Author Topic: Even more mech design decisions that make no sense  (Read 35057 times)

Bosefius

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Even more mech design decisions that make no sense
« on: 18 July 2019, 20:33:46 »
New topic since the other hit 50 pages. Now don't go talking about the TDR-7M, it has no place here  :)
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Sartris

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Re: Even more mech design decisions that make no sense
« Reply #1 on: 18 July 2019, 20:36:30 »
An Equally Nonsensical Sequel

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Caedis Animus

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Re: Even more mech design decisions that make no sense
« Reply #2 on: 19 July 2019, 02:04:53 »
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CrossFire said;

That must have been an exercise in monotony... 100 turns of "roll, miss" or "roll, hit"

Please tell me you didn't roll for initiative every turn.
I mean, I've had games that randomly grew by another 12 or so turns because me and a friend were unwilling to let an Archer get line of sight. I'd imagine that didn't take that long so long as the modifier to-hit was likely always the same.

It is kind of fun to think of some infantry or something watch an building get essentially plinked to death and just kind of staring at the damage, and getting bored of it by twelve minutes in.

SCC

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Re: Even more mech design decisions that make no sense
« Reply #3 on: 19 July 2019, 06:13:56 »
I mean, I've had games that randomly grew by another 12 or so turns because me and a friend were unwilling to let an Archer get line of sight. I'd imagine that didn't take that long so long as the modifier to-hit was likely always the same.

It is kind of fun to think of some infantry or something watch an building get essentially plinked to death and just kind of staring at the damage, and getting bored of it by twelve minutes in.
Could probably have used the box of death to bulk resolve attacks, if the GM didn't wise up and just concede.

grimlock1

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Re: Even more mech design decisions that make no sense
« Reply #4 on: 19 July 2019, 09:02:11 »
New topic since the other hit 50 pages. Now don't go talking about the TDR-7M, it has no place here  :)

The Thunderbolt makes absolutely no sense in context. It is a rugged, sensibly designed wingman that can contribute to the fight all across the range envelope.  It's well armored with average speed.  In a franchise that takes perverse glee in selling us "sub-optimal" machines, this kind of logic is utter madness! :-)
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Bosefius

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Re: Even more mech design decisions that make no sense
« Reply #5 on: 19 July 2019, 13:32:14 »
The Thunderbolt makes absolutely no sense in context. It is a rugged, sensibly designed wingman that can contribute to the fight all across the range envelope.  It's well armored with average speed.  In a franchise that takes perverse glee in selling us "sub-optimal" machines, this kind of logic is utter madness! :-)

It's a shame about grimlock1, but he had to go  ;D

I don't disagree with anything you said. In a world of Marauders and Warhammers, the Thunderbolt is an outlier. A sweet, sweet outlier.
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Daryk

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Re: Even more mech design decisions that make no sense
« Reply #6 on: 19 July 2019, 19:47:17 »
With sweet, sweet variants too...  8)

Bosefius

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Re: Even more mech design decisions that make no sense
« Reply #7 on: 19 July 2019, 20:52:29 »
With sweet, sweet variants too...  8)

And some that definitely belong here.
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Sartris

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Re: Even more mech design decisions that make no sense
« Reply #8 on: 19 July 2019, 21:02:57 »
Not even the thunderbolt survived the LGR craze

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Empyrus

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Re: Even more mech design decisions that make no sense
« Reply #9 on: 19 July 2019, 21:44:58 »
The LGR T-bolt is just fine, though it is more like the ELH T-bolt than the mainline T-bolts like the Marik 7M upgrade. The LGR Warhammer is far bigger question mark.
(The T-bolt 10M offends my aesthetic sensibilities, that cluster of mismatched weapons is ugly as hell.)

Alexander Knight

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Re: Even more mech design decisions that make no sense
« Reply #10 on: 19 July 2019, 23:56:55 »
I don't disagree with anything you said. In a world of Marauders and Warhammers, the Thunderbolt is an outlier. A sweet, sweet outlier.

Unless I'm driving it, of course.  Then it fits right in with the Targe.   :D

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Re: Even more mech design decisions that make no sense
« Reply #11 on: 19 July 2019, 23:59:41 »
at least the targe has MASC to get into range faster so it can be put out of its misery

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AldanFerrox

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Re: Even more mech design decisions that make no sense
« Reply #12 on: 20 July 2019, 19:35:22 »
at least the targe has MASC to get into range faster so it can be put out of its misery

Well, the TRG-3M variant is perfectly fine in my book. But the primary version is a total mess.
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Empyrus

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Re: Even more mech design decisions that make no sense
« Reply #13 on: 20 July 2019, 19:43:20 »
The Targe 3M does indeed look pretty OK. Small cockpit may be an issue, but then again as long as you're moving fast (shouldn't be hard), avoid water, and don't engage in melee, you probably won't be doing many PSRs anyway.

The other two are WTF-level things.

Sartris

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Re: Even more mech design decisions that make no sense
« Reply #14 on: 20 July 2019, 19:51:41 »
The mini is the size of a toddler

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MoneyLovinOgre4Hire

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Re: Even more mech design decisions that make no sense
« Reply #15 on: 20 July 2019, 20:12:01 »
at least the targe has MASC to get into range faster so it can be put out of its misery

It also has ammo in its legs so if it blows a MASC check there's a chance it will put itself out of its misery.
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Sartris

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Re: Even more mech design decisions that make no sense
« Reply #16 on: 20 July 2019, 20:13:48 »
It also has ammo in its legs so if it blows a MASC check there's a chance it will put itself out of its misery.

System redundancy

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deathfrombeyond

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Re: Even more mech design decisions that make no sense
« Reply #17 on: 20 July 2019, 22:20:52 »
Here’s a mech design choice that makes no sense: making a miniature intended for the board game that can’t fit on a hex cleanly.

Bishamon, I’m looking at you
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Empyrus

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Re: Even more mech design decisions that make no sense
« Reply #18 on: 20 July 2019, 22:31:46 »
IIRC quite many quads suffer from being far too wide for hexes.

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Re: Even more mech design decisions that make no sense
« Reply #19 on: 20 July 2019, 22:35:28 »
some you can do a little bending to get them on a hex like the white flame. others like the bishamon, phoenix scorpion, and stalking spider are lost causes unless you really pack the legs under (and probably make them look silly)

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MoneyLovinOgre4Hire

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Re: Even more mech design decisions that make no sense
« Reply #20 on: 20 July 2019, 22:36:05 »
Yeah, it's a hazard.  Either you make the mini tiny or it simply won't fit on a hex.
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deathfrombeyond

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Re: Even more mech design decisions that make no sense
« Reply #21 on: 21 July 2019, 01:31:12 »
Here’s a mech design choice that makes no sense: making a miniature intended for the board game that can’t fit on a hex cleanly.

Bishamon, I’m looking at you

Also, turkina
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deathfrombeyond

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Re: Even more mech design decisions that make no sense
« Reply #22 on: 21 July 2019, 01:33:13 »
So, in a change of pace here’s a mech design decision that did make sense.

Remember that panther miniature that came with the plastic stand and the plastic base? What an awesome way to get a hex base for free!
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Tyler Jorgensson

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Re: Even more mech design decisions that make no sense
« Reply #23 on: 21 July 2019, 09:52:15 »
My Berserker doesn’t need to fit in a hex: it will be occupying yours soon enough.

Any mech with Reflective or Reactive Armor IMO: why take all that extra damage against other weapons just to negate one type? Unless your on Solaris that is...

MoneyLovinOgre4Hire

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Re: Even more mech design decisions that make no sense
« Reply #24 on: 21 July 2019, 11:53:17 »
Reactive armor doesn't take extra damage from other damage types. It has a slight chance of explosively failing from a TAC, but that's not a huge issue.
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Sartris

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Re: Even more mech design decisions that make no sense
« Reply #25 on: 21 July 2019, 12:04:36 »
My Berserker doesn’t need to fit in a hex: it will be occupying yours soon enough.

This is the most Objectively Correct Opinion™️ I’ve seen on the forums in a while

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Brakiel

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Re: Even more mech design decisions that make no sense
« Reply #26 on: 21 July 2019, 12:56:27 »
Any mech with Reflective or Reactive Armor IMO: why take all that extra damage against other weapons just to negate one type? Unless your on Solaris that is...

Reflective is awesome on fast lights and mediums. Significantly nerfs flashbulb and pulse laser builds which tend to bring the most pain for those kinds of units. Their speed lets them mitigate Reflective's common weakness like getting meleed, artillery, and armor piercing ammo. So unless you think you're going to fall or crash through buildings a lot, Reflective's weaknesses aren't too bad on them.

Empyrus

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Re: Even more mech design decisions that make no sense
« Reply #27 on: 21 July 2019, 13:03:33 »
Special armors' largest issue is, IMO, their considerable BV cost. Think i was trying some idea out, swapping standard plate to reflective boosted BV nearly 20% (though SSW's BV calcs may be somewhat outdated). Considering that the armor types have their weaknesses, the BV costs feel too high.

This assuming they're used properly. Designs that mount special armors but don't really benefit from them are more questionable before BV is considered.

Daryk

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Re: Even more mech design decisions that make no sense
« Reply #28 on: 21 July 2019, 13:28:45 »
Being fast and/or reflective does nothing against artillery...

Sartris

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Re: Even more mech design decisions that make no sense
« Reply #29 on: 21 July 2019, 14:03:05 »
Being fast and/or reflective does nothing against artillery...

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Interviewer: Since you’ve stopped making art, how do you spend your time?
Paul Chan Breathers: Oh, I’m a breather. I’m a respirateur. Isn’t that enough?