BattleTech - The Board Game of Armored Combat
Other BattleTech Games => MechWarrior and BattleTech Computer | Console Games => MegaMek Games => Topic started by: Th3Greed on 25 September 2019, 20:28:18
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Like the post subject says, I'd like to know what the best or even just good options to use in MegaMek for AtB.
I've seen the MekHQ guides but cant find anything to do with MegaMek options.
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There's a crap ton of megamek options. Some noteable ones:
StratOps Quirks - enables quirks within MegaMek. Gives individual mechs a little more 'character', e.g. the Stalker has the combat computer for extra cooling, Orion hits aircraft easier, etc.
TacOps Enhanced Missile Defense - lets your AMS totally shoot down a missile salvo if you roll high enough
Through-armor Criticals 'Float' - normally, every TAC is against the center torso. Now it's not. Reduces the amount of lucky engine/gyro kills, but now no ammo bin is safe
TacOps starting fires - pretty self-explanatory, can start fires intentionally for smoke cover or to smoke out infantry
TacOps sprinting - sometimes you need to move really fast and don't care about shooting
TacOps backwards movement - can climb backwards over hills
TacOps attack physical PSR modifier - lights have an easier time landing kicks than heavies/assaults
TacOps hulldown/falling expanded - if you "just" fail your PSR by 1 to remain standing, you go hull down instead. You can also voluntarily go hull down, which is great when you're hiding out behind a short hill, as it gives you an extra cover bonus
StratOps advanced atmospheric control rolls - slightly fewer lawn dart checks for your aircraft
Advanced Aerospace Rules / Ammo Explosions - aerospace fighter ammo can blow up
RPG Related / Pilot Special Abilities - can use pilot SPAs in MegaMek (e.g. dodge, gunnery specialization, etc)
There's a lot more, but those are some of the ones I like to use.
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It really is about how much "realism" (and math) you want in your game. Experiment, feel free to not use options that break your enjoyment of the game, and have fun!
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MekHQ should have settings for MegaMek, under the first menu (not at my desktop right now).
Word of warning about the quirks: negative ones will also apply. That means things like some designs won't torso twist.
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Oh man, there's so many of them... Since I don't have to physically hand-calculate all the options I end up using nearly all of the official options, the ones I like anyways.
There's a few unofficial options I think are neat and like to add too.
Alternate "Better" MASC/Supercharger: The "failure" scale starts at 0, so you can't break your 'Mech at turn 1. I never understood why mass-produced production-scale equipment like MASC and Superchargers would ever be allowed with a 3% failure rate on activation.
Geometric Mean BV, Alternate Pilot Skill BV, Increase Overheat Penalty: They don't really add anything to the game itself but I feel these generally provide a better guide to a unit's value than the default BV system does.
Kinder Rapid-Fire Autocannons: 1/6 chance to jam or explode in your face is just dreadful. This makes the ACs and LACs a bit more tolerable in rapid-fire mode and useful in general without shutting out the UACs (But not Protomech ACs, I think?)
Increased IS ER Large Laser Range: The regular IS ER Large Laser has range brackets of 7/14/19. That upsets my sense of feng shui. This bumps that up to the more rational brackets of 7/14/21.
Unjam Ultra Autocannons: Now you're not totally toast if you roll that dreaded Snake Eyes with your UAC/20 on turn 1. The BV system doesn't account for jamming, so I figure letting the UAC unjam is perfectly reasonable.
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Take your time and read through them. Most of them are self explanatory, have rule references, etc. - You need a big cup of coffee as well ;)
Some of them reallychange gameplay dramatically (individual initiative rulescome to mind). Try them out, starting with those you find appaling and not necessarily all at once and see how they affect your campaign experience. Keep those options checked that you really like and skip those you don't. I doubt there is a way to tell straight which rules are the best, it's all down to individual preferences.