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Author Topic: BattleTech 2.0: New rules for modifiers  (Read 6344 times)

Fear Factory

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Re: New rules for modifiers
« Reply #90 on: 15 December 2018, 17:44:30 »
I don't know... it's a nice idea but I think it may be a little too much for the introductory setting. But hey, if it works for your game, go for it.

The boost we gave to AC's in our games really has a good feel and it's not a huge rules change. It also affects the meta so it makes since out of AC/2's and 5's on 'Mech designs. I mean, we've actually discussed how cool an AC/5 Awesome design would be... that say's a lot.

abou

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Re: BattleTech 2.0: New rules for modifiers
« Reply #91 on: 30 December 2018, 14:56:00 »
Someone over on one of the Facebook pages offered an alternative for ammo explosions that I think is worth exploring. Essentially, ammo explodes with only 1/10th of the total potential (round up). So a full ton of machine gun ammo would explode with 40 points of damage rather than 400 points. In general, this would make ammo explosions potentially survivable rather than the general death blow they tend to be. I think this meta change is good overall, but I know that some would think that maybe it is too much of a reduction. So let me explain a bit more.

1. CASE and CASE II are still viable and useful. Damage transfer from ammunition explosions transfer directly to the internal structure (eg. right arm internal to right torso internal) and therefore can cause further critical hits. CASE mitigates that.

2. This rule makes the 2 points of pilot damage from an explosion an actual factor in game play in the 3025 era and later eras for Inner Sphere 'mechs mounting XL engines. It is totally possible that a mechwarrior could be knocked unconscious from pilot hits rather than 'mech destruction.

3. As a boost to the potential damage effects, I would propose a +1 bonus to determining critical hits. This means at a 7+ you can get a critical, which pushes that probability to greater than 50%.

4. Gauss rifles still cause the full 15 points of damage. After all, they are long-distance head-cappers and only produce 1 point of heat.

So as a result, an ammo explosion is still a nasty event that can ruin your day, but it won't necessarily destroy your 'mech. It is more likely to knock your pilot unconscious thus giving those rules a greater impact on the game than they had before. It gives you a better chance at salvaging your opponent's 'mechs as well.

So take those torso bomb 'mechs and field them with pride.

Garydee

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Re: BattleTech 2.0: New rules for modifiers
« Reply #92 on: 27 January 2019, 18:28:22 »
With all weapons having their short ranges extended to range 6 wouldn't that make the medium laser even better than it already is?

abou

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Re: BattleTech 2.0: New rules for modifiers
« Reply #93 on: 31 January 2019, 21:28:07 »
With all weapons having their short ranges extended to range 6 wouldn't that make the medium laser even better than it already is?
Sort of. Within the meta, the damage-boosted ACs perform well. But considering that medium range extends to 12 hexes your large lasers, missiles, and autocannons have a larger window of efficacy that can out-range the medium laser. So your Enforcer has a better time dancing out of range of the Hunchback while still having its guns at a medium range compared to the long range it would be in standard play.

I think the real big winners are the small lasers, flamers, and machine guns.

But overall, in all the games we have played, we didn't notice that medium lasers suddenly outperformed other weapons in efficiency compared to before. If anything, we noticed that the games take a bit longer to get to knife-fight range.

Does that make sense?

Garydee

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Re: BattleTech 2.0: New rules for modifiers
« Reply #94 on: 01 February 2019, 13:22:29 »
Sort of. Within the meta, the damage-boosted ACs perform well. But considering that medium range extends to 12 hexes your large lasers, missiles, and autocannons have a larger window of efficacy that can out-range the medium laser. So your Enforcer has a better time dancing out of range of the Hunchback while still having its guns at a medium range compared to the long range it would be in standard play.

I think the real big winners are the small lasers, flamers, and machine guns.

But overall, in all the games we have played, we didn't notice that medium lasers suddenly outperformed other weapons in efficiency compared to before. If anything, we noticed that the games take a bit longer to get to knife-fight range.

Does that make sense?

That does make sense. Thanks!

abou

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Re: BattleTech 2.0: New rules for modifiers
« Reply #95 on: 08 February 2019, 00:30:08 »
Tonight we played a game and we wondered about whether hatchets could use one more buff. So the idea is that while punching, kicking, and clubbing are all now to-hits of -1, hatchets still don't quite have enough power despite the added PSR to the target. So we are considering the idea that for hit location we treat hatchets similar to partial cover: standard 2D6 roll, but leg hits are re-rolled. This avoids the 1-in-6 for a head hit, but focuses damage to the torso and arms.

Fear Factory

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Re: BattleTech 2.0: New rules for modifiers
« Reply #96 on: 16 July 2019, 21:27:10 »
It's been a while, but I've had some random thoughts about this thread... some ideas for minimal improvement without changing stats (starting from a clean slate here).

Fixing Autocannons

I know in this thread we liked increasing damage to 4/8/12/22 (from 2/5/10/20). I thought of something different, using a bit of fluff to justify it. Autocannons have recoil and sometimes they don't do full damage.

Rule: When making your to-hit roll against the target, a result that is equal to the TN causes listed damage. This means if you roll a 7, and the TN was 7, your Autocannon 5 did 5 damage. Any to-hit roll above the TN increases damage by +1/+2/+3/+4. So in the case of the Autocannon 5, if you rolled an 8, it would cause 7 damage. This only applies to standard autocannon ammunition (for all types of Autocannons). Rotary autocannons can only do this up to a rate of fire of 2.

The dreaded 2 column on the cluster table

We changed the 7 result to 2 missiles hitting and liked it. SRM-2 makes more sense now.

Weapons that have really short range

Basically a way to make machine guns and flamers better. Any weapon that has a long range value of 3 or under treats all range brackets as short range. So machine guns and flamers fire in short range no matter how far.

Boosting machine guns and flamers (again)

Machine guns get a +1 bonus on critical hit chances. Flamers cause both heat and damage to the target. Simple enough.

Melee weapons act in the weapons attack phase

This is a way to give them a chance to cause that little bit of damage to force their opponent to fall. Melee weapons would basically fire/take effect in the weapons attack phase instead of the physical attack phase, but still count as a physical attack. These weapons are specialized, and I figure a buff like this would give them an edge over a punch and kick in some cases.

Frantic Pryde

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Re: BattleTech 2.0: New rules for modifiers
« Reply #97 on: 20 July 2019, 08:56:14 »
This actually looks pretty fantastic!

A small idea to consider: Remove cluster hit table rolls and instead modify the chart to use the margin of success of the to-hit roll. I can see that cutting 30 minutes out of a game easy :)

Sartris

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Re: BattleTech 2.0: New rules for modifiers
« Reply #98 on: 20 July 2019, 14:52:43 »
We changed the 7 result to 2 missiles hitting and liked it. SRM-2 makes more sense now.

finally someone brave enough to do it

Fear Factory

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Re: BattleTech 2.0: New rules for modifiers
« Reply #99 on: 20 July 2019, 15:26:53 »
finally someone brave enough to do it

You can thank Abou for that one. He's more keen on math than I am. It's not really that big of a deal... even if you spam SRM-2's instead of 4's now it is way more heat.

beachhead1985

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Re: BattleTech 2.0: New rules for modifiers
« Reply #100 on: 20 July 2019, 17:38:13 »
This actually looks pretty fantastic!

A small idea to consider: Remove cluster hit table rolls and instead modify the chart to use the margin of success of the to-hit roll. I can see that cutting 30 minutes out of a game easy :)

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Fear Factory

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Re: BattleTech 2.0: New rules for modifiers
« Reply #101 on: 20 July 2019, 18:03:11 »
A small idea to consider: Remove cluster hit table rolls and instead modify the chart to use the margin of success of the to-hit roll. I can see that cutting 30 minutes out of a game easy :)

You could just use Variable Damage like this:

SRM's: Roll to hit, then Roll 1d6 per missile fired. 3+ is a hit, 2 damage minimum (per launcher).
LRM's: Roll to hit, then roll 1d6 per cluster (see below). 3+ is a hit. (minimum damage is per launcher)
                LRM-5: 1 damage minimum, 1d6 per missile, apply in 5 point clusters.
                LRM-10: 2 damage minimum, 1d6 per 2 missiles, apply in 5 point clusters.
                LRM-15: 3 damage minimum, 1d6 per 3 missiles, apply in 5 point clusters.
                LRM-20: 4 damage minimum, 1d6 per 4 missiles, apply in 5 point clusters.

Mine is more intricate than DFA Wargaming's method. Theirs is more focused on raw damage for faster play, mine is focused on matching the odds on the missile cluster chart.

Do the same for LB-X AC's... 1d6 per cluster, hits on 3+

List goes on.

idea weenie

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Re: BattleTech 2.0: New rules for modifiers
« Reply #102 on: 20 July 2019, 23:59:24 »
This actually looks pretty fantastic!

A small idea to consider: Remove cluster hit table rolls and instead modify the chart to use the margin of success of the to-hit roll. I can see that cutting 30 minutes out of a game easy :)

How about rolling 3d6 for missiles, subtracting the target number from the total on the dice, and looking up the result on the cluster chart?  So if you have a difficult to-hit, you are not likely to fire unless you have a lot of ammo.  But if the to-hit is relatively low, then that Archer will be volleying LRMs as much as possible.

An idea for Flamers was that they would ignore terrain modifiers

For Machine Guns firing on internal structure, imagine if they got 2 rolls on the critical chart (where you determine if/how many critical hits are rolled)?  So Mechs with Machine Guns become vultures trying to attack units that have lost armor, in order to crit them to death.  Makes the Piranha scary to an armor-stripped Atlas.

Nicoli

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Re: New rules for modifiers
« Reply #103 on: 18 August 2019, 16:00:44 »
I know.  It's one of those cases where some more dice rolls can be a good thing.

I really think the box of doom should be part of the game.  It's one of those things where a bunch of rolls seems like a problem, but it is a simple enough solution that works without compromising how a simple game mechanic works.  It was a staple for me after I got sick of rolling LB-X clusters.  I understand having LB-X clusters/HAG's/SRM's/LRM's use the cluster table because those would be random scatter shots.  I don't think weapons like UAC's or RAC's are as random, hence why I feel they should roll for each shot.  The dice rolls might be a wash, but it's enough of a bump that I think will improve how they work and make them feel way different than cluster weapons.

Yes, we're trying to eliminate dice rolls, but if we have to add a bit more or move them around to improve the meta, I think those dice rolls are welcome and justified.  Sometimes a little complexity can be good, and we did experience this while we were testing out some of our new rules (like missile weapons firing into woods).
The issue with the box if doom is that it is not just a very brute force way simulating something, it a brute force way to poorly simulate something. If I shoot a person standing spread eagle in the hand with a shotgun from a foot away, the pellets don't mystically shift and spread out like I aimed at the chest. This is how the cluster hits system works. This gives it the double problem of being time consuming on the large scale and being a poor abstraction of what should happen.

As for melee attacks the only reason not to combine them is when you want a different non-damage effect to it. This would limit it to just Melee, Push, DFA and maybe a Trip attack.

Fear Factory

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Re: BattleTech 2.0: New rules for modifiers
« Reply #104 on: 21 August 2019, 13:07:17 »
For cluster weapons, if you want to concentrate damage a lot more, you could go with DFA's hit location method.

1d6 pilot die, 1d6 per cluster that hit, combine the results.

Example, LB10 hits with 7 clusters:

Pilot die result: 3
Cluster results, 3,4,3,2,5,4,4

Hits: RT,CT,RT,RL,LT,CT,CT

Results should spread around a central location. The only thing that gets weird are head hits and TAC's since their on the far sides of the bell curve.

 

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