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Author Topic: Damage Scales in AS  (Read 735 times)


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Damage Scales in AS
« on: 02 December 2021, 10:43:51 »
So I've been starting to roll a bit of low-end (lance v lance) Alpha Strike, and have noticed some really striking disparities in firepower of certain mechs.

The one that most comes to mind is comparing the King Crab (KGC-0000) and the Atlas (AS-7D) Who in CBT have comparable short range attack power, however the King Crab in Alpha Strike is terrifically pillow fisted without overheating to simply meet its skull-helmed counterpart.  Even the Swayback can casually pump out 5 damage close in, yet the big clampy monster is at a measly 3.  Is this just a phenomenon of the calculations?  Has there been a push to undo this injustice against our crustacean overlords?
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Alexander Knight

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Re: Damage Scales in AS
« Reply #1 on: 02 December 2021, 11:13:14 »
The problem the Crabbo faces is that AS also factors in ammo endurance for damage totals.  And the KGC just doesn't have that.  With only 5 shots per gun, each of his AC/20s delivers only 1.5 damage instead of the Atlas's 2 damage for his gun.


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Re: Damage Scales in AS
« Reply #2 on: 02 December 2021, 11:14:01 »
The Banshee article does a pretty good job of showing you how overheat and ammo effects(affects? Idk) damage and all that.'mech-of-the-week-mega-article-bnc-**-banshee/

Some mechs get hurt by AS and others become good, trade offs