There is multiple infantry discounts. Infantry defensive values have a cost on bubbles like structure, but dont take crits. Their armor likewise uses structure pricing multipliers. Their damage divisors are free and stronger then reflective armor, while reflective armor and other damage divisors all pay. They get an accuracy bonus, a facing bonus, a movement bonus, and a hidden 'range' bonus at point blank, all free. Their weapons that generate their range bracket are separate from their weapons that generate squad damage, so they get to multiply their range several times for free; while for every other unit its rangeXdamage infantry instead are range+damage.
EVERY hit degrades performance, they're exterminated by the lowest-damage weapon in the game (also one of the most common, and it doesn't make heat), they're also still annihilated by flamers, infernoes, there are multiple weapons that also do expanded damage to infantry including pulse lasers, and they're slow.
VERY Slow. Infantry does not have a 'flank' speed...
This is why a platoon of infantry is less then 100 BV, compared to a similarly tough unit with the same damage and range being multiple times that.
And yes, I suppose im including the 'jerk' issue in vehicles/infantry. The units in the middle, vedettes and Po's and such, are everything you all say. Simple 1 main gun, not to fast, easy to kill, and totally unoffensive on the table. Being in the middle, they dont exploit the balance formulas, and being tracked tanks they are the least extreme with terrain and extra motive rules. They are also the closest to what BSPs are, simple, not to fast, easy to kill units with 1 attack, and not exploitative of balance. As for infantry sinking init, well you can call that a 'jerk' move, but every player I know that has infantry in the back field is still gonna move them first. Right? Like, even if you dont spam infantry, you are still gonna move them first, no matter how 'jerky' that is, cause its the obvious thing to do. BSPs at least fix that issue with infantry init sinks.
Incorrect. Inner sphere mechs dont get a discount. They use the exact same formula as clan mechs. An IS mech with 30 damage at range 9 and a clan mech with 30 damage at range 9 have the same offensive BV.So they DONT use the same formula if they have extra variables, right? Those variables on the high and low end are what im talking about. Calling me 'blind' to how vees work is pretty uncool. We could 'argument of authority' fallacy or what not with examples, but lets not. Try not to make it personal dude, im just calling out what you already acknowledge, that the variables that price down vehicles are exploitative.
We're going to disagree on this one. YES, some things in BV2 do need changes-the rotor damage nerf to VTOLs should be a bv multiplier on its own, just on account of how large that rotor disk is (Percentage of the base hit-table it occupies) and the effective armor defense of reducing most fire to a one or at most two, point hit. The usefulness of vTOLs is not 'general' however-so that offsets it because of what a VTOL isn't good at doing, even when you make it very heavy.
Most hardcore Vehicle users won't take a Vedette unless they're forced to. That's true, because
it's a bad design. It's badly designed, badly implemented, and goofy looking. The Po, however, is usually a pretty GOOD design for a tracked tank. In some ways it's superior to more expensive general purpose machines like the Patton-Ultra, because the Po has a reliable main gun that is effective, while the Ultra Autocannon on the Patton will fail you at the wrong time.
everytime.
"easy to kill" reveals your REAL problem, right there. You wave off Carcasondawn's argument about the costing of IS vs Clan because what you have, is a problem with Vehicles being viable on the map. Don't feel bad, some of the line developers have had the same problem over the years of wanting the game "Kept to its pure 'mech roots', but having to wrestle with, and tolerate, units that were not 'mechs, and scenarios that were not identical duels. (Hence, the implementation of Force Size Multiplier to the original published draft of BV2.0, which was not, until later, optional to that system.)
If you choose not to acknowledge the power of a cheap transport hover or vtol, or a crazy brick turret, and its role in what is called 'jerk' behavior, then its willfully absolving the vehicle's part in why the 'jerk' player takes those units. The 'jerk' player takes those units, in numbers across the states time and again, because of just how overturned they are on the high and low end. We dont care that the basic Po or Vedette tank is crap and not a problem. Vehicles are judged by their actually played units, which is the high and low end.
Some designs ARE very good in very narrow roles. I wouldn't try to mechanize a light infantry company using Bug 'mechs, because that's not what they're optimized to do, and they will be terrible at it. Likewise, yes, the 'killer application' for a crazy brick tank (3/5 or slower maxed armor with a big gun or three) IS to sit there being an obstacle at a particular point in the terrain...but it can't play offense to save its ass, and if you're in open country you're done if you're relying on it. narrow, specific situations are the only places those designs really shine when the players themselves are of equal skill. That's what "Specialist design"
means. They're going to be good at
narrowly specific jobs.
Cannonshop is famous for showing how crazy good the low end 434bv 15 ton Mantis attack Vtol is, splashing vtols with higher costs and earning very high margins. The vehicles on the upper/lower margins are simply overtuned in balance cost, and form the majority of 'good' vehicles people want to take. (I owned 2 IWM vtols in total before the latest kickstarter, and the Mantis is one of the two, the ubiquitous warrior is the other.)
You learned the wrong thing from my lectures then. Let me clarify it for you: A Mantis is fantastic for dogfighting other VTOLs. It largely sucks ass for any other role
besides chasing other VTOLs...maybe chasing hovercraft around, but a Hovercraft can play bunker, and a VTOL can't.
The question asked that started this tangent is why someone (other then me) didnt like the infantry and vehicle rules in TW. My answer was in cost. The balance cost, in asymmetric discounts, the time cost of using TW vees and infantry with the terrible TW book layout and page flipping, the time cost of using so many more units that TW infantry and vees affords the so called 'jerk' player, and the accessibility cost both in needing the TW book I and other cant recommend, and a lack of model access. Lack of model access is something charistoph agrees with. He dismisses the 'jerk' problem, which I clearly dont think is fair.
I dont think its a 'jerk' player that takes the high/low end vehicles, I think that is the average vehicle experience, because its not a mystery that those units are really, really good--because of cost imbalances I have mentioned.
You're rolling a lot of issues into this. TW's layout is bad-because it was formatted on PDF with PDF search functions, so there was no driving need to notice that it was a cluster-frack. It also hit the printer with 55 pages of Errata that had to be done, on things already found in playtesting, resolved in playtesting, then not incorporated into the copy sent to the printer before it was sent.
The Early 2000's were a mess, Catalyst was literally a couple guys working out of a garage plus people phoning in by internet with a few meetings in between, and having to wrestle with/satisfy Wizkids, then having to do it all over again with Topps when Topps Bought Wizkids.
Where you're wrong, though, is that vehicles, even with all the Munchtek add-ons, are
not OP. There is a solid argument that they're undervalued in some edge cases (VTOLs I'm looking at YOU), but they're not OP, and some of the higher valued ones aren't actually very useful outside of very specific scenario situations (Now, I'm looking at the 3/5 and slower assault tanks). The heaviest Tanks are among the
least useful in the game. Dohn't get me wrong, they're powerful, but they're not
useful-they only have one trick, and that's roll up, put it in park and play turret until the scenario ends or it's destroyed. a light/Medium 'mech that costs less is more generally useful than an Alacorn or Demolisher, you have to get to the BOTTOM of 'mech weight before that changes-at least, in any role that isn't 'sit parked and play speedbump'.
The tanks you say you don't see? those "middle of the road' designs like the Po, 3025 Patton, Gauss Rommel, Fury, etc? (4/6 with a useful main gun and adequate armor, maybe a decent coax mount?) Those ARE generally useful designs, especially in the hands of someone who's learned how to win using Vehicle units. (aka tactics that generally work, even if you lose individual units). I try to avoid assualt tanks unless it's a carefullly preplanned scenario, because outside of narrow conditions, the big, slow, boys aren't very useful most of the time, and losing them is costly.
Likewise, if the map's a pancake, there's no reason NOT to take hovers or quicker wheeled vehicles (or for wheeled vees, maps with lots of pavement where they can get a movement bonus to make up for being helpless in other terrain, yo.)
but you need a balanced force to make them effective. OTOH, 'mechs can slot damn near anywhere unless they're intentionally overspecialized (Hunchback IIC).
Like, what does it take to admit something like the TW vehicle WiGE rules are bad? "Yeah, regardless of WiGE being good or bad, I dont want to play against them" feels like a pretty normal reaction, right?
"WIGE" rules were "Tested" without an example to test with-because the generation rules had to wait for TechManual. Likewise with Airships.
What's your point?