Hi, I am fairly new to the game and since starting to play at the local store we have been using a lot of customs. We stick to tournament legal tech and just run BV based games. A few issues have arisen such as pulse boats with targeting computers and I'll need to say something if one of the newest players brings his list of mechs that only have pulse weapons and targeting computers. This is one of the problems with customs obviously. (I only have one or two pulse weapons in a force at most for example, so I can recognize and dont want to be part of the problem)
My question to everyone is how do they play? Customs or stocks?
As I mentioned we use a lot of a customs and I nearly always have break even heat dissipation, sacrificing an extra gun or two for max armor and maneuverability. because after having played all the computer games thats mostly what I did with my mechs there.
I am still only a few months into playing the game but I am looking at stock designs from solaris skunk werks and some of them look horrendous. One example is a Battlemaster variant that has its left arm's MG ammo in its right torso next to the right arm's PPC. If the mech survives the hit to the ammo the PPC is gone and the left arm is useless. It seems logical to CASE the left torso and keep the ammo there. Then you lose the SRM which may or may not do its full damage rather than losing a longer range and consistent damage weapon like the PPC.
Another thing I see is that some mechs like Atlas variants dont even have enough heat sinks to fire off even just two of their main weapons before going over their heat sinks. One variant I saw, if alpha striking went up to 28 heat over their heat sinks (may have been another mech). I get that heat issues make the game a bit more tactical, but with a +1 and +2 mod right there in the starting overheat I fear that I wouldnt hit anything the entire game with my typical rolls.
Finally, one other thing I noticed is how many empty critical slots are open. The empty slot in the head is often left open on stocks and same with the center torso. On my customs I always put either a small energy weapon, heat sinks, or jump jets in the center torso/head (not jump jets in the head of course haha). I tend to lose a mech once a game to a head shot, often in the 60-85 ton range so I try as hard as I can to give a little buffer.
These are just things I am seeing that don't make sense to me and maybe its because I still fairly new they dont make sense; so if you guys could offer me any insight into how you run your own games, how you handle stock variants, or any other tips that might be useful, I'd appreciate it.
it's alll in your audience or gaming group. when I was playing regularly we often ran a lot of customs on one side or the other, or both, but balanced them off by restricting them to the lower tech base. (You couldn't run, say, an all-custom clanner design unless everyone was running all custom clanner, if you ran Inner Sphere no Clan equipment on your customs unless the clanner players were allowed to run all custom configs.)
basically, restrictions should fit with your gaming group's dynamic, whether that's campaign play or just one-off matches, or even scenario runs.
why? because every group's different. One of the main reasons to have a good catalog of stock designs is that an all-stock game is good for demonstration games at cons and gamestores, and for tourney runs, anywhere where you have strangers mixing with beginners. more developed gaming groups, roleplayers and groups with running campaigns will by default need to allow customization, and depending on the group, that can be tightly restricted, or it can be as loose as 'run what you will'.
for regular groups running disconnected scenarios, a preset BV limit (minus FSM) can be very useful. I remember a game where one guy sank everything into one optimized clanner into an iceboxed clanner assault 'mech in an all-energy config, and another player whose force for the same BV wound up fielding a mob of conventional 'trash' units...and in terms of raw bv, it was an even fight, on the table, it was Przno River all over again and the mob player wound up losing the first match, then coming back in the second match with only slightly better rolls to curb stomp the optimized ultra-elite Clanner on a different map. (They both lost to the guy with a flexible and balanced force that included a more generalized layout-of purely stock units.)
what customs you allow are really determined by what rules and rulesets you choose to allow. (this has a massive impact on what works, what is 'optimal' and where.)