|
Mercs2 was the best and worst game for me, growing up, because it was both my absolute favorite PC game and yet kept crashing right before the end. It came bundled with my dad's old Vaio.
|
# ? Sep 21, 2014 01:50 |
|
|
# ? Apr 27, 2024 18:11 |
|
Sadly my copy was "optimized" for some lovely S3 GPU and I hardly got to play it because it was in mom's computer while mine had an even shittier S3 GPU that couldn't run it.
|
# ? Sep 21, 2014 01:54 |
|
Community Warfare Week 2 Last Week's Victors: - Clan Smoke Jaguar scores a win on Huntress with 2 VP! - The Capellan Confederation scores a win on Conquista with 2 VP! Last Week's Losers: - Clan Ice Hellion scores 0 VP! - The Free Worlds League scores 1 VP! Community Warfare Week 2: Battleground Information (battle submissions valid until 9/27) Battleground: The Edge Defender: Clan Widowmaker, Delta Galaxy "The Hidden Web," 28th Stalker Trinary (Clan second-line forces) Attacker: Free Rasalhague Insurgency / Clan Burrock Black Galaxy "The Nameless," Trinary 7 (mixed IS / Clan forces) Map Themes: Rocky Fjord (Tall cliffs and water, bring your Jump Jets!) Metaplot: A surprise raid by second-line Widowmaker forces risks exposing a Burrock operation to aid (and subvert) the Free Rasalhague insurgency. Clan Burrock's secret Black Galaxy must annihilate the second-line Widowmaker troops before their existance is revealed! Bacon In A Wok posted:So! Interested in the Widowmaker/Rasalhague-Burrock face-off in this week's Community Warfare, but not sure how to properly get the "Rocky Fjord" map theme in place? Then this map pack may be of interest. Included are variants on the two standard Deep Canyon maps that add water running across the map, as well as variants on the two standard River Delta maps that add elevation. Unzip to \data\boards\ inside your Megamek directory, select the new maps from the lobby, and you're good to go. Battleground: Atreus Prime Defender: The Taurian Concordat, V Corps, Lone Star Regiment Attacker: The Duchy of New Syrtus, 19th Syrtis Fusiliers Map Themes: Desert Wastes (Whatever the map looks like, it's hot hot hot!) Metaplot: With their homes and families under attack, the 19th Syrtis Fusiliers have launched a daring attack on one of the Taurian Concordat's chief staging points. Now lightly defended, a successful assault could cut Taurian supply lines and earn the Duchy a few weeks of reprieve! Battleground: Pandora Defender: Clan Widowmaker, Alpha Galaxy "Kerensky's Pride" Attacker: The Waco Rangers Map Themes: Pastorial Forest (A smattering of clear farmland and light buildings amongst the trees) Metaplot: The Waco Rangers' repeated success against Clan forces has turned them into a lynchpin for the Lyran defenders, but even Archon Steiner balked at Colonel Waco's daring new plan: a direct assault on a world still occupied by Clan front-line troops. Colonel Waco has a score to settle, and he's not about to take 'no' for an answer! Community Warfare Week 2 Submission Form PoptartsNinja fucked around with this message at 20:23 on Sep 24, 2014 |
# ? Sep 21, 2014 01:57 |
|
I got my start with Mercs4, and never could find a copy of Mercs2 that actually worked with any of the tweaks I tried to get it to run on modern OS's.
|
# ? Sep 21, 2014 02:06 |
|
anakha posted:What do you get as a replacement? The selection of Mechs is pretty bad at the start of the game, IIRC. I think you could get a Panther or something else. Honestly I don't actually remember.
|
# ? Sep 21, 2014 04:31 |
|
Chronojam posted:I think you could get a Panther or something else. Honestly I don't actually remember. You can afford a Jenner easily, and are just barely shy of being able to afford a Crab. The starting Commando's not that bad though, since it's a unique custom variant.
|
# ? Sep 21, 2014 04:33 |
|
I was thinking you could get a crab after doing one mission but then suddenly felt a veil of doubt
|
# ? Sep 21, 2014 04:38 |
|
tuluk posted:Mechwarrior 2 games are really easy* to get running on modern hardware using mechvm or dosbox. I did finally get Mechwarrior 2 running with MechVM, except I get the Keshik overtonnage error anytime I do anything with MechLab. I pushed through half the game with stock loadouts anyways.
|
# ? Sep 21, 2014 09:10 |
|
Kilty Monroe posted:I did finally get Mechwarrior 2 running with MechVM, except I get the Keshik overtonnage error anytime I do anything with MechLab. i vaguely recall something about mechvm not liking custom builds and having to reimport things? yeah, it's a known thing. http://www.mech2.org/forum/viewtopic.php?f=7&t=1329&p=7943&hilit=mechlab#p7943
|
# ? Sep 21, 2014 12:50 |
|
So! Interested in the Widowmaker/Rasalhague-Burrock face-off in this week's Community Warfare, but not sure how to properly get the "Rocky Fjord" map theme in place? Then this map pack may be of interest. Included are variants on the two standard Deep Canyon maps that add water running across the map, as well as variants on the two standard River Delta maps that add elevation. Unzip to \data\boards\ inside your Megamek directory, select the new maps from the lobby, and you're good to go.
|
# ? Sep 21, 2014 14:47 |
|
Chronojam posted:I think you could get a Panther or something else. Honestly I don't actually remember. I replayed Mercs a year or two ago and found out that PPCs in the game are totally broken. Their range is unlimited. That may seem alright, since the shots move relatively slowly, but most of the targets you engage are static or, if they're engaging, are running right at you. That makes the Panther incredibly deadly for a light, since you can typically control the engagements well enough to soak a target with damage without getting hit.
|
# ? Sep 21, 2014 20:00 |
|
Trial By Fire: Tactical Update 16 “Coming,” Rayford mumbled, kicking his Coyote up to full speed. The machine lurched upright as its gyros realigned themselves. His head throbbed—probably a lingering concussion from the cockpit hits he’d taken earlier—and when his targeting computer chimed a lock on the Woodsman’s left arm he squeezed the trigger instinctively. His laser missed low, but his Streak SRMs found the mark, chipping armor from the heavy `Mech’s broad, boxy shoulders. “Torso’s breached,” Arianna reported as Rayford’s vision finally started to clear. “Status check?” “I’m swiss cheese,” Lucaino added a moment later. “Could be worse,” Shoji grunted. “It’s not like I need my left side anyway,” Rayford’s voice was raw, he would’ve killed for something to drink—and a few moment’s respite in which to do so. “Not since they shot off my PPC. The rest isn’t in bad shape—I think I’m doing worse.” “Keep it together,” Arianna coached. “This is a team effort. None of us is winning this alone.” Movement Phase Coyote (Player) - Must pass a skidding test (4 base - 1 distance traveled = 3): rolled 10, succeeds! Combat Phase Crab (Player) - Torso-twists to threaten hex 0508! - Fires ER Large Laser at Cargo Container 0509 (3 base + 0 range + 2 movement - 4 enemy movement = 1): automatically hit (7/15 durability remaining)! - Fires ER Medium Laser at Cargo Container 0509 (3 base + 0 range + 2 movement - 4 enemy movement = 1): automatically hit (2/15 durability remaining)! - Fires ER Medium Laser at Cargo Container 0509 (3 base + 0 range + 2 movement - 4 enemy movement = 1): automatically hit (0/15 durability remaining)! - Fires ER Small Laser at Cargo Container 0509 (3 base + 0 range + 2 movement - 4 enemy movement = 1): automatically hit but the target is already destroyed! - Gains heat 24, sinks 36! Battlemaster (Player) - Fires Plasma Rifle at Woodsman (3 base + 0 range + 2 movement + 0 enemy movement + 1 light woods + 1 actuator damage = 7): rolled 4, miss! - Fires Medium Laser at Woodsman (3 base + 2 range + 2 movement + 0 enemy movement + 1 light woods = 8): rolled 5, miss! - Fires Medium Laser at Woodsman (3 base + 2 range + 2 movement + 0 enemy movement + 1 light woods = 8): rolled 5, miss! - Fires Medium Laser at Woodsman (3 base + 2 range + 2 movement + 0 enemy movement + 1 light woods = 8): rolled 8, hit Left Arm (9/22 armor remaining)! - Fires Medium Laser at Woodsman (3 base + 2 range + 2 movement + 0 enemy movement + 1 light woods = 8): rolled 9, hit Left Arm (4/22 armor remaining)! - Gains heat 2, sinks 34! Coyote (Player) - Fires ER Large Laser at Woodsman’s Left Arm (3 base + 0 range + 2 movement + 0 enemy movement + 3 called shot = 8): rolled 6, miss! - Fires Streak SRM-6 at Woodsman (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 8, 6 missile hit Right Torso (13/23 armor remaining), Left Leg (28/30 armor remaining), Left Arm (2/22 armor remaining (TAC!)), Right Torso (11/23 armor remaining), Center Torso (26/33 armor remaining), Left Torso (8/23 armor remaining)! - Gains heat 0, sinks 30! Shadow Hawk (Player) - Fires Light AC/5 (Armor Piercing) at Woodsman (3 base + 0 range + 3 movement + 0 enemy movement + 1 light woods = 7): rolled 6, miss! - Fires ER Medium Laser at Woodsman (3 base + 0 range + 3 movement + 0 enemy movement + 1 light woods = 7): rolled 6, miss! - Fires ER Medium Laser at Woodsman (3 base + 0 range + 3 movement + 0 enemy movement + 1 light woods = 7): rolled 10, hit Center Torso (21/33 armor remaining)! - Fires iNarc (Explosive) at Woodsman (3 base + 0 range + 3 movement + 0 enemy movement + 1 light woods = 7): rolled 2, miss! - Gains heat 16, sinks 20! Wolverine - Fires ER Large Laser at Coyote (3 base + 0 range + 0 movement + 2 enemy movement = 5): rolled 5, hit Left Leg (17/28 armor remaining)! - Fires ER Medium Laser at Coyote (3 base + 0 range + 0 movement + 2 enemy movement = 5): rolled 9, hit Left Torso (3/22 armor remaining)! - Fires SRM-6 (Narc capable) at Coyote (3 base + 0 range + 0 movement + 2 enemy movement = 5): rolled 5, 6 missiles hit Center Torso (10/23 armor remaining), Right Leg (9/28 armor remaining), Right Torso (14/22 armor remaining), Left Torso (2/22 armor remaining), Right Leg (8/28 armor remaining), Left Torso (1/22 armor remaining)! - Fires SRM-6 (Narc capable) at Coyote (3 base + 0 range + 0 movement + 2 enemy movement = 5): rolled 6, 4 missiles hit Right Arm (1/20 armor remaining), Left Leg (16/28 armor remaining), Left Torso (0/22 armor remaining), Right Leg (15/28 armor remaining)! - Gains 25 heat, sinks 28! Thunderbolt - Torso-twists to threaten hex 1612! - Fires LRM-15 (Artemis IV) at Shadowhawk (3 base + 2 range + 0 movement + 3 enemy movement + 1 light woods + 2 heavy woods = 11): rolled 7, miss! - Fires ER PPC at Shadowhawk (3 base + 2 range + 0 movement + 3 enemy movement + 1 light woods + 2 heavy woods = 11): rolled 2, miss! - Gains 20 heat, sinks 28! Coyotl - Holds fire! - Gains heat 5, sinks 20! Woodsman - Torso-twists to threaten hex 1012! - Fires LRM-15 (Narc Capable) at Battlemaster (3 base + 2 range + 0 movement + 1 enemy movement + 1 light woods = 7): rolled 7, 9 missiles hit Left Arm (11/27 armor remaining), Center Torso (36/40 armor remaining)! - Fires LRM-15 (Narc Capable) at Battlemaster (3 base + 2 range + 0 movement + 1 enemy movement + 1 light woods = 7): rolled 11, 15 missiles hit Left Torso (2/28 armor remaining), Left Torso (0/28 armor, 16/18 structure remaining (Crit!)), Left Leg (22/31 armor remaining)! - Gains 10 heat, sinks 24! End Phase: Coyote (Player) - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 7, succeeds! Battlemaster (Player) - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 5, succeeds! - Critical chance in Left Torso! 1 critical hit sustained! - - Medium Laser damaged! Woodsman - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 8, succeeds! - Through-armor critical chance in Left Arm! No critical hit sustained! Player Status: Neutral Forces: Opposing Force (level) Cyclops (Mk. 6) – Disabled! Woodsman Prime (Mk. 6) – Ran +0 Mountain Lion (Mk. 4) – Disabled! Thunderbolt (Mk. 2) – Ran +0 Kintaro (Mk. 2) – Disabled! Wolverine (Mk. 7) – Stationary +0 Coyotl A (Mk. 6) – Jumped +4 Commando (Mk. 4) – Disabled! Mission Objective: Plunder Recovered (0/1500 points) Secondary Objectives: Enemy Units Damaged (150/400 points) Penalty Accrued (-200/-300 points) Orders Due: Tuesday Night! PoptartsNinja fucked around with this message at 22:53 on Sep 21, 2014 |
# ? Sep 21, 2014 22:04 |
|
No crit roll for the TAC on the Woodsman? ed: awww Raised by Hamsters fucked around with this message at 22:31 on Sep 21, 2014 |
# ? Sep 21, 2014 22:18 |
|
Alright, the Woodsman has been forced down from its perch, so that's good. Also, you will probably never have a better chance to nail that Coyotl. Shadow Hawk can jump to 1015 and nail it with Precision rounds and a kick, and the Coyote can run to 1016 and do likewise. The Battlemaster would probably be better served by picking up the ~*~Golden Locust~*~ and hauling it back to the starting area.
|
# ? Sep 21, 2014 22:38 |
|
I thought i said Face hex 0812 in my orders...
|
# ? Sep 21, 2014 22:40 |
|
Oh, yes. You did, sorry! I tend to parse them better when they're either on the same line or in a single block. I've been doing this so long my brain has fossilized, I tend to read orders as: [movement] [shooting] [melee] even when they're not. I'll fix that. Edit: Fixed. Edit: My attempts to record Mechwarrior 2 Mercenaries have hit a slight snag. I'm investigating solutions now. PoptartsNinja fucked around with this message at 23:32 on Sep 21, 2014 |
# ? Sep 21, 2014 22:47 |
|
Scintilla posted:Alright, the Woodsman has been forced down from its perch, so that's good. Also, you will probably never have a better chance to nail that Coyotl. Unless I can pick up the locust on the run if I stop to pick it up this turn the Coyotl is going to nail me good. Considering how bad my luck has been with the hit locations (hit my CT damnit. ) I'll probably lose my arm if I go for it. Plus hitting the Coyotl is 8s at best. Its annoying but I think the best option is to continue to harass the Wolverine and Woodsman. In general PTN is set up pretty well to keep me from grabbing that Locust. 3/4 of the mechs on the field can hit me if I go for it right now so we need to force them away first. It looks like the Shadowhawk is able to jump into the Woodsmans rear arc, he may be able to knock it out of the fight this turn. The Coyote and the Crab can advance and focus either the Wolverine (which basically requires a TAC at this point) or the Thunderbolt, which hasnt moved and should be an easy target but isnt quite as threatening. I'm not really sure what to do with the Battlemaster at this point, its falling apart and we need its arms intact. Otherwise Id just charge in and try to kick the Coyotl. I might do that anyway because it sounds fun.
|
# ? Sep 21, 2014 23:48 |
|
Great Beer posted:Unless I can pick up the locust on the run if I stop to pick it up this turn the Coyotl is going to nail me good. Considering how bad my luck has been with the hit locations (hit my CT damnit. ) I'll probably lose my arm if I go for it. Plus hitting the Coyotl is 8s at best. Its annoying but I think the best option is to continue to harass the Wolverine and Woodsman. My backup orders for the Coyote are to run up to the coyotl and murder it's face in. It's going to hound you until it dies anyway.
|
# ? Sep 21, 2014 23:51 |
|
Crab Looking at the map I can't see myself getting any good shots on the Coyotl as all of mine will be going through 2 hexes of woods. I am thinking I should stick to breaking boxes?
|
# ? Sep 22, 2014 02:36 |
|
Z the IVth posted:Crab Shoot a robert. We don't have a hope of finishing this thing via smash and grab, we need to win the field. There's literally no other way to win at this juncture.
|
# ? Sep 22, 2014 02:54 |
|
Z the IVth posted:Crab You guys already have two things open and ready to get back to the drop zone. Personally, I would recommend sticking to destroying the Woodsman. Moving to 0706 and turning to face 0806 should give you clean LoS to the Woodsman while putting you in partial cover. If the Shadow Hawk can jump to 1213, it can get shots on the (I believe) Left side of the Woodsman needing 6s (3 base+3 movement, no range or terrain and the Woodsman has a +0 mod). Some Mlas and an AP AC round combined with your ER Large and Medium lasers (Yay C3i!) would hopefully give it some pause for thought. This also helps keep you guys hard targets; assuming the Battlemaster stands still, I don't think anything can hit it this turn. The Shadowhawk would have a +4 defense mod for jumping and woods from the Wolverine, Thunderbolt and Woodsman with the Coyotl just being plain SoL. Meanwhile you've got partial cover and a +1 move mod and medium range from the Woodsman, and +1 move mod and +2 range from the Thunderbolt's ERPPC, with the Wolverine and Coyotl not being able to hit you at all. That leaves the Coyote. I'd say a good move for him would be to move up 4 hexes and then turn and move into hex 1114, giving it a +2 move mod and light woods with decent to-hits on the Woodsman. I'm not sure why people are considering going after the Coyotl; it jumped 7 again and is in Light Woods. It has a +5 defense mod before considering your own movements and ranges.
|
# ? Sep 22, 2014 03:12 |
|
What are the odds of success on the coyote charging the coyotl, pushing it backwards a hex into water? Pretty bad I'm guessing, due to that move mod.
|
# ? Sep 22, 2014 06:34 |
|
Leperflesh posted:What are the odds of success on the coyote charging the coyotl, pushing it backwards a hex into water? Pretty bad I'm guessing, due to that move mod. Would the Battlemaster have better odds of knocking it in via a push attack?
|
# ? Sep 22, 2014 11:59 |
|
4 + 2 + 4 + 1 = 11 I'm not sure I'd risk it on, what, a 12.5% hit chance when "falling in the water" is probably not going to knock the Coyotl out of the fight.
|
# ? Sep 22, 2014 12:17 |
|
PoptartsNinja posted:4 + 2 + 4 + 1 = 11 8.33%. Battlemaster should be grabbing the Solid Gold Locust. If that gets home, that ought to keep the players' score in the black no matter what else happens. The rest of the team can probably take the Woodsman's arm off this turn. Kilty Monroe fucked around with this message at 16:00 on Sep 22, 2014 |
# ? Sep 22, 2014 15:58 |
|
Kilty Monroe posted:8.33%. Yea, do not waste fire on the Wolverine. it's a giant trap that you're never going to kill at this point, and you can't even get lucky and TAC it to death.
|
# ? Sep 22, 2014 16:10 |
|
Kilty Monroe posted:scratch that, TacOps says hardened armor nullifies armor-piercing shots Not nullifies. They do full damage (double damage, since I doubled armor for my convenience). So basically shooting the Wolverine with AP ammo is like shooting it with an AC/10. Edit: Gwaihir is also right, though. The Wolverine is the toughest machine but it's also the least capable of hurting you provided your armor is unbreached. Its SRMs have their damage cut in half, the ER Large Laser's damage is cut to 6 points, and the ER Medium's damage is cut to 4. The moment your armor is breached though it's going to be a nightmare of crit chances. PoptartsNinja fucked around with this message at 16:13 on Sep 22, 2014 |
# ? Sep 22, 2014 16:10 |
|
Kilty Monroe posted:8.33%. If I g go for the locust this turn, the Thunderbolt, Coyotl, and wolverine will all have shots on me. My left torso is open and my right isn't much better off. I will die or be disabled to the point of uselessness if I try to pick up the thing before we deal with the space cops camping it.
|
# ? Sep 22, 2014 16:30 |
|
Great Beer posted:I will die or be disabled to the point of uselessness if I try to pick up the thing before we deal with the space cops camping it. Only if nothing puts pressure on them. I've got you in a vice, but that doesn't mean I can squeeze you where I want.
|
# ? Sep 22, 2014 16:35 |
|
Maybe I should go for broke. Move to 1311, unload everything and punch the woodsman with my right arm. I would walk off the building onto the wolverine but I lack the MP.
|
# ? Sep 22, 2014 17:13 |
|
There isnt much we can do to put pressure on the Coyotl right now. Not factoring in ranges, its sitting at around 10 to hit, best case. And theres enough cover nearby he can jump to just about anywhere next turn and leave us in the same position. That said, heres what I'm thinking for this turn: Shadowhawk: The Shawk can jump to 1213 and get rear (maybe left) shots on the Woodsman. It ran 2 hexes this turn so it shouldnt have any movemods, unless vertical height changes count for that as well. It can unload into the Woodsman on 6s this turn and kick the Wolverine. Then next turn it can grab the thing in 1515 and make its way to the extraction van. Coyote: Similar plan. It can run to 1114 and hit the Woodsmans rear/left on 6s as well, then kick the Wolverine. Crab: If hes not overheating (he gained 24 and sunk 36 but is still listed as having -1 MP) he can make it to 1209. The Woodsman is going to take some pretty severe damage this turn thanks to some good numbers for once so instead, it can put some damage on the Thunderbolt, probably with the ER Larges. It hasnt moved and if I'm drawing line in Paint correctly, you're only going to shoot through one of the wood hexes for a TH of 6 before weapon ranges. 7 if I'm wrong, but thats still good. That should leave us with 1 mech taking serious damage, another with two chances to be knocked over due to kicks, and a third being forced to leave its perch and give me some breathing room to get the Locust. Any thoughts on how my plan is stupid and will get us all killed?
|
# ? Sep 22, 2014 17:28 |
|
PoptartsNinja posted:Only if nothing puts pressure on them. guys I'm pretty sure this is a big blinking neon sign called COORDINATE YOUR PLANS
|
# ? Sep 22, 2014 17:30 |
|
Psion posted:guys I'm pretty sure this is a big blinking neon sign called COORDINATE YOUR PLANS I think I know what gif I'm making next!
|
# ? Sep 22, 2014 17:33 |
|
PoptartsNinja posted:I think I know what gif I'm making next! please attribute my forum post as the inspiration for this gif under CC BY 4.0, thanks
|
# ? Sep 22, 2014 18:14 |
|
Z the IVth posted:Maybe I should go for broke. Move to 1311, unload everything and punch the woodsman with my right arm. This sounds like a good plan. Moving seven hexes will put you at +3, plus the Woodsman is mounting Inner Sphere LRMs so you'll be inside his minimum range. He's sitting at a 0 move mod so your to hit numbers are 5's across the board. Unfortunately I don't think you can punch with a busted shoulder, so you'll want to go for a kick instead. Maybe try firing the ER Medium on that arm just in case you get lucky.
|
# ? Sep 22, 2014 18:36 |
|
Great Beer posted:Crab: If hes not overheating (he gained 24 and sunk 36 but is still listed as having -1 MP) he can make it to 1209. The Woodsman is going to take some pretty severe damage this turn thanks to some good numbers for once so instead, it can put some damage on the Thunderbolt, probably with the ER Larges. It hasnt moved and if I'm drawing line in Paint correctly, you're only going to shoot through one of the wood hexes for a TH of 6 before weapon ranges. 7 if I'm wrong, but thats still good. One ER Large is effectively busted due to the shoulder crit. I wouldn't count on my ability to put out large amounts of damage at range so I won't be forcing him anywhere alone. I'm favouring getting up in the Woodsman's face and kicking him. If we're all in that ball, then we can down the Woodsman this turn, then focus the Wolverine next. After that we can just tank the Coyotl and Thunderbolt on the way out. Btw Beer what are your plans? You planning to join in the fire on the Woodsman? Z the IVth fucked around with this message at 19:26 on Sep 22, 2014 |
# ? Sep 22, 2014 19:12 |
|
Great Beer posted:Crab: If hes not overheating He's not. I fixed that, but it looks like it didn't save.
|
# ? Sep 22, 2014 19:29 |
|
poo poo, I forgot about that shoulder crit. If you are going to get in the Woodsmans face, that'll put you in short range for your ERMLs on the Thunderbolt. You could kick the Woodsman and shoot the Thunderbolt. The woodsman is pretty hosed this turn, its got an ERLL, 2x ERML, an sSRM6, an AP AC5, and an explosive narc headed into its back/left this turn all on 6s. Not to mention the two knockdown chances from the massive damage/kick. It might survive, but all your shots from the front are going to do is sandpaper its front armor a bit. Youll be in a good position to finish it off from behind next turn. Assuming it doesnt kill you outright anyway. I cant remember what other guns it has. As for the Battlemaster plans: I'm probably going to move into 0418. Poking out to get a shot in right now is going to get me shot by the Coyotl, the Thunderbolt if the Crab sticking with attacking the Woodsman, and possibly the Wolverine depending on what the Coyote does. Great Beer fucked around with this message at 19:42 on Sep 22, 2014 |
# ? Sep 22, 2014 19:39 |
|
The Woodsman's arms and torsos are actually pretty badly damaged from the front. I'd still advise lighting it up from point blank range and then kicking it in the shins for good measure.
|
# ? Sep 22, 2014 19:44 |
|
|
# ? Apr 27, 2024 18:11 |
|
Careful, guys! I might use my advanced knowledge of your plans to not do anything since I've already moved!
|
# ? Sep 22, 2014 20:16 |