Author Topic: Close combat and weapons firing  (Read 1570 times)

casperionx

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Close combat and weapons firing
« on: 04 January 2018, 20:48:18 »
Ok, I apologise if this is the wrong thread - but its something thats been bothering me for some time now.

in the close combat phase of the turn, if a mech hasnt used its shooting attacks based in its arms, it can throw a punch. Why cant we also fire the lasers/other weapons at the same time?

I would love to be able to do this, and I think it would be pretty awesome.

Thoughts, gripes? Lend me your ears. lol

nckestrel

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Re: Close combat and weapons firing
« Reply #1 on: 04 January 2018, 20:59:33 »
There are pilot abilities (a time of war, campaign operations) to allow this (Fist Fire).  But generally the idea is that the aiming a weapon and swinging a weapon are very different actions and incompatible with each other.  You can't point an arm at somebody at the same time you are swinging at somebody.
Fist Fire has you punch/smack them at the same as you are firing.
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Iceweb

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Re: Close combat and weapons firing
« Reply #2 on: 05 January 2018, 00:17:09 »
I always wanted a rocket punch where you get base to base and make a punch role but instead of doing punch damage you let loose all rocket launchers in that arm rolling on the punch table. 
It also auto crits your hand actuator if you had one because it has flown off and bashed the other mech. 

klarg1

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Re: Close combat and weapons firing
« Reply #3 on: 05 January 2018, 15:37:10 »
I always wanted a rocket punch where you get base to base and make a punch role but instead of doing punch damage you let loose all rocket launchers in that arm rolling on the punch table. 
It also auto crits your hand actuator if you had one because it has flown off and bashed the other mech.

Um... I think you may be mounting your rocket launchers backwards...

Phobos101

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Re: Close combat and weapons firing
« Reply #4 on: 05 January 2018, 20:18:27 »
Isn’t there a Timberwolf variant with backward firing SRMs? :P

YingJanshi

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Re: Close combat and weapons firing
« Reply #5 on: 05 January 2018, 20:31:14 »
I always wanted a rocket punch where you get base to base and make a punch role but instead of doing punch damage you let loose all rocket launchers in that arm rolling on the punch table. 
It also auto crits your hand actuator if you had one because it has flown off and bashed the other mech. 

Been watching "Robot Jox" have we? :D

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ANS Kamas P81

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Re: Close combat and weapons firing
« Reply #6 on: 05 January 2018, 20:37:53 »
Been watching "Robot Jox" have we? :D
Go back to the original, watch the Mazinger anime.  That said, yay Robot Jox!

Isn’t there a Timberwolf variant with backward firing SRMs? :P
D version (and the Mad Cat IV) both run that setup, ERPPCs over two forward and two rear SSRM6s.  Flippable arms means never having to say you're sorry.
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Colt Ward

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Re: Close combat and weapons firing
« Reply #7 on: 05 January 2018, 20:55:20 »
One thing that is being missed is that a combat turn is supposed to be something like 10 seconds . . . and a lot of the actions are supposed to be happening at the same time.  Swing your arm like a punch . . . the action is a lot different than trying to aim a handgun- and it all has to be done at the same time, or near enough it does not matter.
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anastrace

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Re: Close combat and weapons firing
« Reply #8 on: 05 January 2018, 21:18:20 »
There are pilot abilities (a time of war, campaign operations) to allow this (Fist Fire).  But generally the idea is that the aiming a weapon and swinging a weapon are very different actions and incompatible with each other.  You can't point an arm at somebody at the same time you are swinging at somebody.
Fist Fire has you punch/smack them at the same as you are firing.

I saw Fist Fire in AToW and I fell in love. That and the rule that lets you slam a retractable blade home on a punch. Risky, but c'mon it would look AWESOME.
Missiles, how do they work? (Seriously, guided bottle rockets?)