these are the ones i generally play with as a matter of course. do you have any you wish you could force get other people to use?
*hull down for quads
i think quads need more love
As some one who faces quads a lot, I do not think that they do, right now with partial cover shooting a quad you hit the berm more than half the to hit chart (6 of 11), now adding an extra +2 to hit for only 2mp does not sound good to me, (sounds great if I am the quad). We have one guy who loves his quads and they are such a pain right now just do to how many hits miss. I have seen many times where mediums can take on assaults and win just do to the fact that it is difficult to hit them. Having said that I think it makes perfect sense from a real world view.
*walk backward up/down hills
filed under: logical extension of the rules
This one I 100% agree should be standard rule, just makes sense.
*careful stand
i'm not as firm on this one after realizing I read the rule wrong and see you can't take the bonus if you only have 1 or 2 mp (we used to use it to make losing a leg less catastrophic but that doesn't work as written)
I like having this rule there even though I rarely use it, as I have found that when you need it to get up, you can not afford to not move after getting up.
*floating crits
maybe the most popular one among players?
I really like this one, but everyone else in my local group hates this so much. We almost never use it and when we do all they do is complain about it
*called shots
it gives you an option to concentrate fire a little without a TC.
I am mixed on this, as called shots are over powerful from what I have seen, but on the other hand they are more realistic.
*firing when down with one arm destroyed
filed under: logical extension of the rules
One more that just does not make sense to not use.
*single arm flipping
filed under: logical extension of the rules
Unless I am not remembering correctly (has happened before) this used to be the norm, and I agree it should be again.
*shutting off equipment
especially gauss weapons
Not being able to shut it down just never made sense to me.
*BAP expanded hidden units
I understand why for simplicity's sake that you generally only see hidden units when you finish movement, but it really diminishes the value of that ability.
*BAP -1 woods penalty
i'm not a fan of dead weight gear and if you're not using hidden units, BAPs are dead weight. this provides a modicum of utility
The BAP really needs some love, and with out them you are right it is nothing but dead weight.
*hotloading LRMs
if you're playing with small forces on small maps, it's not always possible to have "correctly" deployed forces and escort units. it's also fun.
I have never used them, so not sure how well it really works out, but did think they always sounded like fun.
*infantry digging in
i like being annoying
Infantry are one more of those things that are in a weird state I think, one they are supper weak and yet tough. A well used infantry platoon can be a pain to get rid of (as they should be), and this helps with that makes me love it. However I think infantry really need a complete overhaul, but maybe that just me.
Some other ones that I like (not sure if it is TacOps or not), the expanded hit chart, it just makes sense to me that if I am shooting on one side that I could hit the back.
The expanded piloting check for each 20 points, along with the bonus/penalty for weight classes. If 20 points of damage may make you fall, why does 100 not make it easier to fall?
and last one I have been using in MegaMek and found that I kind of like it is the alternate energy damage, where you do one extra point for point plank, and one less at long range.