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Fan Fiction / Re: It's a family curse.
« Last post by Giovanni Blasini on Today at 04:39:34 »
Centurions, I'm betting. Five tons heavier, still fast, same armament, and way more armor.
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"Bubbles the size of Earth... ORBIT!"

That's some scale right there! :shocked:
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Fan Fiction / Re: It's a family curse.
« Last post by Daryk on Today at 04:20:13 »
Was Deke trying to sell her on the Seydlitz???
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What i like about CCAF :

Big MACs :)

(Been one in the AOL MPBT game for some time)

Right now im trying to play Cappies on tabletop BT and it feels kinda awkward sometimes/which faction limited choice u have xD
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Thanks for All the effort yet..buuut ..

Im super sorry to say this / clarify..

But :

U need a 10 mech setup, with 15k Max BV2, where the mechs carry over damage from one scenario to another, but i forgot to mention :

U cant use any hero mech
U gotta Stick with the MUL availables for Cappies

So here is what i thought might be ok,but lacks very close range stuff/good Bodyguards maybe..

2x Awesome 8Q 3/5 (sadly cant afford 2/5)
2x Grasshopper 5N 3/5
2x Catapult C1 3/5
2x Vindi 1R 3/5
2x Raven 3L (Support for Cats) 4/5

I think these could be useful for either defending zones or attacking from open field.

U could go like, 1 Awesome sniper, 1 Cat boat Support, 1 Vindi Bodyguard or maybe a Grass instead, and a Raven for Cat Support.


Im in doubt if i should use 2 Awesomes and 2 Grass or replace 1 of each with something big for close Ranges, King Crab or Atlas maybe.. or swap 1 Vindi out for like a Hunch 4p for Bodyguard reasons

Id love To make the Awesome a 2/5 to ensure those 30dmg Hit, but its expensive :x

Well,lets See xD ..


Thanks @ both of you for your ideas yet


Hellraisers setup feels so awkward when ur simply sticking to the MUL availables for Cappies there, not taking too much care of the historical availables due to situational stuff / production wise

I guess u guys are FAR more Into BTs lore than i am, so i only simplify it down / while being not too much the Cappie, but i try at least due to MUL
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The Inner Sphere / Re: Icons of Hubris in Battletech
« Last post by Fire Scorpion IIC on Today at 03:25:06 »

Rik Myers from Forever Faithful and No Dust No Wear

Quite a big head on that one

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Okay, so question I had that I meant to ask here: what's the status of the Shrike in the Falcons now, given all three Falcon splinter-groups are strongly anti-Malvina and anti-Mongol?

Checked Sarna for a moment and the Shrike is only build on Erewhon right? According to Sarna Erewhon is now a possesion of the Hell's Horses (oh the irony). So I would assume the Falcons will either mothball said Mech(for one maybe limited spare parts or making a clean break with Malvina the Mad), pilot them to pieces or open a new line on another planet. We only have a small hint in Empire Alone what is currently happens on Terra in terms of producing war materials (Mechs stamped with Clan Wolf markings from Terra being sold by the Foxes). I assume that they don't produce Falcon Mechs as the Falcons are just a small minority right now and probably are equipped with the best Mechs the Wolves have to underscore WHO is actually ruling.
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2.  Uhm, I don't think that is how Snubbies work.    The damage is range dependent but I've never heard of the HEAT being so.

You’re right.  Brain fart on my part.  That gives the design even fewer choices to activate TSM.  It has to turn off a couple freezers, alpha strike, and walk to activate.  That’s the only way to hit 9 overheat.  No running or standing — those are even numbers.  The implication is that if you want to punch/kick with TSM, you have to telegraph it to your opponent by turning off freezers and have started within 4 hexes or less (terrain aside) of the target the prior turn.  Most opponents paying attention will catch that.

And to keep TSM activated the following turn, no walking is allowed.  Now you have to stand still or run to hit 9 overheat because you need even numbers to maintain the odd-numbered 9 overheat from the prior turn, regardless of what weapons you fire or freezers you turn off.  If the target (or a new target) doesn’t stay right next to you or move/appear 7+ (cause now you’re 5/8 speed) hexes away (terrain aside), you’re outta luck for TSM melee attacks the next turn.

Again, for want of a small laser that could face to the rear for WYSIWYG — and there’s actually a crit slot in the head for it and the design can certainly spare a half-ton of the maximally thick ballistic-reinforced armor — the TSM is needlessly constrained.  It feels like the designer didn’t bother to read/understand TSM rules, which is frustrating because otherwise the design could be a real challenging nut to crack.  I don’t mind these kind of forehead smack designs in XTROs, but I wish they’d stay out of TROs/RGs.
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Video showing a computer generated image of Betelgeuse roiling and bubbling in great expansive convulsions.

I knew it was a very large star, but this video is showing that it's diameter is roughly the size of Jupiter's orbit around the sun. 

https://www.msn.com/en-us/video/webcontent/web-content/vi-MzeZiu4IzV7%2BXQ?vid=0-8_qf3BCl8&provider=yt&ocid=msedgntp&pc=LCTS&cvid=3c5fefc35a1740b4bd057ce08e10e0f5&ei=22
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Combat Vehicles / Re: Weapon of War (or Fear and Terror?)
« Last post by DevianID on Today at 02:24:16 »
It could use a bit more armor seeing as its 60 tons, but I agree its a right terror.  The PAC8 I understand was chosen for ammo flexibility, but I think an SRM6 with 2 tons of ammo for inferno and standard is more terrorizing then the PAC8 with AP and Flak, unless you are specifically going after other VTOLS and want the point blank flak more then the range on an LB2x with cluster.  I think a smaller PAC2 would also work well, giving a long range plinker since the AP gauss already cover close in, though the AP gauss and PAC8 are similar range brackets which does give good focus to all the guns.
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