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Lemniscate Blue posted:Well, that's rather embarrassing. You're right in my case at least - can't speak for Leith Maclaine. In my case I think it only makes my jump 5 rather than 4 so I'll take the extra heat if that's how you play it. My mistake is that I can't count. I only jumped 3. Oh well. Oops.
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# ? Apr 30, 2018 01:28 |
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# ? Apr 28, 2024 16:18 |
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Rocks fall, ProtoMechs die.
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# ? Apr 30, 2018 01:35 |
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Rabbit Warren Update 8 “The small fry are running,” Grimoire-3 crowed as the half-sized ‘Mechs ran for the exits. He leapt after them, crushing one under the Legion’s taloned feet and grinding it into the stone floor. “Get your last few kicks in before—” “Light and movement,” Rubiks-1 interrupted. “It looks like there’s an underground tunnel full of water—I’d thought it was a cistern, but it looks like a subterranean canal! Some sort of transport barge just pulled up—its deck is swarming with heavy BattleMechs! Their paint’s fresh—especially those weird blue patches that only shows up under ultraviolet.” “Pull back, Rubiks-1,” Nephilim-1 transmitted. “We’ll hit them at once and crush them!” Movement Phase Legion #3 (Player) - Insufficient jump MP to reach hex 1519 (needs 6, has 5)! ProtoMechs - Scatter, because they’re making me dread updates and you deserve better. Shooting Phase Legion #1 (Player) - Fires rHeavy PPC at ProtoMech! - Fires AP Gauss Rifle at ProtoMech! - Fires AP Gauss Rifle at ProtoMech! - Gains 27 heat, sinks 24! Legion #2 (Player) - Fires rHeavy PPC at ProtoMech! - Gains 24 heat, sinks 24! Overheating! Legion #3 (Player) - Fires rHeavy PPC at ProtoMech! - Gains 24 heat, sinks 24! Overheating! Legion #4 (Player) - Fires rHeavy PPC at Osteon D (2 base + 0 range + 3 movement + 2 enemy movement + 2 minimum range - 1 cybernetics = 8): rolled 7, miss! - Fires AP Gauss Rifle at Osteon D (2 base + 0 range + 3 movement + 2 enemy movement - 1 cybernetics = 6): rolled 8, hit Rear Right Torso (10/12 armor remaining)! - Fires AP Gauss Rifle at Osteon D (2 base + 0 range + 3 movement + 2 enemy movement - 1 cybernetics = 6): rolled 2, miss! - Gains 27 heat, sinks 24! Overheating! Legion #5 (Player) - Fires rHeavy PPC at ProtoMech! - Gains 24 heat, sinks 24! Legion #6 (Player) - Fires TSEMP Cannon at Mithras #9 (2 base + 0 range + 3 movement + 1 enemy movement - 1 cybernetics = 5): rolled 7, hit! Rolled 11, combat vehicle shuts down! - Fires AP Gauss Rifle at Mithras #9 (2 base + 2 range + 3 movement + 1 enemy movement - 1 cybernetics = 7): rolled 10, hit Front (13/16 armor remaining)! - Fires AP Gauss Rifle at Mithras #9 (2 base + 2 range + 3 movement + 1 enemy movement - 1 cybernetics = 7): rolled 5, miss! - Gains 17 heat, sinks 24! Legion #7 (Player) - Fires rHeavy PPC at ProtoMech! - Fires AP Gauss Rifle at ProtoMech! - Gains 24 heat, sinks 24! Overheating! Legion #8 (Player) - Fires rHeavy PPC at ProtoMech! - Fires AP Gauss Rifle at Clan MPP #4 (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics = 4): rolled 9, 6 troopers killed! - Fires AP Gauss Rifle at Clan MPP #4 (2 base + 0 range + 3 movement + 0 enemy movement - 1 cybernetics = 4): rolled 10, 2 troopers killed! - Gains 27 heat, sinks 24! Overheating! Legion #9 (Player) - Fires Large R-e Laser at ProtoMech! - Fires Large R-e Laser at ProtoMech! - Gains 24 heat, sinks 24! Overheating! Legion #10 (Player) - Fires Large R-e Laser at Septicemia E (2 base + 2 range + 3 movement + 2 enemy movement - 1 cybernetics - 1 laser = 7): rolled 5, miss! - Fires Large R-e Laser at Septicemia E (2 base + 2 range + 3 movement + 2 enemy movement - 1 cybernetics - 1 laser = 7): rolled 6, miss! - Fires Light PPC at Septicemia E (2 base + 2 range + 3 movement + 2 enemy movement - 1 cybernetics = 8): rolled 10, hit Center Torso (18/23 armor remaining)! - Gains 30 heat, sinks 24! Overheating! Legion #11 (Player) - Fires Large R-e Laser at SM1 Tank Destroyer (2 base + 0 range + 3 movement + 2 enemy movement - 1 cybernetics - 1 laser = 5): rolled 4, miss! - Fires Large R-e Laser at SM1 Tank Destroyer (2 base + 0 range + 3 movement + 2 enemy movement - 1 cybernetics - 1 laser = 5): rolled 8, hit Front (34/43 armor remaining)! - Gains 25 heat, sinks 24! Overheating! Legion #12 (Player) - Holds fire! - Gains 4 heat, sinks 24! Osteon Prime - Torso-twists to threaten hex 2117! - Fires iATM-9 (MR) at Legion #12 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 6, fails to lock-on! - Fires iATM-9 (MR) at Legion #12 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 3, fails to lock-on! - Fires iATM-9 (IIW) at Legion #12 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 5, fails to lock-on! - Fires iATM-9 (IIW) at Legion #12 (5 base + 0 range + 0 movement + 3 enemy movement = 8): rolled 4, fails to lock-on! - Gains 0 heat, sinks 20! Osteon C - Holds fire! - Gains 5 heat, sinks 20! Osteon D - Reverses arms with the Hyper-Extending Actuators quirk! - Fires Large Pulse Laser at Legion #4 (5 base + 0 range + 2 movement + 3 enemy movement - 2 pulse laser = 8): rolled 6, miss! - Fires Large Pulse Laser at Legion #4 (5 base + 0 range + 2 movement + 3 enemy movement - 2 pulse laser = 8): rolled 9, hit Right Leg (22/32 armor remaining)! - Gains 22 heat, sinks 36! Septicemia E - Fires ER PPC at Legion #10 (5 base + 2 range + 2 movement + 3 enemy movement - 1 Targeting Computer = 11): rolled 7, miss! - Fires ER PPC at Legion #10 (5 base + 2 range + 2 movement + 3 enemy movement - 1 Targeting Computer = 11): rolled 4, miss! - Gains 32 heat, sinks 30! Mad Dog E - Reverses arms! - Fires HAG-30 at Legion #4 (4 base + 0 range + 2 movement + 3 enemy movement + 2 minimum range = 11): rolled 10, miss! - Fires HAG-30 at Legion #4 (4 base + 0 range + 2 movement + 3 enemy movement + 2 minimum range = 11): rolled 6, miss! SM1 Tank Destroyer - Fires Ultra AC/20 (Ultra) at Legion #11 (5 base + 0 range + 1 movement + 3 enemy movement = 9): rolled 4, miss! Mithras #4 - Fires ER Large Laser at Legion #2 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 11, hit Right Torso (12/24 armor remaining)! Mithras #9 - Fires ER Large Laser at Legion #2 (4 base + 0 range + 1 movement + 3 enemy movement = 8): rolled 4, miss! Mithras #10 - Holds fire! Clan MPP #4 - Attacks Legion #11 with Gauss SMG (4 base + 0 range + 3 enemy movement = 7): rolled 7, hit 6 (/ armor remaining)! End Phase: Physical Combat Phase: Legion #1 (Player) - Kicks ProtoMech! Legion #2 (Player) - Kicks ProtoMech! Legion #3 (Player) - Kicks ProtoMech! Legion #4 (Player) - Kicks Osteon D (3 base + 3 movement + 2 enemy movement - 2 kick - 1 cybernetics = 5): rolled 6, hit Left Leg (0/36 armor, 35/36 structure remaining)! Crit! Legion #5 (Player) - Kicks ProtoMech! Legion #6 - Kicks Mithras #4 (3 base + 3 movement + 2 enemy movement - 2 kick - 1 cybernetics = 5): rolled 7, hit Right Side (0/14 armor, 0/3 structure remaining)! Vehicle destroyed! Legion #7 - Kicks ProtoMech! Legion #8 - Kicks Clan MPP #4 (3 base + 3 movement + 0 enemy movement - 1 cybernetics + 3 kicking infantry = 8): rolled 10, hit! 4 troopers killed! Legion #9 - Kicks ProtoMech! Legion #10 - Kicks ProtoMech! Legion #11 - Kicks ProtoMech! Legion #12 - Kicks ProtoMech! End Phase: Osteon D - Critical chance in Left Leg: rolled 5, no critical hits sustained! - Must pass a piloting test or fall (5 base + 1 massive damage + 0 kicked = 6): rolled 8, succeeds! Upper Level Lower Ground Floor Unless otherwise stated, all buildings are Heavy and rise 2 hexes above the underlying terrain PTN’s Note: This should make things easier. Player Status: OpForce Status: Special Rules Cybernetic Implants The Legion is equipped with the Pain Shunt, Dermal Myomer Armor, Triple-Strength Myomer, Stimulant Injector, and Buffered Direct Neural Interface implants. As such they are immune to pilot hits, and when forced to eject their Sin BattleArmor count as a full squad for the purposes of Swarm and Leg attacks and deal one additional point of damage while making a swarm or leg attack. Primary Objectives - Kill Everyone and Everything (0/1) Secondary Objectives - Prevent the Enemy Land Train from Escaping (Complete!) - Prevent the Society from finishing the Turkina Z’s Repairs (2 turns remaining) Orders Due: Midnight Tuesday!
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# ? Apr 30, 2018 01:50 |
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Bah Gawd, those mechs.
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# ? Apr 30, 2018 02:17 |
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It might not technically be the most dangerous setup, but facing off against 4 ER PPCs is never a fun time. And the poor Highlander is going to get left behind be his friends.
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# ? Apr 30, 2018 02:26 |
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So I think on the lower level we need to kill the septicemia and the osteon before we worry about the new arrivals. The turkina run should still be a go as well. Just need to figure the positioning.
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# ? Apr 30, 2018 02:42 |
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Fraction Jackson posted:So I think on the lower level we need to kill the septicemia and the osteon before we worry about the new arrivals. The turkina run should still be a go as well. Agreed. I don't have thoughts at the moment on that clusterfuck we're looking at, but I made some suggestions for some of the other parts of the fight on the strategy doc. EDIT: I can get to the Osteon to give it a righteous kicking, Farseli can get to the other side of it. Two of us can get areast of the Septicemia and we'll all imitate a kindergarten soccer team, maybe get them out of commission and prep for the heavy lance up north. Lemniscate Blue fucked around with this message at 03:45 on Apr 30, 2018 |
# ? Apr 30, 2018 03:41 |
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PBJ posted:Rocks fall, ProtoMechs die. I really should've stopped and asked: "Do I really want to track 35 protomechs in addition to other forces in a mission where there are twelve active players?" But I didn't because the math worked out OK. BattleTech in a nutshell.
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# ? Apr 30, 2018 03:50 |
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Green Intern posted:Bah Gawd, those mechs. I’m ready to fight these mechs.
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# ? Apr 30, 2018 03:51 |
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Green Intern posted:Bah Gawd, those mechs. You know, I didn't notice the names until now.
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# ? Apr 30, 2018 04:06 |
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PoptartsNinja posted:I really should've stopped and asked: "Do I really want to track 35 protomechs in addition to other forces in a mission where there are twelve active players?" The good news is that it's a story thread you don't even have to followup on, because all of the escaped Protos would be dead within five years whether there was a war going on or not.
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# ? Apr 30, 2018 04:12 |
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Ablative posted:You know, I didn't notice the names until now. Oh, nice.
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# ? Apr 30, 2018 04:38 |
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Green Intern posted:Bah Gawd, those mechs. THUNDERBOLT IIC MATCHKA
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# ? Apr 30, 2018 04:48 |
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Night10194 posted:Glitch Headcapped a Jenner for me in one of my first non-tutorial missions and holy poo poo is it an improvement on the Spider. Pftt. I just got to the argo story mission and glitch headcapped the heavy there. With her fist, two. Punched it right out. Sooooo she's getting a new ride. Vindicator's good and all but. And i have no idea what to do with it. Seems underarmored, not sure how to address it yet. Still learning the game.
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# ? Apr 30, 2018 05:02 |
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The Society's time is now https://www.youtube.com/watch?v=gQhJMvJDSZA TheParadigm posted:Pftt. I just got to the argo story mission and glitch headcapped the heavy there. With her fist, two. Punched it right out. Quickdraw's kind of a crappy heavy but frankly anything 55t or higher is better than 4/5 of the mechs you start with so it's probably a straight upgrade from the vindi. The Shadow Hawk is literally just a better Quickdraw in all the ways that count, though, and it's funny saying this but the Shad is straight up one of the best 'Mechs in its class. You should also be getting a Centurion for free as part of the story rewards for completing that mission, and while it's slow it's got very generous tonnage allotments for weapons. A bunch of people realized that it's literally a better missile boat than the Trebuchet of all things, and it sounds absurd and silly at first but it's actually amazing at it. The Quickdraw will probably be an SRM/MLas boat, especially if you armor it up so that it can actually take a hit, and you will probably replace it with Thunderbolts later on. Because by golly, there's so many Thunderbolts in rando missions when you get far enough in the campaign. (The campaign story milestones flag your global difficulty levels to raise a touch after certain story missions so unless you get a mod that undoes that, you will eventually start facing only heavies, then later only assaults. And that's a real shame imo. Naturally, someone on Reddit did the work of editing the milestones .json files to change that, as well as changing individual star systems for wider difficulty level varieties, too.) Removed forced difficulty boosts + Planet difficulty variety There's actually a lot of fun stuff you can do to .json files, including making new pilots and adding new art. Also a lot of cheats, which people put up on the battletech nexus since not everyone wants to manually hand-edit a few hundred .json files to get the EXACT level of power fantasy cheese they want to roll with. Like me, who (gear spoilers) put all the Lostech in the shops, changed their values so they're basically Clantech and toned down their heat to be more on par with their less-habanero-flavored tabletop equivalents, which tbh hasn't changed much other than provide a PPC-type weapon that isn't strictly inferior to a loving AC/5 and made Gauss Rifles more accessible on more mechs and therefore much cheesier. Also let's be real, clan-spec energy weapons in HBS BT are still significantly worse than just bringing enough +Stability Damage LRMs to block out the sun, thanks in part to how the fog of war system works to reduce the ease with which long-ranged direct fire weapons can dominate a map and the fact that DHS doesn't upgrade your mechs' reactor-sinks. That and repeated LRM knockdowns is how a real pokemech master captures his pokemechs. Or, also like me, you could edit literally every KS Backer file and replace them with your own hand-drawn anime dragon girls Runa fucked around with this message at 13:32 on Apr 30, 2018 |
# ? Apr 30, 2018 06:10 |
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Rush the Turkina bros! Rush the Turkina!
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# ? Apr 30, 2018 06:30 |
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No worries. #6 here, in 2513. I can hit the Turkina this turn, with the wreckage in front of me I can still run 7 hexes and get shots on it. I assume it's shut down, so called shot to the head should do it. The actual objective is "Prevent the Society from finishing the Turkina Z’s Repairs (2 turns remaining)" which might mean we're supposed to kill those infantry there or something, but with a turn to spare, I can always change targets or whatever if need be. Also note Mithras #9 in 2810 is shut down, I hit it with TSEMP this turn so it could not move to block my run north, really pleased that worked! I don't think I need an escort at this point, assuming the Turkina is shut down I think I should be able to deal with it alone.
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# ? Apr 30, 2018 07:14 |
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I figured just blasting it is going to force the techs to stop any work on it, since you can't really patch up a mech when bits of it are exploding.
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# ? Apr 30, 2018 07:17 |
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A star of Jehovah's witnesses?
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# ? Apr 30, 2018 11:04 |
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Gonna be real unfortunate when those dragon girls die messily to headshots, Xarbala.
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# ? Apr 30, 2018 14:43 |
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Huh, I thought the King Cobra was developed by the Steel Vipers and allies in the Inner Sphere only with input on melee tactics from Bondsman Caesar Also, didn't notice those pilot names until pointed out.
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# ? Apr 30, 2018 18:45 |
I don't get the pilot names thing. What am I missing?
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# ? Apr 30, 2018 19:03 |
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Here comes the hurt.
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# ? Apr 30, 2018 19:06 |
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GhostStalker posted:Huh, I thought the King Cobra was developed by the Steel Vipers and allies in the Inner Sphere only with input on melee tactics from Bondsman Caesar I believe it was developed before ties between the Vipers and the Homeworlds were cut off entirely.
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# ? Apr 30, 2018 19:10 |
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Olothreutes posted:I don't get the pilot names thing. What am I missing? Professional Wrestlers the lot of them. goatface posted:A star of Jehovah's witnesses? I think this is less the "Do you want to hear more about our Lord and Savior?" type more the "Shiny and Chrome" type
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# ? Apr 30, 2018 19:10 |
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Artificer posted:Gonna be real unfortunate when those dragon girls die messily to headshots, Xarbala. I've implemented Glitch Rescue Protocols just in case ie. save-scum
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# ? Apr 30, 2018 21:15 |
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Haha I regret going out the tunnel now holy moly
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# ? Apr 30, 2018 22:00 |
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Xarbala posted:I've implemented Glitch Rescue Protocols just in case Are you sure you would like to abandon this time line? You may pick one pilot to keep for your next play through!
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# ? Apr 30, 2018 22:45 |
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Wasn't the King Cobra originally a 100-ton assault? Or is there a 70-ton heavy variant as well?
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# ? May 1, 2018 02:22 |
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PBJ posted:Wasn't the King Cobra originally a 100-ton assault? Or is there a 70-ton heavy variant as well? Looks like a copy and paste error that gave it the weight/armor of the Thunderbolts above.
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# ? May 1, 2018 02:26 |
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Xarbala posted:The Shadow Hawk is literally just a better Quickdraw in all the ways that count, though, and it's funny saying this but the Shad is straight up one of the best 'Mechs in its class. The hilarious thing is, the 2D, aka the 'Let's strip all the armor and strap on more weapons' Davion version, is actually even better. Not the stock 'Mech mind you, that's still a death trap, but the chassis itself. It has the same base capabilities as the 2H, but adds an extra Energy, Support, and Missile hardpoint in exchange for two Ballistic hardpoints which, honestly, you'll never use on account of Autocannons being heavy as gently caress.
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# ? May 1, 2018 22:53 |
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Rorahusky posted:The hilarious thing is, the 2D, aka the 'Let's strip all the armor and strap on more weapons' Davion version, is actually even better. Not the stock 'Mech mind you, that's still a death trap, but the chassis itself. It has the same base capabilities as the 2H, but adds an extra Energy, Support, and Missile hardpoint in exchange for two Ballistic hardpoints which, honestly, you'll never use on account of Autocannons being heavy as gently caress. It's a strange world to live in
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# ? May 1, 2018 23:02 |
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Orders in and I’m going into risk town. Or rather two osteons unloading on me town. Figured I could play smarter but that would entail retreating. Goal now is to take as many enemies with me as I can.
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# ? May 1, 2018 23:03 |
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Affi posted:Orders in and I’m going into risk town. Or rather two osteons unloading on me town. First one to get to play as their battle armor self gets a special achievement award. Race ya! EDIT: Orders in, gonna go kick me an Osteon and warcrimes the infantry. Lemniscate Blue fucked around with this message at 01:50 on May 2, 2018 |
# ? May 2, 2018 01:39 |
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Affi posted:Orders in and I’m going into risk town. Or rather two osteons unloading on me town. If you live, you're getting support next turn if we can swing it.
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# ? May 2, 2018 01:55 |
#10 He's getting at least a little support now. I'm jumping back out of the cave and putting a couple of lasers on that stationary Osteon.
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# ? May 2, 2018 05:11 |
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I'm also facing down an Osteon that keeps taking shots at me. I keep expecting I'll be the first Nightmare Fuel to burst out and scare some OpFor.
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# ? May 2, 2018 16:49 |
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Y'all are going full today, apparently.
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# ? May 2, 2018 18:47 |
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PoptartsNinja posted:Y'all are going full today, apparently. Did the Gauss rifle Urbanmechs show up again?
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# ? May 2, 2018 18:53 |
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# ? Apr 28, 2024 16:18 |
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We need to be in position to properly greet the newcomers right?
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# ? May 2, 2018 19:51 |