Register Register

Author Topic: Infantry load/unload balance  (Read 762 times)

Negatorxx

  • Sergeant
  • *
  • Posts: 101
  • 44th Shadow Division
Infantry load/unload balance
« on: 17 December 2021, 12:05:06 »
The ability to load/unload a transport in the same turn is both unintuitive and oppressive.  The infantry become an extension of the carrier, rather than their own unit, resulting in situations where simply being within transport distance means certain death.  Forcing to choose between loading and unloading once a turn brings a decision to the player that matters; you can alpha strike something from behind with your Firemoth H and mounted Corona, but you cant do it the following turn. 

Likewise, this dynamic makes down-skilled hover transports carrying pairs of flamer infantry extraordinarily cheap, potent, and silly.  Dropping 3 targets for 15-20 points that effectively pin down a unit via HT2, while dealing 4-6 damage (to the rear), with the option for AM attacks is too much. 

Forcing players to choose between loading, or unloading during a turn balances the above power.  It alters the turn by turn power curve, from a tidal wave to a spike that needs  to be planned. 

Please play with/against  the above before passing judgement.
-Bringing Blake's Peace to megamek servers since 2009

http://www.mekwarslegends.com/Home_Page.html

Simon Landmine

  • Lieutenant
  • *
  • Posts: 1171
  • Enthusiastic mapmaker
Re: Infantry load/unload balance
« Reply #1 on: 17 December 2021, 14:30:14 »
Oh, you're talking Alpha Strike, not BattleTech ... I was confused for a bit!
"That's Lieutenant Faceplant to you, Corporal!"

Things that I have learnt through clicking too fast on 'Move Done' on MegaMek: Double-check the CF of the building before jumping onto it, check artillery arrival times before standing in the neighbouring hex, and don't run across your own minefield.

"Hmm, I wonder if I can turn this into a MM map."

DevianID

  • Lieutenant
  • *
  • Posts: 947
Re: Infantry load/unload balance
« Reply #2 on: 18 December 2021, 20:06:15 »
Yes, in alpha strike mounting at the start of a transports move then dismounting at the end is often cited as an issue.  A house rule to be like btech, which makes mounting happen at the end of a transports movement would fix this issue for sure.

Hellraiser

  • Lieutenant Colonel
  • *
  • Posts: 10814
  • Cry Havoc and Unleash the Gods of Fiat.
Re: Infantry load/unload balance
« Reply #3 on: 19 December 2021, 17:44:08 »
Do they get to shoot in the turn they Mount/Dismount too?
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Negatorxx

  • Sergeant
  • *
  • Posts: 101
  • 44th Shadow Division
Re: Infantry load/unload balance
« Reply #4 on: 31 January 2022, 16:57:21 »
yep. 

This wasnt meant to be a fan rule, but a "this isnt balanced"
-Bringing Blake's Peace to megamek servers since 2009

http://www.mekwarslegends.com/Home_Page.html

Negatorxx

  • Sergeant
  • *
  • Posts: 101
  • 44th Shadow Division
Re: Infantry load/unload balance
« Reply #5 on: 31 January 2022, 16:59:28 »
yep.  So that firemoth H carrying SRM Corona is doing 12 damage a turn into your rear for 41 points, and moving 26" to do so.

This wasnt meant to be a fan rule, but a "this isnt balanced"
-Bringing Blake's Peace to megamek servers since 2009

http://www.mekwarslegends.com/Home_Page.html

Daryk

  • Colonel
  • *
  • Posts: 24464
  • The Double Deuce II/II-σ
Re: Infantry load/unload balance
« Reply #6 on: 01 February 2022, 20:06:06 »
Did you intend to add something to that quote of yourself?  ???

Hellraiser: I made a couple of Infantry SPA for those (one of the two being just before this post) in my sig block, filed under "Character Creation" and "Infantry SPAs"...  8)

Thanks for the inspiration!  :thumbsup:

Hellraiser

  • Lieutenant Colonel
  • *
  • Posts: 10814
  • Cry Havoc and Unleash the Gods of Fiat.
Re: Infantry load/unload balance
« Reply #7 on: 04 February 2022, 12:09:22 »
Hellraiser: I made a couple of Infantry SPA for those (one of the two being just before this post) in my sig block, filed under "Character Creation" and "Infantry SPAs"...  8)

Thanks for the inspiration!  :thumbsup:

In regards to the OP rule idea, I don't think Mount+Dismount in the same turn is very likely when you think about the time actual elapsed time of 10 seconds.

That said,  I love you idea of an SPA giving infantry the chance to make a shooting dismount right out the doors.
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

 

Register