So I can get to 1023 and unload on the Shadowhawk, this should deny LOS to the Legacy again and I have no idea what to think about the pair lurking in the woods. Four hexes out puts me out of range of his HMGs but in short range for the rest of his stuff. Absent anything I'm missing this is probably what I'm doing, all four tags and the LRMs into the Shadowhawk. I can also stop early in 0822 or 0923 and keep the same move mod but be further away from any of his junk? Not sure if the woods will fully block the Legacy from those positions though.
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# ? Dec 1, 2018 03:46 |
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# ? Apr 26, 2024 12:44 |
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PoptartsNinja posted:I've been pretty happy with the new PPCs too. They're still a good weapon but they basically turn having one into a game of keep-away. One thing that struck me as odd there is the clan gauss has all the same ranges as the medium gauss (except minimum range) and damages but only get the same shots/ton as the heavy gauss? in your chart medium gauss gets 9 shots/ton and clan gets 6. it also takes up an additional crit slot. The clan light gauss has same damages and ranges as the IS light gauss but has same ammo and takes up one less slot instead of one extra.
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# ? Dec 1, 2018 04:09 |
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Olothreutes posted:So I can get to 1023 and unload on the Shadowhawk, this should deny LOS to the Legacy again and I have no idea what to think about the pair lurking in the woods. Four hexes out puts me out of range of his HMGs but in short range for the rest of his stuff. Absent anything I'm missing this is probably what I'm doing, all four tags and the LRMs into the Shadowhawk. 1023 puts you at 6 hexes from the woods Buccaneer, and safe from the Legacy, I think that's a good move. Go for it!
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# ? Dec 1, 2018 05:46 |
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Stravag posted:One thing that struck me as odd there is the clan gauss has all the same ranges as the medium gauss (except minimum range) and damages but only get the same shots/ton as the heavy gauss? in your chart medium gauss gets 9 shots/ton and clan gets 6. it also takes up an additional crit slot. The new Clan emphasis on getting up-close and brutal and their near-total lack of scientists has deemphasized the Gauss. They haven't been keeping pace with the IS's redevelopment of the weapon. The implication is that their Gauss is just fine, but their ammo is too heavy and of inferior construction. The IS is jacketing their Gauss slugs in lighter, tougher Metallic Carbon. The Clans aren't. The Clan version is still a good weapon but "Welp, we shielded it from debris? Can we eat now?" is about all their technicians could manage. The Light Gauss they just straight-up stole and haven't had a chance to gently caress up yet. Edit: I am also considering an "EMP Track" like heat but with a set 'vent' rate (lighter 'mechs reboot faster?) that weapons like the TSEMP, one of the Narc specialty pods, and probably a special SRM ammo (replacing the near-useless ECM ammo) and maybe even the Light Gauss will attack directly. Currently every weapon with an EMP effect has a different ruleset so you can tag something with EMP ATMs and a TSEMP and the two don't stack. I don't have anything finalized, but we're looking at something like: 0 - No effect 1 - +1 penalty to Piloting 3 - Active Stealth Armor reverts to passive 5 - Guts -1 (if Life Support is offline, this becomes a pilot hit due to neurofeedback) 6 - Passive Stealth Armor is disabled, 5+ avoid shutdown chance 7 - Targeting computers and computer-based quirks (Combat Computers, Impvd. Communications, Impvd. Sensors) disabled 10 - 8+ avoid shutdown chance 12 - Automatic shutdown Units that shutdown instantly reset the EMP track to 0 (the same way they do for heat). 'Mechs of 35 tons or less vent 5 EMP/turn, 'Mechs of 60 or less vent 4, and all others vent 3? Something like that. It could turn into tracking hell, just clearly defining what effect each "EMP Weapon" has would also work (TSEMP forces shutdown, Light Gauss EMP gives movement penalties, NARC attacks Stealth Armor, SRMs try to fry the pilot...) PoptartsNinja fucked around with this message at 17:29 on Dec 1, 2018 |
# ? Dec 1, 2018 14:42 |
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PoptartsNinja posted:The new Clan emphasis on getting up-close and brutal and their near-total lack of scientists has deemphasized the Gauss. They haven't been keeping pace with the IS's redevelopment of the weapon. The implication is that their Gauss is just fine, but their ammo is too heavy and of inferior construction. The IS is jacketing their Gauss slugs in lighter, tougher Metallic Carbon. The Clans aren't. Turns out that treating your scientists like utter dogshit until they rebel and you murder them with cold fury was counter productive, huh? But then, the Clans are basically the equivalent of highschool jocks in giant robots. Science is nerdy stuff and they don't need that so long as they are MANLY MEN and MANLIER WOMEN.
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# ? Dec 1, 2018 17:05 |
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PoptartsNinja posted:The new Clan emphasis on getting up-close and brutal and their near-total lack of scientists has deemphasized the Gauss. They haven't been keeping pace with the IS's redevelopment of the weapon. The implication is that their Gauss is just fine, but their ammo is too heavy and of inferior construction. The IS is jacketing their Gauss slugs in lighter, tougher Metallic Carbon. The Clans aren't. Ok that makes sense i just wasnt sure if it had been intentional or a goof with the light gauss being the traditional more weight and space efficient
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# ? Dec 1, 2018 20:16 |
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Clan Techs noticed if they used Clan Spec capacitors they could make the charging coils a little smaller. I'm still not sold on that, it may wind up identical to the IS version since it's stolen (or the IS version may wind up 3 crits too, but it's not like light 'Mechs have space constraints since they're not choking on 28 Ferro/Endo slots as often). I think it's competitive with the AC/5 without overshadowing it, which is what I was hoping for. It's got a more limited damage type in exchange for its higher range. Edit: and it stands to reason that aircraft are probably going to have a problem with extremely high velocity foreign object damage. PoptartsNinja fucked around with this message at 20:34 on Dec 1, 2018 |
# ? Dec 1, 2018 20:31 |
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Honestly I think that the clans getting rid of minimum ranges on their gausses and PPCs and other such things in exchange for taking up an extra crit makes sense. Can't circle of equals very well if your gauss minimum range is 150m or whatever
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# ? Dec 2, 2018 01:25 |
Gwaihir posted:1023 puts you at 6 hexes from the woods Buccaneer, and safe from the Legacy, I think that's a good move. Go for it! Yeah, I did it. I'm running to 1023 and unloading into the Shadowhawk.
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# ? Dec 2, 2018 07:32 |
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Orders in, movin to hex 0525 (unless I'm mistaken about being able to occupy the same hex as the plane, then I'm movin to 0426) and shootin at the shadow Hawk
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# ? Dec 2, 2018 07:51 |
OniPanda posted:Orders in, movin to hex 0525 (unless I'm mistaken about being able to occupy the same hex as the plane, then I'm movin to 0426) and shootin at the shadow Hawk The plane is at height 7, so no issues there.
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# ? Dec 2, 2018 09:55 |
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Ferrosol, let me know if you need an extension, alright? Edit: Overwhelm is a really fun SPA. I like it. PoptartsNinja fucked around with this message at 22:39 on Dec 2, 2018 |
# ? Dec 2, 2018 21:41 |
Apologies I thought I'd submitted orders last night. But I must not have clicked send. before I shut down for the evening. PoptartsNinja posted:Ferrosol, let me know if you need an extension, alright?
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# ? Dec 2, 2018 22:57 |
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It's still Headshot O'Clock?!
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# ? Dec 3, 2018 00:16 |
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This is the scenario that just keeps giving
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# ? Dec 3, 2018 00:22 |
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Awfully thirsty dice this mission.
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# ? Dec 3, 2018 00:23 |
PoptartsNinja posted:It's still Headshot O'Clock?! New BattleTech best BattleTech.
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# ? Dec 3, 2018 00:25 |
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We're gonna skip another generation to better head and cockpit armour. Now they use cameras and actual armour. Also the head is small enough that armouring it isn't as mass costly as armouring a torso.
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# ? Dec 3, 2018 00:31 |
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Sorry for the low quality, there's only so much I can do with MS Paint.
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# ? Dec 3, 2018 00:45 |
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W.T. Fits posted:
The quality is fine. My objection is that in the image, it is clearly half past headshot, not headshot o'clock.
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# ? Dec 3, 2018 01:35 |
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This is a crack* military unit we're talking about here, I think they would say that itvs Oh-Headshot-Thirty
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# ? Dec 3, 2018 01:40 |
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W.T. Fits posted:
PoptartsNinja posted:It's still Headshot O'Clock?!
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# ? Dec 3, 2018 01:45 |
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Narsham posted:The quality is fine. My objection is that in the image, it is clearly half past headshot, not headshot o'clock. I was using the template from knowyourmeme, which has the hands in the 5:30 position, but that's fair. Edit: Bleh. I need to remember to pay better attention to analog clocks. W.T. Fits fucked around with this message at 04:19 on Dec 3, 2018 |
# ? Dec 3, 2018 01:49 |
No it's fine it's kinda like timecube - every individual minute past headshot'o'clock is ALSO headshot'o'clock.
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# ? Dec 3, 2018 03:37 |
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W.T. Fits posted:I was using the template from knowyourmeme, which has the hands in the 6:30 position, but that's fair. It looks like 5:30, but its been a while since I've had to seriously deal with analog clock faces.
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# ? Dec 3, 2018 04:05 |
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CoffeeQaddaffi posted:It looks like 5:30, but its been a while since I've had to seriously deal with analog clock faces. Yeah, it also looks like 5:30 to me.
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# ? Dec 3, 2018 04:15 |
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Fixed.
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# ? Dec 3, 2018 04:23 |
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The Bloody Hand Update 8 “Something’s wrong. I can’t raise the recon lance.” Mavuto Mwangi’s brow furrowed in worry. He’d tried all the company channels, plus the emergency backups. He’d even taken a few seconds to query the planet’s communication grid to see if any towers or substations were offline—and had gotten nothing. The only outages had been caused by a blizzard on another continent entirely. His hands tensed on the controls. “Did the pirates knock out the local piggyback substation?” Lt. Hadjiev asked. Mavuto felt justified having his first suspicion mirrored. “Negative,” Mavuto confirmed. “The continental network is fine.” Hadjiev blew a worried breath past his microphone, filling the airwaves with static. “Lt. Dominguez knows what she’s doing. The pirates probably just brought some ECM and made it into knife-fighting range.” Mavuto’s frown deepened into a full scowl. “We’d be getting snippets on their lance channel whenever a pilot managed to break through for a moment. There’s just silence, on all channels. It’s like they’re just gone.” “Captain!” Mechwarrior Varney exclaimed into the company’s main channel. “The enemy! They’ve stopped dead! Not even little balance motions, it’s like the pilots all just died!” As if to test his point, Varley jabbed his Griffin’s sword against the leg of the pirate Chimera. The machine wobbled in place and threatened to fall—but Mavuto saw he was right. The torso didn’t budge, the pilot didn’t take a half-step back to catch his balance. It was like the ‘Mech had gone into maintenance mode all at once. “Marionettes!” Nikolic spat, “With their loving strings cut!” “Be on your guard, N’Golo,” Mavuto warned. “There’s definitely—” “Something amiss? An understatement,” a mellifluous, androgynous voice filled the mercenary company’s command frequency. The sound of it sent an almost electrical shock down Mavuto’s spine, like someone had taken a razorblade and scored his skin from scalp to tailbone. “You’ve done better than expected. Now, would you kindly die?” Overwhelm Phase AWS-18Q Awesome (Player) - Fires PPC at Shadow Hawk ([3] base + 0 range + 2 movement + 3 enemy movement + 1 heat = 9): rolled 12, hit Right Torso (8/18 armor remaining)! - Fires PPC at Shadow Hawk ([3] base + 0 range + 2 movement + 3 enemy movement + 1 heat = 9): rolled 9, hit Center Torso (13/23 armor remaining)! - Fires PPC at Shadow Hawk ([3] base + 0 range + 2 movement + 3 enemy movement + 1 heat = 9): rolled 9, hit Right Leg (6/16 armor remaining)! - Gains 30 heat, sinks 29! Movement Phase Archer (Player) PTN’s note: I forgot to change your speed back to 4/6 after you cooled off last turn, so the 5/8 move still works. Error in the player’s favor. Shooting Phase Red Kite Attack VTOL #1 (Allied) - Holds fire! Red Kite Attack VTOL #2 (Allied) - Holds fire! ARC-22R Archer (Player) - Fires TAG at Shadow Hawk ([3] base + 0 range + 2 movement + 3 enemy movement = 8): rolled 4, miss! - Fires TAG at Shadow Hawk ([3] base + 0 range + 2 movement + 3 enemy movement = 8): rolled 5, miss! - Fires Light TAG at Shadow Hawk ([3] base + 2 range + 2 movement + 3 enemy movement = 10): rolled 5, miss! - Fires Light TAG at Shadow Hawk ([3] base + 2 range + 2 movement + 3 enemy movement = 10): rolled 3, miss! - Fires LRM-6 (Laser-Guided) at Shadow Hawk ([3] base + 0 range + 2 movement + 3 enemy movement + 2 minimum range = 10): rolled 5, miss! - Fires LRM-6 (Laser-Guided) at Shadow Hawk ([3] base + 0 range + 2 movement + 3 enemy movement + 2 minimum range = 10): rolled 11 with a cluster roll of (8 + 2 = 10): 5 missiles hit Left Arm (11/16 armor remaining), Left Arm (6/16 armor remaining), Left Leg (11/16 armor remaining), Left Arm (1/16 armor remaining), Left Arm (0/16 armor, 5/9 structure remaining (Crit!)! - Gains 14 heat, sinks 13! AWS-18Q Awesome (Player) - Weapons overheated! - Gains 31 heat, sinks 29! Overheating! MAD-37M Marauder (Player) - Fires Large Laser at Shadow Hawk ([3] base + 0 range + 1 movement + 3 enemy movement - 1 Laser = 6): rolled 7, hit Left Leg (0/16 armor, 12/13 structure remaining)! Crit! - Fires Large Laser at Shadow Hawk ([3] base + 0 range + 1 movement + 3 enemy movement - 1 Laser = 6): rolled 7, hit Head (0/9 armor, 0/3 structure remaining)! Head destroyed! - Fires Autocannon/5 (Ultra, HE) at Shadow Hawk ([3] base + 2 range + 1 movement + 3 enemy movement = 9): rolled 10 with a cluster roll of 8: 2 shells hit Left Arm (0/9 structure remaining (Arm blown off!), Right Leg (1/16 armor remaining)! - Gains 24 heat, sinks 22! TDR-55S Thunderbolt (Player) - Primary target destroyed! - Fires LRM-4 at Chimera ([3] base + 0 range + 2 movement + 3 enemy movement = 8): rolled 8 with a cluster roll of (11 + 2 = 12): 4 missiles hit Center Torso (9/14 armor remaining), Left Torso (7/12 armor remaining), Right Torso (7/12 armor remaining), Head (4/9 armor remaining (Pilot hit!)! - Gains 7 heat, sinks 14! GRF-101N Griffin (Player) - Primary target destroyed! - Gains 5 heat, sinks 14! HBK-404 Hunchback (Player) - Primary target destroyed! - Gains 2 heat, sinks 13! BCN-23X Buccaneer (Pirate Refit) - Fires EM Autocannon/10 (Ultra, AP) at Red Kite #1 ([3] base + 2 range + 0 movement + 3 enemy movement = 8): rolled 2, miss! - Gains 4 heat, sinks 10! CMA-8S Chimera - Fires LRM-4 at Hunchback ([3] base + 0 range + 3 movement + 2 enemy movement = 8): rolled 10 with a cluster roll of (6 + 2 = 8): 3 missiles hit Left Leg (15/20 armor remaining), Right Leg (3/20 armor remaining), Left Leg (10/20 armor remaining)! - Gains 10 heat, sinks 11! SHD-14S Shadow Hawk - Fires Gauss Rifle at Archer ([3] base + 0 range + 3 movement + 3 enemy movement = 9): rolled 10, hit Right Torso (9/24 armor remaining)! - Gains 8 heat, sinks 10! VND-9R Vindicator - Fires LRM-1 at Thunderbolt (4 base + 0 range + 0 movement + 3 enemy movement = 7): rolled 7, hit Rear Center Torso (2/7 armor remaining)! - Gains 2 heat, sinks 11! LGC-10 Legacy - Fires Autocannon/10 (Ultra, AP) at Marauder ([3] base + 2 range + 1 movement + 1 enemy movement = 7): rolled 8 with a cluster roll of 7: 1 shell hit Left Arm (12/22 armor remaining)! - Fires Autocannon/10 (Ultra, AP) at Marauder ([3] base + 2 range + 1 movement + 1 enemy movement = 7): rolled 6, miss! - Gains 13 heat, sinks 11! Physical Combat Phase: Thunderbolt (Player) - Melee target already destroyed! Griffin (Player) - Attacks Chimera with Sword (4 base + 3 movement + 3 enemy movement - 2 sword = 8): rolled 10, hit Right Leg (5/16 armor remaining)! End Phase: Chimera - Must pass a piloting test or fall (4 base + 1 leg damaged in melee + 1 massive damage = 6): rolled 6, succeeds! Next Turn’s Movement Phase Pirate Forces - Remote kill-switch triggered! Map Link Player Status: Ally Status OpForce Status: Special Rules Overwhelm – A Command Console equipped unit with the Overwhelm SPA may declare a weapon attack in the Initiative Phase, before any units have moved or fired. This attack resolves immediately in the initiative phase, and uses the previous turn’s modifiers for cover and movement. A unit that made an Overwhelm attack may not fire in the shooting phase. Overwhelm may only be used if an enemy unit was destroyed on the previous turn, and only functions if the named individual is serving as a unit’s gunner. Anchor Turn – A unit with Anchor Turn may reserve 1 MP until the end of the movement phase. A unit with Anchor Turn that has reserved MP in this way may make a 1-hexside turn after all units without movement-modifying SPAs have moved normally. A unit that used Jump MP is unable to make an Anchor Turn. Step In – A unit with Step In may reserve up to half its normal walking MP until the end of the movement phase. A unit with banked MP may expend that banked MP for any purpose at the end of the movement phase, after all units without movement-modifying SPAs have moved normally. A unit with Step In may not use Step In to exceed its modified maximum running MP. A unit using Step In only counts as running if it exceeds its normal walking MP. Primary Objectives Defeat or Drive Off the Unknown Attackers (0/6) Secondary Objectives Don’t Panic (0/1) Orders Due: Midnight Tuesday!
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# ? Dec 3, 2018 05:03 |
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Oh gently caress oh poo poo what
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# ? Dec 3, 2018 05:07 |
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I wonder if there will ever be a mission again where the OpFor doesn't change halfway through. Those are Wobbies, right?
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# ? Dec 3, 2018 05:09 |
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Comstartin trouble. Was this always the plan or a potential stand-in for players doing TOO well and sweeping the rug out?
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# ? Dec 3, 2018 05:12 |
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Xarbala can answer that. The update took longer than normal because I was expecting to need more Malaks and didn't have the Preta sprites done. PoptartsNinja fucked around with this message at 05:18 on Dec 3, 2018 |
# ? Dec 3, 2018 05:14 |
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This update should teach everyone to always call secondary targets.
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# ? Dec 3, 2018 05:29 |
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OH poo poo. edit: Sweet jesus look at these beautiful Comstar mechs. Artificer fucked around with this message at 05:53 on Dec 3, 2018 |
# ? Dec 3, 2018 05:50 |
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Artificer posted:edit: Sweet jesus look at these beautiful Comstar mechs about to get wrecked
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# ? Dec 3, 2018 06:05 |
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evilmiera posted:This update should teach everyone to always call secondary targets. MY LASERS HUNGER FOR MORE Seriously though holy poo poo the luck I've got. Also fuuuuuuuuuuuuuck those look mean as hell.
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# ? Dec 3, 2018 06:09 |
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Night10194 posted:I wonder if there will ever be a mission again where the OpFor doesn't change halfway through. The Manei Domini were Wobbie super-elite troops in the Jihad. On the other hand, it was the RWR experimenting with cyber-brains and combat drugs, not ComStar in this universe.
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# ? Dec 3, 2018 06:13 |
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heads heads for the reaping
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# ? Dec 3, 2018 06:18 |
Well poo poo, that's a thing. At least we don't have to worry too much about the legacy I guess? "Extremely hostile ACE."
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# ? Dec 3, 2018 06:21 |
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# ? Apr 26, 2024 12:44 |
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Oh jeez, what. Guess things were going too well for you guys and the WoBbies (or NRWR forces, since all of the previous kind of these mechs we've seen before were in their hands) pulled the kill switch and came in to clean house themselves. Guess that's why PTN never actually specified to us which storage tanks were the ones you guys were ostensibly supposed to protect. Still, Marauder continuing to take names with headshots as the Shadow Hawk goes down without doing much of anything, like the last couple who also went down the same way. Too bad it doesn't really matter much anymore now.
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# ? Dec 3, 2018 06:28 |