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BMcDonough posted:And thus did the dying the Wolf Spider look down upon the two Phase 3 'mechs and say, "Kraken, here is your holepuncher. Direwolf, here are your crits." I know this is a popular sentiment and the Kraken and the Dire Wolf are peanut butter and chocolate in lance v lance battle, but given that there are a billion enemy mechs out there I think it makes more sense to treat the Dire Wolf as a headcapper rather than a holepuncher and the Kraken as a brawler rather than a critseeker. You're going to have to get lucky to win anyway, so may as well count on luck instead of turning two absolute murderboxes into one Ur-Panther.
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# ? May 30, 2014 18:38 |
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# ? Apr 27, 2024 18:13 |
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I agree. If you use both of these mechs to focus-fire a single enemy and kill one enemy mech per turn that way, you will still lose because there's way too many enemy mechs. And by being right next to each other they'll be able to focus-fire right back and whittle you down. These guys need to each be killing a mech every turn. And they can, because the clanners have put huge amounts of damage onto a wide spread of enemy mechs already. There are plenty of holes all over the place representing many turns of "investment" in damage that hasn't been followed through all the way. If you were fighting entirely pristine OpFor, I'd say yeah, team up, but given the current situation, the kraken and direwolf should each be using their individual weight-of-fire to take out enemies in (ideally) just one round of shooting. e. One of the cardinal rules of battletech is "focus fire", but another even more important one is to finish off mechs once you have committed to damaging them. If you spent two turns wearing down all the armor on an enemy mech and then don't kill it, you've wasted all of that damage potential for those two turns. Focus fire and eliminate the damaged guys first are both doctrines intended to reduce incoming fire as quickly as possible, and that is almost always the best way to win a match.
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# ? May 30, 2014 20:10 |
GenericServices posted:Fair enough! Good luck! I'm not totally positive, but I think that the hottest anyone has run a mech is when the kingfisher blew itself apart during the luthien fight.
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# ? May 30, 2014 20:20 |
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That was such a fantastic way to go.
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# ? May 30, 2014 20:32 |
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Standing in the enemy's capital city knee-deep in 'Mechs, firing so hard you explode: THAT'S how you get into the Remembrance.
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# ? May 30, 2014 20:44 |
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KnoxZone posted:You haven't lived until you have a Nova H jump behind a mech and alpha strike him with 10 heavy medium lasers. 75 heat on a mech that can only sink 40 a turn. In general though I almost always play extremely conservative with my heat. Losing mobility is very rarely worth it unless you are shooting on a really low number. Well I've lived a couple dozen times then. That's one of my favorite mechs to take when I field Clans, not in the least because its BV is actually reasonable. And the heat isn't as much of an issue for it for mobility since it has JJs, which can let it jump away. There's not always LoS blocking terrain nearby, but that's when you don't fire everything. Voyager I posted:He can hold back and cool off next turn when the dude trying to shank him is dead. Pretty sure pilot skill has nothing to do with whether your mech shuts down or not. It's a roll against a static number, much like pilot consciousness tests. Readingaccount posted:Why would anyone design something like that except for the obvious consequences, was it meant to be fired while standing in water? Because Zelbringen says that you do not fire on a shut down enemy mech. So the Nova series of mechs are meant to alpha strike the enemy, shut down, not worry about being shot while they're shut down, then start back up and repeat. They'll still be fired at while they're firing, but since they focus on damage over sinking, they generally punch above their weight when they do fire everything. This doesn't work in actual fighting with IS forces, of course, but for Clan Trials it's pretty effective.
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# ? May 30, 2014 22:01 |
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PoptartsNinja posted:That was such a fantastic way to go. By the way, what happened to the pilot in that fight who ended up with his (intact!) cockpit submerged in a body of water? Could Clan forces get to him before the Kuritans did? I know that the character who successfully maneuvered his way out of Luthien went on to be called 'The Hero of Luthien', but was he really the only survivor?
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# ? May 31, 2014 00:07 |
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Gimmick Account posted:was he really the only survivor? Depends on how pissed* House Kurita was, I suppose! *extremely PoptartsNinja fucked around with this message at 02:56 on May 31, 2014 |
# ? May 31, 2014 00:24 |
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PoptartsNinja posted:The expanded heat chart tops out at 50. Assuming they pass the autoshutdown that's two turns of FIRE EVERYTHING Had the latter happen to me once while in the I-UK Timberwolf. Turns out you aren't supposed to use all 11 ER medium lasers and an ER large laser in one burst, and absolutely should never do it twice in a row. I regret nothing
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# ? May 31, 2014 00:49 |
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So, talking about heat... It took experimental tech, but I crammed 11 Improved Heavy Large Lasers (for added "fun"), 2 ER Large Lasers, 2 ER Medium Lasers, and an ER Small Laser on a 100 ton chassis. A lovely and completely unusable design, but I was wanting to see how high I could peg the heat scale. The answer? 240. Just for amusement, I took it for a spin in megamek last year and Alpha'd. The unfortunate mechwarrior died in either round 2 or 3 from weapon explosion-caused pilot hits.
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# ? May 31, 2014 02:05 |
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PoptartsNinja posted:That was such a fantastic way to go. It's so nice to be remembered. I think I topped out the heatscale on the info. 30/30 heat.
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# ? May 31, 2014 02:38 |
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Keru posted:It's so nice to be remembered. I think I topped out the heatscale on the info. 30/30 heat. If only we could all be so grossly incandescent.
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# ? May 31, 2014 03:07 |
I don't want to curb the enthusiasm, but what are my possible targets, this round? Between smoke, 2lvl hills and trees, I don’t know if I’ve got any LOS on anything I guess I should try to bump into a Longbow in the woods and try to tenderize it?
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# ? May 31, 2014 08:20 |
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Probably best to set up for next turn with targeting orders in case you run into someone. 1503 is decent, though heading though the forest to 1803 with an eye for 1805 next turn is good as well (1803 is the most likely hex to spot a Longbow, assuming they are in the north east).
Kial fucked around with this message at 08:48 on May 31, 2014 |
# ? May 31, 2014 08:38 |
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That Italian Guy posted:I don't want to curb the enthusiasm, but what are my possible targets, this round? Between smoke, 2lvl hills and trees, I don’t know if I’ve got any LOS on anything It's sadly possible you won't get to fire for a turn or two, there's a lot of stuff between you and the known bad guys and the Longbows could be in a lot of places. Or just outright invisible and about to shank you. I like either of Kial's ideas, as they both move you toward the fighting. No matter where you go, your firing orders will be pretty conditional. If you go to 1503, looking at the trees, there is a possibility the Crab will use its ACE move to go somewhere you'd have the ability to hit, so have your orders takes that into account. 1803 probably leaves you blind, unless 2005 or 1905 have jerks in them.
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# ? May 31, 2014 15:39 |
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GenericServices posted:Fair enough! Good luck! Lest we not forget the Valkyrie that decided to use her JJs in a fuel refinery.
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# ? May 31, 2014 21:20 |
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Random heat question while we're on the topic. Is there a cap to the amount of heat you can dump into someone with inferno SRM's in one turn?
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# ? Jun 1, 2014 08:24 |
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Well, orders in. This turn will be interesting! Making a sacrifice of sparkling for good dice rolls for the team and a PPC head shot on the Chameleon.
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# ? Jun 1, 2014 08:29 |
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shalafi4 posted:Random heat question while we're on the topic. 10 heat from any external source. Fires, Inferno SRMs, Flamers, etc... all capped at 10. If only to prevent the 35t Mech with a dozen or so Flamers from popping your Level 3 100 Ton 'Mech like popcorn.
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# ? Jun 1, 2014 08:34 |
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Oh God. I think if my pilot survives this fight he's probably going to consider installing a soda fountain, ice cream dispenser, or something.
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# ? Jun 1, 2014 08:55 |
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berryjon posted:10 heat from any external source. Fires, Inferno SRMs, Flamers, etc... all capped at 10. Actually it's 15.
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# ? Jun 1, 2014 09:38 |
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shalafi4 posted:Is there a cap to the amount of heat you can dump into someone with inferno SRM's in one turn? 15 from any combination of external sources (I would probably make an exception if 'standing in Lava' were one of the sources). The Locusts can hit that cap if they get really lucky, but realistically they're looking at 4-6 heat if they're hitting on 7+ and hit with 2 launchers.
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# ? Jun 1, 2014 16:49 |
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PoptartsNinja posted:15 from any combination of external sources (I would probably make an exception if 'standing in Lava' were one of the sources). PTN, you really need to a do quick 1 off Solaris 7 duel featuring lava & damaged sensor mechs. It's everything the dice haven't given you/given us in 1117 pages. Show us how bad sensor damage is.
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# ? Jun 1, 2014 16:57 |
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Sensor damage means an average 4/5 pilot who didn't move who and who is currently giving a stationary target a friendly hug with no obstructions between them will have a 48% (IIRC) chance of missing that target entirely. Edit: I call this the "Adam Steiner" effect. And we could've had lava if the players had decided to blow up the pressure release valves in the Death Commandos mission. Hoo-boy would we have gotten lava! PoptartsNinja fucked around with this message at 17:41 on Jun 1, 2014 |
# ? Jun 1, 2014 17:31 |
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PTN, thanks for the quick answers. It's wrong that your answers just made me want that one-off idea to happen more than ever. with a alternate timeline Kai Allard-Liao thrown in, just to see if this threads dice curse can overcome that much Mary Sue.
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# ? Jun 1, 2014 20:05 |
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I'm starting the update, but I'm covering for someone else's 5:00AM shift tomorrow so I have a lot less time than I normally do on Sundays and I'm exhausted. I'm going to do everything I can to get it done today, but if the unthinkable happens I may need to push the updates to Monday / Thursday this week. I'll keep you in the loop, but I'm still hoping to finish this update today.
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# ? Jun 1, 2014 21:33 |
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It's not that important. You can take a nap or something if you need it.
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# ? Jun 1, 2014 21:35 |
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Look on the bright side! You can roll out the shooting results, leave behind a cryptic quote like, "Wow, sure hope you weren't using THAT limb," and let people stew on it for a day or so.
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# ? Jun 1, 2014 22:05 |
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Artificer posted:It's not that important. Oh, yeah, sure it isn't... If you don't update on time, though, we might have to break out the pitchforks.
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# ? Jun 1, 2014 22:21 |
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How did that miss on a 4+? I'm starting to think a GoonStar member murdered the Camerons in a past life and is suffering some form of dice-based karmic retribution.
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# ? Jun 1, 2014 22:22 |
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PoptartsNinja posted:How did that miss on a 4+? Okay guys. It's been fun but I think I'm going to lost my phase 3 soon.
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# ? Jun 1, 2014 22:35 |
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TildeATH posted:Oh, yeah, sure it isn't... If you don't update on time, though, we might have to break out the pitchforks. Yeah, I mean, it's a nice LP you've got here. It'd be a shame if something happened to it. In actual LP-related stuff, I've been trying to recreate those Locusts in SSW and I'm becoming increasingly certain that they don't mount Light Fusion Engines at all, but actually XXL Engines. Unless I'm missing something, that combined with Endo-Composite structure seems to be the only way to get 8/12 movement and all of the equipment necessary for Void Sig onto a 20-ton frame. I wind up with one free crit slot and 3.5 tons of armour, which can be arranged in the same coverage seen in the update where that one Locust got nuked with an Arrow IV.
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# ? Jun 1, 2014 22:43 |
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Ok, come clean. Which one of you desecrated an American Indian graveyard?
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# ? Jun 1, 2014 23:01 |
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Couldn't be me. I'm Canadian! I have my own Graveyards to desecrate.
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# ? Jun 1, 2014 23:02 |
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Man, this reminds me of when I would get mana-screwed in Magic the Gathering or something. Or when in FTL 4 missiles hit me in a row.
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# ? Jun 1, 2014 23:04 |
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The Dire Wolf is gone, isn't it?
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# ? Jun 1, 2014 23:13 |
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Thanatz posted:The Dire Wolf is gone, isn't it? I think the Coyote went all Solid Snake on the Kraken's missiles.
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# ? Jun 1, 2014 23:58 |
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Ultimatum: Tactical Update 20 Star Captain Bekker’s Kodiak didn’t rush towards the Rim Worlder attack. His hundred-ton machine didn’t approach the battle like an aggressor. Instead it sauntered towards the fight like a callow youth trying to impress a young lover with its virility: a casual swagger that spoke volumes about the pilot’s proclivities. Bekker courted battle the way a lesser warrior may have courted a night with a member of the opposite sex. He craved battle, and loved it, and often lingered to watch his opponents burn alive with his Kodiak’s massive battle fist curled around their cockpit to stop the ejection mechanisms from firing. Bekker wasn’t satisfied with mere victory: what he loved were the screams of the suffering and he wasn’t particular about whose. That his allies’ ruination brought a smile to his thin, scarred lips bothered Bekker not at all. Theoretically, the Clan didn’t even care as long as he fought well. His propensities would even have been seen as positive traits amongst the members of a more aggressive Clan like the Smoke Jaguars. He moistened his bottom lip with his tongue as though trying to trace the pathways a set of real Ghost Bear claws had worn into his moderately-handsome face. He wore those same claws around his neck—he’d killed the bear with his spear. And its cubs. Its mate. And, still unsatisfied, the rest of his five-man Clawing group. And another group he’d encountered on the slow, lonely trek back to the staging area. Most Clawing groups never survived and the Clawing was a fast-track to success and a bloodname. Bekker didn’t tolerate competition. The slaughter was his alone to enjoy. Combat Phase Warhawk B - Torso-twists to threaten hex 1717! - Fires Gauss Rifle at Crab (3 base + 0 range + 2 movement + 3 enemy movement + 0 Void Signature System + 2 minimum range - 1 targeting computer = 9): rolled 8, miss! - Fires ER Medium Laser at Chameleon (3 base + 2 range + 2 movement + 2 enemy movement + 0 Void Signature System + 1 secondary target - 1 targeting computer = 9): rolled 8, miss! - Fires ER Medium Laser at Chameleon (3 base + 2 range + 2 movement + 2 enemy movement + 0 Void Signature System + 1 secondary target - 1 targeting computer = 9): rolled 5, miss! - Fires ER Medium Laser at Chameleon (3 base + 2 range + 2 movement + 2 enemy movement + 0 Void Signature System + 1 secondary target - 1 targeting computer = 9): rolled 8, miss! - Fires ER Medium Laser at Chameleon (3 base + 2 range + 2 movement + 2 enemy movement + 0 Void Signature System + 1 secondary target - 1 targeting computer = 9): rolled 5, miss! - Fires ER Medium Laser at Chameleon (3 base + 2 range + 2 movement + 2 enemy movement + 0 Void Signature System + 1 secondary target - 1 targeting computer = 9): rolled 6, miss! - Fires ER Medium Laser at Chameleon (3 base + 2 range + 2 movement + 2 enemy movement + 0 Void Signature System + 1 secondary target - 1 targeting computer = 9): rolled 4, miss! - Gains 33 heat, sinks 40! Kraken 3 - Torso-twists to threaten hex 2126! - Fires LRM-15 at Coyote (2 base + 0 range + 0 movement + 2 enemy movement = 4): rolled 8, 6 missiles hit Left Torso (17/22 armor remains), Left Torso (16/22 armor remains)! - Fires LRM-15 at Coyote (2 base + 0 range + 0 movement + 2 enemy movement = 4): rolled 10, 9 missiles hit Left Torso (11/22 armor remains), Center Torso (29/33 armor remains)! - Fires LRM-15 at Coyote (2 base + 0 range + 0 movement + 2 enemy movement = 4): rolled 5, 6 missiles hit Center Torso (24/33 armor remains), Right Arm (19/20 armor remains)! - Fires LRM-15 at Coyote (2 base + 0 range + 0 movement + 2 enemy movement = 4): rolled 3, miss! - Fires LRM-15 at Coyote (2 base + 0 range + 0 movement + 2 enemy movement = 4): rolled 4, 9 missiles hit Right Arm (14/20 armor remains), Left Arm (16/20 armor remains)! - Fires LRM-15 at Coyote (2 base + 0 range + 0 movement + 2 enemy movement = 4): rolled 7, 15 missiles hit Left Torso (6/22 armor remains), Right Torso (17/22 armor remains), Right Torso (12/22 structure remains)! - Fires LRM-15 at Coyote (2 base + 0 range + 0 movement + 2 enemy movement = 4): rolled 5, 9 missiles hit Center Torso (19/33 armor remains), Center Torso (15/33 armor remains)! - Fires LRM-15 at Coyote (2 base + 0 range + 0 movement + 2 enemy movement = 4): rolled 8, 6 missiles hit Right Torso (7/22 armor remains), Left Torso (5/22 armor remains)! - Gains 40 heat, sinks 38! Overheating! Dire Wolf H - Holds fire! - Gains 2 heat, sinks 40! Ebon Jaguar - Torso-twists to threaten hex 1510! - Fires ER PPC at Chameleon (3 base + 0 range + 2 movement + 2 enemy movement + 2 smoke = 9): rolled 7, miss! - Fires ER PPC at Chameleon (3 base + 0 range + 2 movement + 2 enemy movement + 2 smoke = 9): rolled 7, miss! - Fires ER Medium Laser at Chameleon (3 base + 0 range + 2 movement + 2 enemy movement + 2 smoke = 9): rolled 8, hit Head (2/9 armor remains)! Pilot hit! - Fires ER Medium Laser at Chameleon (3 base + 0 range + 2 movement + 2 enemy movement + 2 smoke = 9): rolled 7, miss! - Fires TAG at Chameleon (3 base + 2 range + 2 movement + 2 enemy movement + 2 smoke = 11): rolled 6, miss! - Gains 42 heat, sinks 40! Huntsman A - Fires Large Pulse Laser at Excalibur (2 base + 0 range + 3 movement + 0 enemy movement + 3 Void Signature System - 2 Pulse Laser = 6): rolled 3, miss! - Fires Large Pulse Laser at Excalibur (2 base + 0 range + 3 movement + 0 enemy movement + 3 Void Signature System - 2 Pulse Laser = 6): rolled 7, hit Right Arm (1/13 armor remains)! - Fires LRM-10 at Excalibur (2 base + 0 range + 3 movement + 0 enemy movement + 3 Void Signature System = 8): rolled 4, miss! - Gains 15 heat, sinks 24! Overheating! Crab - Torso-twists to threaten hex 1214! - Fires ER Large Laser at Warhawk B (2 base + 0 range + 2 movement + 0 enemy movement + 1 light woods + 1 Void Signature System = 6): rolled 8, hit Rear Left Torso (2/10 armor remains)! - Fires ER Medium Laser at Warhawk B (2 base + 0 range + 2 movement + 0 enemy movement + 1 light woods + 1 Void Signature System = 6): rolled 11, hit Right Leg (8/18 structure remains)! Crit! - Fires Medium Pulse Laser at Warhawk B (2 base + 0 range + 2 movement + 0 enemy movement + 1 light woods + 1 Void Signature System - 2 pulse laser = 4): rolled 9, hit Right Arm (8/14 structure remains)! Crit! - Fires ER Small Laser at Warhawk B (2 base + 0 range + 2 movement + 0 enemy movement + 1 light woods + 1 Void Signature System = 6): rolled 4, miss! - Gains 35 heat sinks 36! Overheating! ACE! Longbow - Fires Large Laser at Huntsman A (2 base + 2 range + 0 movement + 2 enemy movement = 6): rolled 9, hit Head (0/9 armor, 0/3 structure remains)! `Mech destroyed! - Fires TAG at Huntsman A (2 base + 2 range + 0 movement + 2 enemy movement = 6): rolled 9, hit! - Gains 2 heat, sinks 26! Longbow - Holds fire! - Gains 16 heat, sinks 26! Black Knight - Holds fire! - Gains 17 heat, sinks 36! Excalibur - Holds fire! - Gains 11 heat, sinks 22! Coyote - Fires Snub-Nose PPC w/ PPC Capacitor (charged) at Kraken 3 (2 base + 0 range + 2 movement + 0 enemy movement + 1 Void Signature System = 5): rolled 7, hit Left Torso (17/32 armor remains)! - Fires ER Large Laser at Kraken 3 (2 base + 0 range + 2 movement + 0 enemy movement + 1 Void Signature System = 5): rolled 10, hit Left Leg (34/42 armor remains)! - Fires Streak SRM-6 at Kraken 3 (2 base + 0 range + 2 movement + 0 enemy movement + 1 Void Signature System = 5): rolled 7, 6 missiles hit Left Leg (32/42 armor remains), Right Leg (40/42 armor remains), Center Torso (44/46 armor remains), Right Torso (30/32 armor remains), Left Leg (30/42 armor remains), Right Torso (28/32 armor remains)! - Gains 41 heat, sinks 28! Overheating! Ace! Hunchback - Holds fire! - Gains 2 heat, sinks 22! Hunchback - Fires ER Medium Laser at Warhawk B (2 base + 4 range + 2 movement + 0 enemy movement + 1 light woods + 2 smoke = 11): rolled 8, miss! - Fires ER Medium Laser at Warhawk B (2 base + 4 range + 2 movement + 0 enemy movement + 1 light woods + 2 smoke = 11): rolled 7, miss! - Gains 12 heat, sinks 22! Chameleon - Fires Large Laser at Warhawk B (2 base + 2 range + 2 movement + 0 enemy movement + 1 light woods = 7): rolled 7, hit Right Leg (0/8 structure remains)! Leg blown off! `Mech destroyed! - Fires Large Laser at Warhawk B (2 base + 2 range + 2 movement + 0 enemy movement + 1 light woods = 7): rolled 7, hit Center Torso (26/42 armor remains)! - Fires TAG at Warhawk B (2 base + 2 range + 2 movement + 0 enemy movement + 1 light woods = 7): rolled 5, miss! - Gains 28 heat sinks 32! Chameleon - Holds fire! - Gains 2 heat sinks 32! Phoenix - Holds fire! - Gains 5 heat, sinks 30! Bobcat - Charges Snub-Nose PPC! - Gains 21 heat, sinks 24! Locust - Torso-twists to threaten hex 2023! - Fires ER Medium Laser at Kraken 3 (2 base + 0 range + 2 movement + 0 enemy movement + 1 light woods = 5): rolled 2, miss! - Fires Inferno SRM-2 at Kraken 3 (2 base + 2 range + 2 movement + 0 enemy movement + 1 light woods = 7): rolled 4, miss! - Fires Inferno SRM-2 at Kraken 3 (2 base + 2 range + 2 movement + 0 enemy movement + 1 light woods = 7): rolled 4, miss! - Fires Inferno SRM-2 at Kraken 3 (2 base + 2 range + 2 movement + 0 enemy movement + 1 light woods = 7): rolled 6, miss! - Gains 13 heat, sinks 20! Arrow IV Salvo - Must roll a 4+ to strike the map: rolled 5, succeeds! - Must roll a 4+ to strike the map: rolled 4, succeeds! - Missile explodes harmlessly! - Missile explodes harmlessly! End Phase: Chameleon - Must pass a 3+ consciousness test: rolled 5, succeeds! Physical Combat Phase: Coyote - Attacks Kraken 3 with Lance (3 base + 2 movement + 0 target movement + 1 opposed piloting = 6): rolled 5, miss! Next Turn’s Movement Phase Crab - TSM Activated! - Gains ACE Status! Coyote - TSM Activated! - Gains ACE Status! Arrow IV Counter: 2 Turn 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 Phase 3 unit. Some of these units start on the map, others will enter from elsewhere. Player Status: Glorious Deaths Phase 2 / Phase 3 Objectives: - Defeat as many enemy `Mechs as possible (9/39 defeated) - Defend Clan HQ Vehicles (2/3 remaining) - Defend Clan Personnel (I lost count again, thanks smoke! ) - Defend Clan Equipment (22/36 units remaining) Enemy Status: Everything is a hair’s breadth from exploding. Probably. Enemy Movement Mods: - Longbow +1 - Longbow +0 - Black Knight +1 - Excalibur +0 - Coyote +ACE - Crab +ACE - Chameleon +1 - Chameleon +1 - Hunchback +2 - Hunchback +1 - Phoenix +?? - Bobcat +?? Orders Due: Saturday Night!
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# ? Jun 2, 2014 01:32 |
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Oh for gently caress'S SAKE. Really? Two phase two mechs down in a single turn. They could've lasted longer than that I'm sure. One to a headshot too. Ouch. One of the new guys is a goddamn psychopath. And the Coyote didn't go down, and didn't take any significant damage. It's also ACE now. I'm pretty hosed. Edit: Other than the Ebon Jaguar, we're all in big heavy mechs with a lot of firepower so that's good. However there are a lot of heavy hitters on the enemy team as well, and to top it off, we're all very separated now. It isn't looking good I think. Open to suggestions and advice! Edit: Why didn't the SRMs in my head fire as well, PTN? Artificer fucked around with this message at 01:43 on Jun 2, 2014 |
# ? Jun 2, 2014 01:38 |
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# ? Apr 27, 2024 18:13 |
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Artificer posted:advice! Don't get disheartened!
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# ? Jun 2, 2014 01:40 |