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1
Mine too, and from the EU, so I guess it is not an Australia thing only. Quite a number, about 300$, which will be about 250 euros, I guess, but I expected it would cost me about that. The things I do for love.
2
Clan Chatterweb / Re: Clan Nova Cat - Zombie Catgirl Extravaganza
« Last post by tassa_kay on Today at 05:30:40 »
Now, given how over the top other Clan ceremonial uniforms are, the only real difference I can find between Clan Nova Cat and the others is that the Nova Cat ceremonial uniform shows more skin--but the Clans surely wouldn't care about that, right?  Is it that it resembles casual clothes?  Actually, this has piqued my interest.  Why, of IIRC all the Clans, did Nova Cat feel the need to amend their ceremonial uniform for inter-Clan relations?

The Clans obviously care about nudity to some degree, or they'd be nude a lot more often. And while they may be okay with nudity in less-formal situations, they may still feel it inappropriate/irreverent to do so during ceremonial occasions.
3
Rotor maximum: 5 points (2 pts  armor, 3 internal).  30% of your hit locations, but hey, it reduces big hits to one point...and small hits to one point.

individually, not bad.

Difference: Rotor is your motive systm, so every 'motive system crit' hits the rotor.

VTOL=Vehicle, the majority of your crit-hits? rotor.  Including TACs.

What happens when your VTOL loses due to motive system damage? It falls out of the sky and becomes wreckage.

When a Tank loses its motive system, it becomes a bunker.  Largely the same for a 'mech that loses its legs, it can usually prop up on another limb and keep shooting, presenting some kind of threat or asset.

Crashed VTOLs become part of the terrain if they don't outright explode from the falling damage-they do not become a fighting part of the terrain like other vehicles do.  They become a wreckage hazard.

Sniper role?  the YJ isn't a  good sniper-it has to flank to get to a position to shoot more often than not, spoiling accuracy.  The Hawk Moth is an 'okay' sniper-it has the range with a significant gun, plus movement to position for good shots without flanking, see the difference?  Donar? even better, it can do it, and keep doing it after losing 1MP from a spalling hit to the motive system.

a VTOL's hit location table makes it a unit that, unlike other vehicles, you can't park-it has to move in order not to die, because the consequences for being rendered unable to move means it isn't 'reduced effectiveness' but rather, 'it's dead jim'.  (Sometimes with fires and explosions, sometimes just wreckage, depending on what's left aboard when it hits and rolls from falling damage).

Hence, the chief usage of heavy armor on a VTOL is to guarantee there's material to salvage for recycling, not to keep it in the fight-for staying in the fight, VTOL pilots have to lean heavily on "avoid being hit" rather than bruting things out like a 'mech or main battle tank.

and again, the force structure that would make a Slow VTOL into an asset, even in the 'sniper role' is likely to be more effective if you don't take the slow vtol, but instead plow that BV into better P/G in your other units.  The contribution isn't good enough. Only speed gives enough movement to create tactical dilemmas or impact an opponent's behaviors in a way you can exploit.






Rotor has up to 8 points for the superheavy. Well, 5 points is already enough, though. Sure that would be fallen eventually if it is targeted by the concentrated LB-X attacks. But to reduce that 5 points, you need about 3x5=15 LB-X fragments which hits the VTOL, and it also means you need even more LB-X fragments for you need to hit the VTOL first. You will know that even with the accuracy fix of LB-X VTOL is not an easy target in the first place, so you need several units with LB-X guns to destroy just a single VTOL. And note that it's only for the cheaper 30 tonner VTOL. Yes, you do need several units to order them aim for just a mere light VTOL, while let the other enemy shoots your stuffs freely.

That is the true way to making the attrition. Nothing is invincible, ever, and if you put enough concentrated fire it is inevitable that the target would be fallen. But HOW MUCH assets you need to silence is an another story, and it DOES matters for you never would have infine numbers of weapons everywhere and everytime.

YJ is not required to flank. If it have the chance to do then it would be better but is not required either for it could survives against suffers a 15 damage on the front side. Taking one hit but still functional is already enough. Also being airborne means it does not hampers the others movement at all too. After all, it's very cheap, so if you don't fond of the firepower of only a YJ, you could bring company and battalion of those instead. Again, it's the true way to making the attrition - while it cannot be killed without a critical hit against its front, it could shoots against very long distance, means even at worst and it works as the 'line infantry' it's quite annoying for the opponent's long ranged units. Also its cheaper cost allows you to buying the other stuffs as well, so its nature of one trick pony is nothing but an insignificant flaw actually.


By the way, could you please explain why you falsely blamed me before? I did ask for the answers several times.
4
Ground Combat / Re: Clan Large Pulse Lasers
« Last post by PuppyLikesLaserPointers on Today at 04:55:37 »
I think the issue here is that any counter to the LPL is just a generic thing to try and 'out cheese' the LPL.  Its not a healthy solution, as most solutions are just generally good things versus all weapons, meaning the LPL, king of regular weapons, is still the best counter for them.

Basically this. Those so called solutions are all end up gives the advantage to the LPL, nothing else, since LPL is still the best choice over the other long ranged direct fire weapons and those 'solutions' make the non-LPL weapons even worse, and only push the meta to consolidate the superiority of LPL.

I've never felt the LPL was king of weapons myself.
I have a LOT more fear of the MPL.

Well, you cannot compare both of those, for those weapons have totally different role. While MPL is good at medium range harrasser LPL is the best long ranged sniper rifle. If MPL cannot cause more damage than LPL on their right range bracket, it must be wrong.
5
The Periphery / Re: The Missed Opportunity: Talos Battlemech Question
« Last post by Adacas on Today at 04:41:56 »
That's very fair, though very sad too.
I'm actually doing some brain storming with that, since I have my own little slice of lore near the SoutWest of the IS, including the Lothian League and Huntington in the FWL. Say that a manufacturing company purchased the rights to the Talos and made a factory on their home world, but would sell them back to the TC at a discount during the period leading up to the Amaris Coup and after?

On the other hand, Lothian League was settled by Taurian patriots fleeing the Star League. Would a periphery world have ANY chance of setting up a factory in such a case, if some of the lead designers from Vandenberg MilTech decided to flee the TC after the reunification war and the destruction of the original factory? Would there be a plausible way for that to work, or would that require a hell of a stretch?

Although those worlds were technologically backward at the time of the Reunification Wars, there is always the possibility
In my ATOW Chronicle in an old RWR Depot/Training Base The Hegemony finds some disassembled lines that were waiting to be moved somewhere, but a virus outbreak killed the entire garrison, the place was cleaned out and the lines were removed. There were the Talos blueprints and a couple of more common mechs, something similar could happen for you or in the official fluff the RWR Guys had their fingers in too many places
6
Golems with LRMs ? and x1 ER Medium laser ?

nice upgrade
7
Aerospace / Sobek Missile Frigate (350kt)
« Last post by AngryButler with a KNIFE! on Today at 03:43:49 »
Open for adoption by any House/faction.

Named due to looking somewhat like a alligator/crocodile head with the broadside NLs & SCLs resembling a row of exposed 'teeth' (if more circular). ASF & Small Craft bays are in the belly, with all four docking collars well towards the aft. The rear HvyNPPC is located between the upper & lower engine thrust 'bells'.

Developed as part of the re-armament occurring after the rise of the Wolf Empire/3rd Star League in a way to deal with ASF swarms, enough collars to carry either two large pocket warship/dropship escorts or a mix of four smaller units, and strong enough to bloody the nose of any large pocket warships out there. Due to AMS becoming very common, the only missiles onboard are meant specifically to deal with ASFs - swarms of Extended LRM20s and/or Piranhas - which generally don't carry any. In the alternative that this runs into a real nasty/true warship? The bow has an over/under HvyNPPC with a NAC40 tucked between them, all to make for a very nasty welcoming salvo. 24 ASFs onboard at least give it a minimal internal CAP coverage without needing to use up a collar for a dropship-carrier.

As per my usual, it has one of each of the various advanced sensors, which effectively are rounding errors in the tonnage, but provide some nice bonuses if you can get things set correctly.

Code: [Select]
Sobek Missile Frigate
Mass: 350,000 tons
Technology Base: Inner Sphere (Experimental)
Introduced: 3145
Mass: 350,000
Battle Value: 65,718
Tech Rating/Availability: E/X-X-X-F
Cost: 20,250,218,000 C-bills

Fuel: 15,000 tons (37,500)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 9
Heat Sinks: 950 (1900)
Structural Integrity: 70

Armor
    Nose: 72
    Fore Sides: 60/60
    Aft Sides: 54/54
    Aft: 36

Cargo
    Bay 1:  Fighter (24)            4 Doors   
    Bay 2:  Small Craft (2)         1 Door   
    Bay 3:  Cargo (13543.0 tons)    1 Door   

Ammunition:
    40 rounds of NAC/40 ammunition (1.2 tons),
    512 rounds of Silver Bullet Gauss Rifle ammunition (8 tons),
    128 rounds of Extended LRM 20 ammunition (4 tons),
    240 rounds of Piranha ammunition (2,400 tons),
    320 rounds of LB 20-X Cluster ammunition (8 tons)

Dropship Capacity: 4
Grav Decks: 2 (80 m, 100 m)
Escape Pods: 0
Life Boats: 41
Crew:  35 officers, 102 enlisted/non-rated, 70 gunners, 58 bay personnel

Notes: Equipped with
    lithium-fusion battery system
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Satellite Imager [Infrared Imager]
    1 Satellite Imager [High-Resolution (Hi-Res) Imager]
    1 Satellite Imager [Look-Down Radar]
    1 Satellite Imager [Hyperspectral Imager]
    1 Naval Comm-Scanner Suite (Large)
490 tons of improved ferro-aluminum armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class       
Nose (844 Heat)
1 Naval Autocannon (NAC/40)                135  40(400) 40(400)  0(0)     0(0)   Capital AC 
    NAC/40 Ammo (40 shots)
2 Naval PPC (Heavy)                        450  30(300) 30(300) 30(300) 30(300)  Capital PPC
10 ER PPC                                  150  10(100) 10(100) 10(100)   0(0)   PPC         
6 Large VSP Laser                          60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
1 LB 20-X AC                                7   3(29)   3(29)    1(9)     0(0)   LBX AC     
    1 Silver Bullet Gauss Rifle
    Silver Bullet Gauss Rifle Ammo (64 shots)
    LB 20-X Cluster Ammo (40 shots)
FRS/FLS (306 Heat)
3 Sub-Capital Missile Launcher (Piranha)   27   9(90)   9(90)   9(90)     0(0)   Sub-Capital Missile
    Piranha Ammo (60 shots)
10 ER PPC                                  150  10(100) 10(100) 10(100)   0(0)   PPC         
2 Extended LRM 20                          20   2(24)   2(24)   2(24)    2(24)   LRM         
    Extended LRM 20 Ammo (32 shots)
6 Large VSP Laser                          60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
1 LB 20-X AC                                7   3(29)   3(29)    1(9)     0(0)   LBX AC     
    1 Silver Bullet Gauss Rifle
    Silver Bullet Gauss Rifle Ammo (64 shots)
    LB 20-X Cluster Ammo (40 shots)
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
RBS/LBS (973 Heat)
7 Naval Laser 45                           490  32(315) 32(315) 32(315) 32(315)  Capital Laser
7 Sub-Capital Laser (SCL/3)                224  21(210) 21(210)  0(0)     0(0)   Sub-Capital Laser
10 ER PPC                                  150  10(100) 10(100) 10(100)   0(0)   PPC         
6 Large VSP Laser                          60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
1 LB 20-X AC                                7   3(29)   3(29)    1(9)     0(0)   LBX AC     
    1 Silver Bullet Gauss Rifle
    Silver Bullet Gauss Rifle Ammo (64 shots)
    LB 20-X Cluster Ammo (40 shots)
ARS/ALS (306 Heat)
3 Sub-Capital Missile Launcher (Piranha)   27   9(90)   9(90)   9(90)     0(0)   Sub-Capital Missile
    Piranha Ammo (60 shots)
10 ER PPC                                  150  10(100) 10(100) 10(100)   0(0)   PPC         
2 Extended LRM 20                          20   2(24)   2(24)   2(24)    2(24)   LRM         
    Extended LRM 20 Ammo (32 shots)
6 Large VSP Laser                          60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
1 LB 20-X AC                                7   3(29)   3(29)    1(9)     0(0)   LBX AC     
    1 Silver Bullet Gauss Rifle
    Silver Bullet Gauss Rifle Ammo (64 shots)
    LB 20-X Cluster Ammo (40 shots)
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
Aft (484 Heat)
1 Naval PPC (Heavy)                        225  15(150) 15(150) 15(150) 15(150)  Capital PPC
10 ER PPC                                  150  10(100) 10(100) 10(100)   0(0)   PPC         
6 Large VSP Laser                          60   6(60)   4(42)    0(0)     0(0)   Pulse Laser
6 Laser AMS                                42   2(18)    0(0)    0(0)     0(0)   AMS         
1 LB 20-X AC                                7   3(29)   3(29)    1(9)     0(0)   LBX AC     
    1 Silver Bullet Gauss Rifle
    Silver Bullet Gauss Rifle Ammo (64 shots)
    LB 20-X Cluster Ammo (40 shots)

8
General BattleTech Discussion / Re: Adepticon livestreams
« Last post by ColBosch on Today at 03:22:32 »
-Will there be additional asset cards for vehicles on the MUL?  Absolutely, they're working on getting all record sheets and BSP cards added.


What are the assets cards?

They mean the Battlefield Support cards.
9
BattleMechs / Re: Wasp WSP-100NL (Not-LAM)
« Last post by DevianID on Today at 03:19:57 »
A normal spider can do it with armor sacrifice, but since these are not-Lams, you can use light engines/endo/ferro and IJJs to really go far.  The spider with wings that jumps 10 is a great machine.
10
Combat Vehicles / Re: Mudskipper Hovertank: An orgy of kinetic mayhem
« Last post by Daryk on Today at 03:16:12 »
*snip*
You're not allowed to switch machine gun modes mid scenario. If it's rapid fire, it has to shoot that way the entire game.
Oh!  I didn't know that, thanks!  And Hellraiser's idea of 5 and 300 rounds sounds pretty reasonable, and means you wouldn't have to do the SRM-4... :)
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