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General BattleTech Discussion / Re: Gen Con 2017 New Releases
« Last post by Konrath on Today at 22:57:56 »
I think CGL is kind of all of the place with recent releases. Are they still supporting AS? The new boxsets are pure CBT, while lance packs are AS. All the mechs in the lance packs and boxsets minus the premium ones are IS. Are they not supporting Clan? The combat manuals are more AS then CBT. The Combat manuals, are only focused on certain early time periods and dont mention a lot past clan invasion?

Then they plan to extend the timeline past Dark Age, which I think some of those mechs arent even fully supported. Its kind of a mess, especially for new players. I would love a reboot starting from 3025. Make it Gundam style where its a different timeline. You dont kill what you've created over the last 30+ years but make a fresh new start. Just think of a new player picks up a new boxset thats pretty much 3025, then ILclans comes out and how do they get to their?  Thats a huge gap in between.
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General BattleTech Discussion / Re: Clan grand melee tips
« Last post by Natasha Kerensky on Today at 22:53:53 »
The terrain is going to have a lot of woods, rivers as ND hills, does that change as my of the suggestions?

You need jumpers to get over woods and rivers while still inflicting high movement modifiers on your opponents.  Even the fastest runners will be at a disadvantage.

And you need some weapons with negative targeting modifiers (pulse lasers, TCs, LB-X cluster) to offset your jumping movement modifier and woods terrain targeting modifiers.  With 4 gunnery all around, players will rarely connect otherwise.  Some earlier strategies relying on potshots at extreme range with unmodified ER large lasers don't work well in this terrain.

And again, these considerations come on top of the usual Grand Melee dictums about mobility (more is better) and survivability (high armor, low ammo, SFE if possible).

Limiting to jumpers removes some options from my earlier list.  Here's how I'd rank the remaining ones and a few new ones:

Vapor Eagle, BV2=2368, Move=6/9/6, XLE+ammo, PLL & PMLx3 + TC

Timber Wolf S, BV2=2462, Move=5/8/5, XLE+ammo, PLL & PMLx2

Summoner A, BV2=2145, Move=5/8/5, XLE+ammo, PLL

Stooping Hawk C, BV2=2435, Move=5/8/5, SFE+centerline+no ammo, ERLLx2 & ERMLx2 + TC

Summoner Prime, BV2=2298, Move=5/8/5, XLE+ammo, LB-X

Nova S, BV2=2061, Move=5/8/5, XLE+ammo, PMLx6

Coyotl A, BV2=1753, Move=7/11/7, XLE+ammo, PLL & PSL

Viper Prime, BV2=1450, Move=8/12/8, XLE+ammo, PMLx2

Pouncer D, BV2=2246, Move=6/9/6, XLE+ammo, ERMLx6+TC

Mongrel C, BV2=1465, Move=7/11/7, XLE+ammo, LB 10-X

Kit Fox S, BV2=1342, Move=6/9/6, XLE+ammo, PLL & PML & PSL

IMO, the Vapor Eagle continues to be the best choice.  It's the only option that completely offsets its jumping modifiers with a targeting computer and pulse lasers (at both long- and mid-range).  Nothing else has that -3 combined targeting modifier.  Yes, it's munchy, but if you want to go far in the melee, it's the surest bet.  Just remember to dump the ammo before it becomes exposed.

If you don't want to be "that guy" with the munch machine, I'd run the T-Wolf S.  A little slower and less accurate, but the heavier armor helps make up for it.  Again, don't forget to dump the ammo before it becomes exposed.  But the massed SRM racks may come in handy if you step into a furball before then.

Hope this helps.

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Off Topic / Re: World of Warships Beta
« Last post by HobbesHurlbut on Today at 22:41:28 »
You forgot to mention her zombie-like repair party. That more or less make up for her "squishiness" as a battleship. Also, the AP on her suck compared to other battleships of her tier, HE performs much better on her.
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In general, most of the Royals were designed to be solid improvements on the original.  I've always gotten good mileage when I've used them, anyway.

I loved the Wolverine II so much I paid to make it a mini

Heresy!  Rampant heresy!

More seriously, the WLV-7H isn't too shabby but I'm not overly fond of the Ultra/5 in most applications (I make an exception for the Jupiter) and quite attached to the Marik variants of the Wolverine.  As a main-line upgrade of the classic WLV-6R, it's not a bad choice and certainly truer to the original than my beloved WLV-7M.
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Aerospace Combat / Re: Planetary defense with space stations
« Last post by Liam's Ghost on Today at 22:29:46 »
Battlesat is still in TRO3057 revised, complete with its naval laser.
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Fan Designs and Rules / Re: IS XL engine vulnerability
« Last post by monbvol on Today at 22:21:10 »
Another thought to consider.

Salvage.  Any engine that takes 3 hits makes the mech mounting it a mission kill.  Since the XLE and LFE put engine critical slots in the side torsos it makes it much easier to salvage a relatively intact mech where a SFE equipped mech is a lot more likely to be a shot to piece wreck before it stops.
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Aerospace Combat / Re: Planetary defense with space stations
« Last post by Mendrugo on Today at 22:15:13 »
All of this is wrong. Space stations can use naval weapons, and battlesats still exist.

Sorry - you are correct about large stations mounting capital weapons.  However, when 3057 came out with BattleSpace stats for the BattleSat with a NL35, it was pointed out that the BattleSat was smaller than a DropShip, leading to questions of why it could mount a capital weapon, when a DropShip couldn't.  The BattleSat was removed when 3057 was revised.

Developer statements have repeatedly asserted over the years that they intentionally decimated the WarShip fleets and avoided canonizing the mobile orbital guns seen in MechWarrior 3, MechCommander, and MechAssault because they made it too likely that BattleMech troop carriers would be shot down before landing, pulling the focus away from the core gameplay of tactical ground combat.
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Yeah they had to do copyright to make breach of contract even possible.
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The Blitz isn't really a scout mech anyway: it's a skirmisher that waits until the big mechs are brawling before running in and giving one of them a depleted uranium suppository.
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The Blitzkrieg doesn't seem any more like a line mech than the Alliance produced Clint and Assassin variants of the 3060s. The 8/12/8 Cicadas from the FWL have more armor. The Blitzkrieg is also the direct successor to the lighter Hollander, making it more comparable to the Kit Fox A that the Hollander was intended to mimic.

The Clan Invasion taught the Lyrans some lessons, and the tech resurgence allowed them to make better, faster mechs. We get locally produced heavy cav designs like the Falconer and Barghest, and by the late Jihad and Republic eras there are variants of the Uziel and Zeus X that cross 8 hexes in a jump.

These faster mechs make a great compliment to the traditional Lyran heavy lances and show that the Lyran forces of the Civil War era and later are closer to the diversity that Alessandro and Katrina were looking for at the turn of the century.
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