Recent Posts

Pages: 1 2 [3] 4 5 ... 10
21
Combat Vehicles / Re: Merkava Mk VIa1 (yes, the Merkava 6)
« Last post by DevianID on Today at 02:13:17 »
I like the idea of these also as a superb 'graft' tank.  You order a lance of Merkavas, but they show up with grossly underperforming engines compared to the fusion spec, with most of the armor missing.  Like you said, its the greatest tank for a planetary Duke to show off on parade.  Its fast for 75 tons, heavy and imposing... just dont look under the hood or put it into heavy enemy fire where the armor reveals itself to be less then half up to specs.  Yet, its still better in a fight then a vedette or scorpion despite all the flaws.
22
Aerospace Combat / Re: Coventional Fighter with Fusion - Why Fuel?
« Last post by DevianID on Today at 02:04:20 »
Yeah, you are spitting helium out at big %s of the speed of light with strategic thrust if I remember other peoples comments on the matter, and doing it with less energy then the hydrogen fusion provides on the big ships, so when that alpha radiation strikes something its gonna be a cascade of bad stuff if used on the ground.

Strategic thrust might be sucking in background particles though, since you are moving so fast after a day or so of 1g burn you move though a lot of space with particles to potentially use.  Some engine concepts IRL use hydrogen scoops, so while not explicitly called out, you do move through a lot of space and thus hydrogen when doing these strategic burns which potentially could help solve the hydrogen energy problem of strategic thrust using only onboard hydrogen as a fuel source.  Having a scoop system for deep space strategic hydrogen harvesting would potentially double as the scoop needed to suck up air for the in atmosphere burns.
23
I think of the Thug 13U as less of a mech designed to use its TSM in every fight and more one that uses TSM and the threat of its punches and kicks as a means of convincing enemies not to target it with heat-causing weapons that might take it that high.
24
MechWarrior Hall / Re: Word Association 36: SAY WHAT AGAIN!!!
« Last post by rebs on Today at 01:50:42 »
contender
25
I like to say Brym really nailed my feelings on the matter.

Quote
I tried a sample solo game in space and found that my biggest pain point was the need to keep track of thrust expenditures and velocity expenditures (spaces moved) in my head simultaneously while planning out a move.  Much harder than just keep track of one number (MP expended) when moving a ground unit

The movement rules are not comparable, (its ok to be different), but they also arnt different in a fun way, like the movement of the Xwing or Armada game is with movement dials and momentum based movement sticks.  I personally just dont have fun tracking thrust and velocity, and I really hate that I need a huge board to actually thrust around or I fly off the map accidentally, either on the ground game (where 1 velocity is 16 hexes of movement) or in space where even a mere 5 thrust per turn covers the entire 2 paper map wide board in only 3 turns.  I know after playing aerotech in the past that when I play now, its only with the free alpha strike cards, and with normal ground alpha strike movement and not thrust and turning vectors.

Thrust per the base game rules in space isnt even realistic, turning and acceleration and distance traveled are all wrong.  It 'looks' realistic at a glance with acceleration and velocity vectors, but pretty much every part of it has the math wrong other then velocity 'x' moves 'x' hexes.  So its complicated movement, but not actually realistic even for a 2d plane let alone 3d space, thus its complicated for complicated sake.  Its complexity makes it hard to function in actual tabletop gameplay as I struggle to spend thrust without overshooting and its complexity is not realistic.  Poor gameplay and poor realism but complicated in the name of realism is lots of strikes against the game.
26
Fan Fiction / Re: It's a family curse.
« Last post by drakensis on Today at 00:59:42 »
If it wasn't for the minor problem of it being a Terran 'mech, it sounds like the ideal 'mech for Liz to use would be the Grim Reaper.
27
Off Topic / Re: What Are We Listening To: This List Goes Up To Eleven!
« Last post by ISD on Today at 00:55:19 »
the Chemical Brothers - music:response
28
Hobby Tips and Tricks / Metal vs Plastic - Atlas II
« Last post by Luciora on Today at 00:54:49 »
Not much difference here.  Metal is a bit crisper.
29
Fan Articles / Re: Mech of the Week: HEL Helios
« Last post by XenopusTex on Today at 00:36:19 »
I agree with JHB.  This is one 'mech where its attributes don't match the job description.  The speed reminds me of the British "Flower" class corvettes which weren't that much faster than the things they were assigned to escort.  Not much capability to make a rapid response to incoming threats, or to close back up on your charges. 

Further, the Helios really doesn't have much in the way of weaponry that helps with hitting fast targets.  While a lot of that is due to the truly anemic IS pulse laser family, there isn't much here that would help with to-hit issues apart from the decent range on the gauss.  The 4A version is a joke, mounting an MRM-20, which comes with an integrated to-hit penalty while simultaneously mounting a heavy weapon with worse range bands... that'll work wonders against speedy things hoping to take a bite out of your charges. 

Ultimately, this is a 'mech that shows the limitations of the 60 ton class.  There is the Dragon which is, in many of its forms, a higher speed thinly armoured death trap with mediocre firepower.  There is the Galahad with the grace and speed of an assault 'mech to fit armour and twin gauss.  There is the Lancelot which used Star League mojo to combine speed and firepower but still suffered from being a thinly armoured death trap, and later turned into a slow thinly armoured and poorly armed death trap. 

Somehow, the SIC managed to fail two of the three sides of the design triangle, and barely pass the third with this design.  Relatively slow, mediocre armour, and firepower that leaves quite a bit to be desired.  The only weapon in this that has some modicum of ability to dictate range is the gauss.  Lemme waddle over there so I can try to hit you with my 2xSRM6... hold still now. 

I'd almost be tempted to load the one ton of ammo for those with either smoke or infernos.  While it is unlikely to get all 12 missiles to hit, a successful strike with all 12 as infernos would work wonders against power armour, roast infantry until they are well-done, and make vehicle crews wish for napalm.  As these are not streak SRM's, and there is limited ammo, their usefulness against fellow 'mechs seems dubious.  7.5 rounds of fire with a really short-ranged system, that needs to be at 120-180 meters for medium range, and that needs to be within 270 meters to even have a chance of hitting.  At 3 tons/launcher and 1 ton of ammo, that's more than 10% of the 'mech's weigh devoted to a weapons system that can be out ranged by large numbers of weapons that are easily mounted on a faster chassis.  I find it amusing that a private in modern infantry is given a rifle that can shoot farther than the weapons that take up more than 10% of this thing's weight. 

A lot of harassment type 'mechs aren't exactly the most durable things.  They tend to rely on the speed and possibly firepower sides of the triangle.  In some respects, they are the torpedo boats of Battletech ground combat... move fast, hit hard, and hope like hell you don't get hit.  The helios spends a bunch of mass on that gauss, which seems counter intuitive given that it's very much an overkill weapon against potential headhunters in a role that could be better served with other smaller/lighter long range weapons given the expected enemies it would face.  Some damage from a volley of lighter weapons is better than no damage from a single gauss slug. 

Bottom line, this thing could struggle against the better designed IS mediums.  I'm pretty confident that the Uziel-2S would at least match this thing in combat.  Anyway, tis late, and sleep beckons. 

30
Fan Fiction / Re: It's a family curse.
« Last post by Trace Coburn on Today at 00:12:30 »
  But... but Liz: if you make the Lyran military run lean and efficient and professional and militarily competent, you’ll be eliminating most of the opportunities for kickbacks and black-marketeering and graft and backhanders!  How will all those poor Social Generals afford their dachas and art-collections and extramarital entertainments and chemical vices of a billion different flavours if they have to actually [gasp!] sustain themselves on their military salaries and spend most of their uniformed time actually doing their jobs?
  It would be chaos, I tell you!  AnarchyBedlam!  You can’t ask a member of the Lyran nobility to live without all the privileges and comforts of Proper Society just because they joined the AFFC!  It... it’d be uncivilised!

/s
Pages: 1 2 [3] 4 5 ... 10