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1
Ground Combat / Re: Protomech artillery?
« Last post by Daryk on Today at 05:26:31 »
That would have made more sense to me at least.
2
Combat Vehicles / Re: Alternate LRM Carriers
« Last post by DevianID on Today at 05:13:12 »
The light SRM (lrm version) i really dig.  It uses an existing chassis id like to see more of.  I also agree 3 LRM10s is thematically appropriate, despite being the worst.  The MML version I think could use some upgrades, seeing as MMLs are later tech.  If you could fit more ammo using Ferro or a fuel cell it would feel MML Jihad era appropriate.
3
Ground Combat / Re: Protomech artillery?
« Last post by DevianID on Today at 05:04:08 »
I think they cranked up the damage on the artillery systems due to changing how splash damage degrades.  Of course, then they introduced BA tubes and forgot all about that.

Cranking the damage up to fit the new splash rules halfheartedly makes sense, but when they tripled the damage they didn't triple the BV lol.  From an outside observer it looks like the damage change was a last minute change, and yeah the damage dropoff didn't stick based on the BA tube.  Ironically, they could have not put the /1, and just say 'use the splash rules per normal if more then 4 BA tubes hit and thus deal more then 10 damage.'
4
Hot take, but I only like infantry at the squad level, like battle armor.  Deploying a 1 ton squad from a ferret or Goblin does almost everything relevant you want infantry to do.

If you are using infantry as damage sponges or primary antitank roles, then yes you want large platoon sizes, but also infantry rules as bulk line units are extremely exploitable or unfun.  I strongly suggest using battle armor for combat duties in place of infantry, as BA have a much better rule set for interacting on the table.

A 7 strong squad can scout and all that; honestly a platoon is the wrong tool for that job, as 27 people stand around because a unit can only make 1 spotting target per turn... So 4 squads is 4 times better at scouting/spotting then a platoon mostly twiddling their thumbs.

And in campaign play, if you are tracking logistics between rounds, one burst of mgun fire into a fancy, bred for battle infantry platoon with the bells and whistles instantly crushes your economy.  Its expensive maintaining infantry and shipping them across the stars in large numbers, so while they are important to have, they also are something you don't throw against enemy armor as a line unit/damage sponge.
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General BattleTech Discussion / Re: Crazy idea: Mech Racing
« Last post by DevianID on Today at 04:37:26 »
I have done hovercraft races and urbanmech races.  I think a solaris style multiplayer race 100% works, heck there is a board game called Heat about racing already.  Skidding rules in btech are great at making the track come alive, where different turns have different optimal strats, and someone running around a corner to perform an overtake comes with enough drama and excitement that weapons are not needed to see mechs die/explode.

You would need a comeback mechanic, such as the lead car may not use running MP, or when there is a fall a pace car comes out and slows all racers while a mech is down and prevents The person who fell from instantly losing.  Any of the stuff in Heat would likely work.
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Fan Designs and Rules / Re: some SW era homebrew weapon questions.
« Last post by RifleMech on Today at 04:05:52 »
Actually I got it from the first B5Wars tabletop starship combat game, where certain energy weapons could be supercharged to do nastier damage.  I converted it to Battletech by adding the tripled heat effect, and didn't want people to have to roll on the Cluster table for if the second shot hit.


That's cool. I know TO has rules allowing PPCs to be overcharged but it's pretty much a 1 time thing.
7
I played Raft for a few days. At first it seemed fun and all, but the constant gathering of resources and plus you had to eat all the time felt like a chore in the end. Uninstalled and got a refund. Not for me. Rating 4/10
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Fan Designs and Rules / Re: Improved cockpit
« Last post by RifleMech on Today at 03:11:05 »
I like the idea of an improved cockpit that makes hits more survivable.


I've never had a problem with ammo explosions causing feedback though. I guess it's from how it was portrayed in older lore as needed to pilot the mech, how the pilot become part of the mech for balance and stuff. I could see how an internal ammo explosion could cause feedback since the pilot is feeling the mech. Now, the neurohelmet just feels like a fancy helmet since not all mechs need them. The feedback damage to pilots doesn't make as much sense now.
9
Total Warfare / Submerged Woods and Hovercraft
« Last post by RaozSpaz on Today at 03:03:51 »
Most of the questions I have regarding woods that are either partially or submerged in water were answered in this forum post: https://bg.battletech.com/forums/index.php?topic=51264.0 and another that I cannot refind for the life of me regarding stacking terrain modifications. However one question I can't quite answer myself.

In the table on page 52 of TW it lists two footnotes in regards to hovercraft. The one for woods and the one for water. In the forum post I cant find you mentioned that all modifiers for a hex stack on top of each other [which I would assume includes their footnotes]. Thus we came to the conclusion that if woods were present in a water hex, hovers couldn't enter the hex.

However the same table mentions that hovers move along the surface of the water hex and so in the rare circumstance that the woods of said hex [say like a flooded reservoir or the like] were completely submerged, would the hover be allowed to travel along the surface of the water?
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BattleMechs / Re: 'Warcriming the Militia' - Battlemechs of the WoB
« Last post by Daryk on Today at 02:33:50 »
An XL engine will get you there EASILY! :D
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