinja posted:Delta [Mad Dog - TMM] Weapons and Ammo: So, not Gauss. The Merry Marauder fucked around with this message at 06:22 on Apr 16, 2014 |
# ? Apr 16, 2014 06:14 |
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Yeah, the Hellbringer has exactly enough room for max armor if you stick FF and Endosteel on it. It barely even adds to the cost of the chassis compared to that XL engine.
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# ? Apr 16, 2014 06:33 |
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The Merry Marauder posted:Many of PTN's front-line Omnis use advanced construction materials to patch holes. The Whoops, I forgot we were dealing with PTN-variant Clan Omnimechs. That turns the Hellbringer from "Okay" to "Quite Good".
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# ? Apr 16, 2014 07:05 |
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Wales Grey posted:Machine Writeups: Look at how wrong this is!
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# ? Apr 16, 2014 17:17 |
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PoptartsNinja posted:Look at how wrong this is! Yeah, there's a big difference between 'okay' and 'tarcomped jumpy fast clan pulse boat'. It'd be a credible phase 2 'mech.
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# ? Apr 16, 2014 17:25 |
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AJ_Impy posted:Yeah, there's a big difference between 'okay' and 'tarcomped jumpy fast clan pulse boat'. It'd be a credible phase 2 'mech. It has no better move mods than the Huntsman with less than half the mid to long range firepower. I disagree. And when you factor in its BV (which doesn't matter here but for most games) I'd say there are better options, either cheaper mechs with similar firepower or similarly costed mechs with greater firepower. To say nothing of the myriad minor design mysteries of the mech (why the 11th heat sink? It doesn't do anything!). Yes being 6/9/6 over 5/8/5 offers some advantages, but not nearly as much as the jump from, say, 4/6/4 to 5/8/5 or 6/9/6 to 7/11/7.
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# ? Apr 16, 2014 18:13 |
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Shoeless posted:(why the 11th heat sink? It doesn't do anything!). What? Shoeless posted:Yes being 6/9/6 over 5/8/5 offers some advantages It's 6/9/6 because it's a Phoenix Hawk IIC much more so than the "Phoenix Hawk IIC."
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# ? Apr 16, 2014 19:02 |
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It's 6/9/6 and for long range it has a LPL, at short to midrange it has 3x MPLs. At long, that's 10 heat plus 6 for jumping at most, or 16 heat. At medium range, that's 12 for the MPLs and 6 for jumping, or 18. I suppose the SSRMs, if both hit, would create another 4 heat to hit the 22 heat cap, but it just doesn't seem like that's likely enough to consider. The only thing I can think of that fits is firing all the pulse lasers, large and medium, which would net you 22 heat... plus your movement. In short, yes it can be useful if you're alpha striking, if you're overheating every point helps, but generally designs go for having enough sinks to cool their most heat-intensive bracket. I don't think the extra sink here is worth it. Hearing that it's meant to be an actual Pixie IIC makes the armament make sense, though I have to wonder at the use of SSRMs and MGs when they could have gone with Small Pulse Lasers for anti infantry. It's not a bad mech, but I wouldn't call it much better than 'okay'. There's better machines out there if you want to pulse cheese and jump at range, and for this scenario especially when there's enough firepower and good enough gunnery on the opposition's side like this you generally want armor and endurance a bit more than speed. Heck, the fact that so far we haven't seen any VSPLs flying is lucky for the players, since that would neuter speed advantage too. This is something you see in battletech, after a point speed becomes less useful and having more armor becomes more useful, since things like Targ Comps and pulse make it easier to land hits, and even fast mechs will take a few hits generally if you direct enough fire at it. Add in 2/3 enemy pilots and just.... yeesh.
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# ? Apr 16, 2014 19:37 |
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Shoeless posted:you generally want armor and endurance a bit more than speed It's a good thing it's just a half-ton short of maximum armor for its weight then, yeah? It's one of the best second-line `Mechs the Clans have until much later. Edit: Ahahaha, that went even better than I was expecting! PoptartsNinja fucked around with this message at 20:00 on Apr 16, 2014 |
# ? Apr 16, 2014 19:44 |
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When he laughs it means that something terrible happened.
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# ? Apr 16, 2014 20:06 |
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PoptartsNinja posted:Edit: Ahahaha, that went even better than I was expecting! Huntsman headcapped on the first hit.
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# ? Apr 16, 2014 20:07 |
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Zeroisanumber posted:When he laughs it means that something terrible happened. When he laughs, it means that Battletech happened.
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# ? Apr 16, 2014 20:56 |
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BattleTech has indeed happened.
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# ? Apr 16, 2014 21:00 |
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Wales Grey posted:
Though I do indeed like the original Bane, I'd have liked the Bane III, simply for amusement value. Something with a higher BV than a Dire Wolf Prime that absolutely blankets the enemy with missiles? Sure, why not?
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# ? Apr 16, 2014 21:19 |
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I did a quick mockup of the Kraken 3's cockpit, for those not "in the know"
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# ? Apr 16, 2014 21:31 |
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Bane 3 is why everyone says clan LRMs are cheating.
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# ? Apr 16, 2014 21:36 |
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dis astranagant posted:Bane 3 is why everyone says clan LRMs are cheating. That and every other mech with an LRM rack, yeah.
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# ? Apr 16, 2014 21:53 |
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These "one shot" weapon loadouts confuse me. Why would you ever want to invest the weight and crits for a weapon system but not bother to bring a reload? Surely in almost any circumstance you would want to toss a heatsink or ammo from another weapon instead to make room for more reloads.
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# ? Apr 16, 2014 21:55 |
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Chronojam posted:These "one shot" weapon loadouts confuse me. Why would you ever want to invest the weight and crits for a weapon system but not bother to bring a reload? Surely in almost any circumstance you would want to toss a heatsink or ammo from another weapon instead to make room for more reloads. In this case it's because there's exactly one crit space left and someone didn't want to stick an mpl and a tiny bit more armor on there. It also serves as an ER ejection seat. dis astranagant fucked around with this message at 22:07 on Apr 16, 2014 |
# ? Apr 16, 2014 22:05 |
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Chronojam posted:These "one shot" weapon loadouts confuse me. Why would you ever want to invest the weight and crits for a weapon system but not bother to bring a reload? Surely in almost any circumstance you would want to toss a heatsink or ammo from another weapon instead to make room for more reloads. It allows for the most outrageous damage output mechs possible thanks to One Shot SRM launchers. If properly used your mech explodes from overheating right after firing.
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# ? Apr 16, 2014 22:09 |
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You don't use oneshot SRMs for that, you use rocket launchers. A bunch of rocket launchers on a flatbed truck will kill just about anything. Or if you want purpose built stupidity you can make a 10/15 hovercraft with 13 RL20s and probably average about 90 damage in your one round of glory before charging someone for some stupid amount of damage.
dis astranagant fucked around with this message at 22:23 on Apr 16, 2014 |
# ? Apr 16, 2014 22:11 |
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Well of course if you accept the use of those obscene contraptions that I absolutely have never used en masse to humiliate clan players, you can use rocket launchers. There were also a few hilarious machine gun based designs posted in this thread but given their reliance on crit rolls rather than damage, I prefer to use light machine guns for the better range.
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# ? Apr 16, 2014 22:28 |
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SIGSEGV posted:There were also a few hilarious machine gun based designs posted in this thread but given their reliance on crit rolls rather than damage, I prefer to use light machine guns for the better range. You're going to get a kick out of one of the Phase 3s
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# ? Apr 16, 2014 22:33 |
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PoptartsNinja posted:You're going to get a kick out of one of the Phase 3s This makes me anticipate the end of this mission even more, even if I don't have any idea what you could be referring to. I'll just wait for it to show up, I guess. And your previous comments about this turn update is making me anxious, I wanna see what craziness happened there...
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# ? Apr 16, 2014 22:35 |
I just wonder if the craziness means we'll be seeing a Phase 3 mech this turn...
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# ? Apr 16, 2014 22:45 |
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PoptartsNinja posted:You're going to get a kick out of one of the Phase 3s please tell me it's the BLOODFIST LNF-LD fool_of_sound made a while back e: or the DEATHKILLER. Psion fucked around with this message at 23:00 on Apr 16, 2014 |
# ? Apr 16, 2014 22:54 |
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Ultimatum: Tactical Update 7 Mechwarrior Tyrone hung from the arm of his Vapor Eagle like a leech clinging in futility to a turtle’s armored back. His feet hung useless beneath him as he kicked out for the dozenth time, trying to get some purchase with his leg before he fell six meters to the hard-packed sandy loam below. He’d been in the process of powering down his machine when the enemy had attacked—he could still feel the cacophonous hum of his BattleMech’s fusion engine—but he’d stepped out of the cockpit when the shooting had started; and been thrown from the machine’s shoulder by a nearby explosion. He held his breath and hung still as another cloud of acrid, myomer-fueled smoke wafted past. The last thing he needed was to lose his grip and fall in a paroxysm of coughing; but he was running out of time. An enemy machine of a type he couldn’t identify had just rammed an eight-meter spear through the Star Colonel’s cockpit as the withered old man had struggled desperately to bring his machine’s massive engine back on line. This wasn’t a battle, Tyrone knew. It was an execution. And so he swung, desperation giving strength to his wearying limbs, and finally managed to hook his leg over the barrel of the Vapor Eagle’s Large Pulse Laser. With all his might, his dark limbs strained as he clambered back onto the machine’s thin shoulders and practically fell into the waiting cockpit. Combat Phase One-Turn ACE Warhawk B - Torso-twists to threaten hex 1121 - Fires Gauss Rifle at Talon (3 base + 0 range + 1 movement + 2 enemy movement - 1 targeting computer = 5): rolled 7, hit Left Leg (1/16 armor remains)! - Fires ER Small Laser at Talon (3 base + 2 range + 1 movement + 2 enemy movement - 1 targeting computer = 7): rolled 8, hit Left Arm (7/12 armor remains)! - Fires ER Medium Laser at Chameleon (3 base + 0 range + 1 movement + 1 enemy movement + 1 light woods + 1 Void Signature System + 2 secondary target not in front arc - 1 targeting computer = 8): rolled 11, hit Right Torso (9/16 armor remains)! - Fires ER Medium Laser at Chameleon (3 base + 0 range + 1 movement + 1 enemy movement + 1 light woods + 1 Void Signature System + 2 secondary target not in front arc - 1 targeting computer = 8): rolled 8, hit Center Torso (15/22 armor remains)! - Fires ER Medium Laser at Chameleon (3 base + 0 range + 1 movement + 1 enemy movement + 1 light woods + 1 Void Signature System + 2 secondary target not in front arc - 1 targeting computer = 8): rolled 6, miss! - Fires ER Medium Laser at Chameleon (3 base + 0 range + 1 movement + 1 enemy movement + 1 light woods + 1 Void Signature System + 2 secondary target not in front arc - 1 targeting computer = 8): rolled 8, hit Head (2/9 armor remains)! Pilot hit! - Fires ER Medium Laser at Chameleon (3 base + 0 range + 1 movement + 1 enemy movement + 1 light woods + 1 Void Signature System + 2 secondary target not in front arc - 1 targeting computer = 8): rolled 7, miss! - Fires ER Medium Laser at Chameleon (3 base + 0 range + 1 movement + 1 enemy movement + 1 light woods + 1 Void Signature System + 2 secondary target not in front arc - 1 targeting computer = 8): rolled 9, hit Center Torso (8/22 armor remains)! TAC! - Gains 35 heat, sinks 40! ACE Talon - Fires ER Small Laser at Mist Lynx B (2 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 8, hit Center Torso (5/8 structure remains)! Crit! - Fires ER Small Laser at Mist Lynx B (2 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 4, miss! - Fires ER Small Laser at Mist Lynx B (2 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 7, hit Left Arm (1/4 armor remains)! - Fires ER Small Laser at Mist Lynx B (2 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 5, miss! - Fires ER Small Laser at Mist Lynx B (2 base + 0 range + 2 movement + 3 enemy movement = 7): rolled 7, hit Left Arm (0/4 armor, 2/4 structure remains)! Crit! - Fires Light PPC at Warhawk B (2 base + 0 range + 2 movement + 0 enemy movement + 1 secondary target = 5): rolled 10, hit Rear Center Torso (but the target is immune to damage this turn)! - Fires Light PPC at Warhawk B (2 base + 0 range + 2 movement + 0 enemy movement + 1 secondary target = 5): rolled 6, hit Left Arm (but the target is immune to damage this turn)! - Gains 22 heat, sinks 22! Overheating! ACE! Mist Lynx B - Fires ER Medium Laser at Talon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 2, miss! - Fires ER Medium Laser at Talon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 8, hit Left Leg (0/16 armor, 2/8 structure remains)! Crit! - Gains 26 heat, sinks 20! Overheating! Wolf Spider B - Fires ER PPC at Talon (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 10, hit Right Leg (0/16 armor, 2/8 structure remains)! Crit! - Fires ER PPC at Talon (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 8, hit Right Arm (0/12 armor, 3/6 structure remains)! Crit! - Fires Gauss Rifle at Talon (3 base + 0 range + 1 movement + 2 enemy movement = 6): rolled 10, hit Right Arm (0/6 structure remains)! Arm blown off! - - Damage transfers to Right Torso (0/12 armor remains)! - Gains 32 heat, sinks 32! Arctic Cheetah - Fires ER Medium Laser at Stinger (3 base + 0 range + 3 movement + 4 enemy movement + 1 light woods = 11): rolled 3, miss! - Fires ER Medium Laser at Stinger (3 base + 0 range + 3 movement + 4 enemy movement + 1 light woods = 11): rolled 11, hit Right Torso (1/8 armor remains)! - Fires LRM-5 at Stinger (3 base + 0 range + 3 movement + 4 enemy movement + 1 light woods = 11): rolled 3, miss! - Fires LRM-5 at Stinger (3 base + 0 range + 3 movement + 4 enemy movement + 1 light woods = 11): rolled 5, miss! - Gains 17 heat, sinks 20! Huntsman A - Fires Large Pulse Laser at Longbow (2 base + 0 range + 3 movement + 0 enemy movement + 2 Void Signature System + 3 Light Woods - 2 Pulse Laser = 8): rolled 4, miss! - Fires LB 2-X Autocannon at Longbow (2 base + 0 range + 3 movement + 0 enemy movement + 2 Void Signature System + 3 Light Woods = 10): rolled 3, miss! - Fires LRM-10 at Longbow (2 base + 0 range + 3 movement + 0 enemy movement + 2 Void Signature System + 3 Light Woods = 10): rolled 9, miss! - Gains 18 heat, sinks 24! Unknown Assault - Holds fire! - Gains 10 heat, sinks 32! Thug - ??? - Gains ?? heat, sinks 34! Longbow - Fires Large Laser at Huntsman A (2 base + 2 range + 1 movement + 1 enemy movement + 1 Void Signature System + 1 partial cover + 2 light woods = 10): rolled 7, miss! - Fires TAG at Huntsman A (2 base + 2 range + 1 movement + 1 enemy movement + 1 Void Signature System + 1 partial cover + 2 light woods = 10): rolled 12, hit! - Gains 19 heat, sinks 26! Longbow - Holds fire! - Gains 11 heat, sinks 26! Black Knight - Holds fire! - Gains 12 heat, sinks 36! Excalibur - Fires LRM-20 w/Artemis IV indirectly at Huntsman A (2 base + 0 range + 2 movement + 1 enemy movement + 1 Void Signature System + 2 light woods + 0 firing indirectly at TAGged target = 8): rolled 7, miss! - Gains 18 heat, sinks 22! Coyote - Holds fire! - Gains 10 heat, sinks 28! Chameleon - Fires Large Laser at Warhawk Prime (2 base + 0 range + 2 movement + 0 enemy movement + 1 Void Signature System = 5): rolled 2, miss! - Fires Large Laser at Warhawk Prime (2 base + 0 range + 2 movement + 0 enemy movement + 1 Void Signature System = 5): rolled 9, hit Right Arm (but the target is immune to damage this turn)! - Fires TAG at Warhawk Prime (2 base + 0 range + 2 movement + 0 enemy movement + 1 Void Signature System = 5): rolled 11, hit! - Gains 28 heat, sinks 22! Overheating! ACE! Crab - Fires ER Large Laser at Warhawk Prime (2 base + 2 range + 0 movement + 0 enemy movement + 1 Void Signature System + 2 light woods = 7): rolled 6, miss! - Fires ER Large Laser at Warhawk Prime (2 base + 2 range + 0 movement + 0 enemy movement + 1 Void Signature System + 2 light woods = 7): rolled 7, hit Left Arm (but the target is immune to damage this turn)! - Gains 34 heat, sinks 36! Hunchback - No Line of Sight to target! - Gains 12 heat, sinks 22! Bobcat - Charges PPC Capacitor! - Fires Light PPC at Mist Lynx B (2 base + 2 range + 0 movement + 3 enemy movement + 1 Void Signature System = 8): rolled 12, hit Center Torso (0/8 structure remains)! Mech destroyed! - Gains 20 heat, sinks 24! Stinger - Torso-twists to threaten hex 1323! - Fires ER Medium Laser at Arctic Cheetah (2 base + 2 range + 3 movement + 3 enemy movement = 10): rolled 2, miss! - Gains 12 heat, sinks 20! End Phase: Chameleon - Pilot hit! Must pass a 3+ consciousness test: rolled 11, succeeds! - Through-armor critical chance in Center Torso! 1 critical hit sustained! - - Gyro hit! - Must pass a piloting test or fall (3 base + 3 gyro hit + 1 massive damage = 7): rolled 6, fails! - Suffers 5 damage to Head (0/9 armor, 0/3 structure remains) in the fall! Mech destroyed! Talon - Critical chance in Left Leg! 1 critical hit sustained! - Critical chance in Right Leg! Leg blown off! Mech destroyed! Physical Combat Phase: Bobcat - Attacks Nova D with Lance (3 base + 0 movement - 4 immobile target = -1): automatically hit Head (0/3 structure remains)! Mech destroyed! Black Knight - Punches Griffin IIC with both hands (3 base + 2 movement - 4 immobile target = 1): automatically hit Head (2/9 armor remains), Head (0/9 armor, 0/3 structure remains)! Mech destroyed! Coyote - Attacks Kraken with Lance (3 base + 2 movement - 4 immobile target = 1): automatically hit Head (0/9 armor, 0/3 structure remains)! Mech destroyed! Arrow IV Counter: 1 Turns Special Rules Overheat Ace: The Rim World Blackguard gain Ace status when they overheat by 10 points or more! Blind: Enemy units are only visible in direct Line of Sight Hidden Units: Some enemy units remain hidden until they attack. Additionally, units equipped with Void Signature Systems may expend a turn’s movement to hide themselves if they are not in direct line of sight. Expect Surprises: When the players lose their Phase 1 units, they will gain control of a powerful Phase 2 unit. When the players lose their Phase 2 unit, they will still have a chance to influence the outcome of the battle with a weaker Phase 3 unit. Some of these units start on the map, others will enter from elsewhere. Player Status: Glorious Deaths Phase 1 Objectives: - Die Gloriously! Phase 2 / Phase 3 Objectives: - Defeat as many enemy `Mechs as possible (3/39 defeated) - Defend Clan HQ Vehicles (3/3 remaining) - Defend Clan Personnel (60/84 tents remaining) - Defend Clan Equipment (24/36 units remaining) Enemy Status: Stinger –Structure damage Hunchback – Armor damage Longbow – Structure damage! Pilot injured! Crab – Armor penetrated Enemy Movement Mods: - Unknown Assault +1 - Longbow +0 - Longbow +0 - Thug +1 - Black Knight +1 - Excalibur +1 - Coyote +1 - Hunchback +0 - Crab +0 - Bobcat +3 - Stinger +4 Orders Due: Saturday Night! PoptartsNinja fucked around with this message at 04:00 on Apr 18, 2014 |
# ? Apr 16, 2014 23:00 |
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Well, gently caress.
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# ? Apr 16, 2014 23:19 |
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# ? Apr 27, 2024 19:49 |
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Time to make that TAG count! Also that poor chameleon pilot, that's a really battletech way to go.
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# ? Apr 16, 2014 23:20 |