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MechWarrior Hall / Re: Word Association 36: SAY WHAT AGAIN!!!
« Last post by Wrangler on Today at 05:23:35 »
Pounding
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Ground Combat / Re: Clan Large Pulse Lasers
« Last post by PuppyLikesLaserPointers on Today at 05:19:47 »
It sounds like you havent done the math. Gunnery 4 with CLPL at ranges 7-8 is a base 4 to hit before other factors (Pulse cancels out Med range). CLERLL at that range with Gunnery 4 is also a base 4 to hit before other factors. Exact same numbers. Will also be same numbers for both pilots (6 to hit) at range 15.

That proves that it is I actually did math about this. You should continue the calculations and end the formula, rather than stop at the middle of the line and says that it's done.

For a gunnery 4+ pilot, with long range bracket penalty of +4 the pilot should have a 8+ to hit, sure. If that is nothing but target practice. The movement of both the attacker and the target is what you should consider. Even if the said pilot only use walk/cruise move, the difficulty is increased to 9+. That means, to hit modifier by the movement is +3 it means it's 12+, and +4 or more means the pilot is not able to hit the target at all. It is not something you rarely see, for +3 is only acquired by running/flanking move of 7+ or jump/airborne movement of 5+, that is even the heavy mechs/vehicles are able to reach without much problem - not to mention that even a 100 tonner mech can do this too, for they can use improved jump jet. And it's before think about the other factors such as cover, the attacker makes run or even jump. Even on the plain ground without any cover, that's the actual result of aiming against long range bracket.


Also you have an error on your math - while you did said 'cancels out' the pulse bonus on medium range, you did not puts the same penalty for the medium range either. Actually, only on 15 hexes it is true that those are all the same, sure, for it's the long range of CLPL and is the end of the medium range of CERLL. But that's only true at just 15 hex. On 16~20, CLPL have same difficulty to hit while CERLL suffers +2 to the difficulty, and on 14 or less hex, it's the medium range of CLPL. On 21+, either sides are unlikely to hit the adversary anyways, due to either out of range or have too much TMM to actually score a hit.

If two weapons are have the same chance to hit on a specific one point of range but on the other ranges one is always inferior to the other, then I don't think that 'one' have any advantage over 'the other'.


Had a tournament once where opponent parked his Rifleman IIC on a hill behind cover. And I knew he would make a beeline for that spot.

So I parked my entire force at 24 hexes which added up to be 6 CERLL's & some clusters which had 8 & 9's to hit first round and 7's and 8's following round. Did a stack of torso damage I took off one of his arms, and reduced his firepower to half (blew one of his arms off) before he was able to eventually return fire from abandoning his sniper spot (took 2 rounds to move 4 hexes as there was a sloping hill the other side).

I tend not to point out tactical advantages without having tried them in actual combat.

How it is possible to only need mere 8+ to 9+ to hit with those? Didn't either sides have moved their units?
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MechWarrior Hall / Re: Word Association 36: SAY WHAT AGAIN!!!
« Last post by Akamia on Today at 04:55:05 »
Heartbeat
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The Inner Sphere / Re: What tech actually becomes obselete
« Last post by Metallgewitter on Today at 04:53:29 »
depends what they did with the spare mass really.A Salamander with clan LRM 20s for example would actually be slightly tricky, simple to the the sheer AMOUNT of mass saved.

You have to admit, that goes for several missile boats:
The Longbow (especially the Phoenix variant) could even use 4 LRM 20 and still have mass over. And even the smaller ones like the Cobra and Apollo would have several tons of mass left now. You could even turn the Rakshasa into a more close copy of the Timber Wolf.  Or hell give the old Javelin Clan SRM's instead os IS SRM's and you have 3 tons left.
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Off Topic / Re: Gyrojet pistol being used.
« Last post by constantson on Today at 04:50:54 »
https://youtu.be/gOtQElMEdi0?si=nRohmjSmIJBIqcD6

I seen this on YouTube and since we have these guns in the game I had to share this about the gyrojet in action on camera which is cool to see them do it.

I also just saw its movement. Great!
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Who did emerge victorious from the battle? The Clanner scum or the Inner Sphere filth?  :wink:
Results inconclusive. There were often other teammates to account for. :tongue:

I'd love to see what happens in a one-on-one duel, though. lol

I suspect the Black Hawk-KU will win more often than not in that setting, if for no other reason than the Inner Sphere tech base has better dueling tools at its disposal these days (ironically enough) but I might be surprised that the matchup is more even than it looks. Despite the side torso quirks, an Inner Sphere XL is still an Inner Sphere XL, so that vulnerability might be an equalizer here.
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Have they said how long the deadline will be after the shipping figures are out there - my reason for asking is I'm on holiday from Monday for almost 3 weeks and don't want to have issues because a deadline has been and gone.

No word on how when the deadline will be.
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The Inner Sphere / Re: What tech actually becomes obselete
« Last post by BrianDavion on Today at 03:09:41 »
I wonder, how nasty IS 'missile boats' would be, if they ALL shifted to using Clan LRMs??

depends what they did with the spare mass really.A Salamander with clan LRM 20s for example would actually be slightly tricky, simple to the the sheer AMOUNT of mass saved.
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Have they said how long the deadline will be after the shipping figures are out there - my reason for asking is I'm on holiday from Monday for almost 3 weeks and don't want to have issues because a deadline has been and gone.
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For me it's "what characters as of 3152 are in the most intreasting situations?"
and I think the winners for me are Alaric Ward, Julian Davion and Yori Kurita.

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