Kannik
Legend
You're not taking my "Headshot at 22 hexes! The kid's a natural!" first roll, first kill of the session away from me.head shots are already bad enough...


You're not taking my "Headshot at 22 hexes! The kid's a natural!" first roll, first kill of the session away from me.head shots are already bad enough...
Thanks for the playtest report. That is a worry I had -- if as a tactic staying in the side arc becomes buffed (as you're guaranteed a side hit), then then it narrows the game because there's one "right" choice to make. And it could privilege initiative even more.Side torso change has some pretty big impact to the gameplay. Being able to focus damage on a single side was way more beneficial to the attacker than the defender. With a little luck on initiative you could really sandblaster a mech to hell. It became so obvious the movement phase became a game of circle the wagons.
A long time ago, the first time we played with IS XL engines, a friend and I in the midst of a game instituted a house rule that if you lose a side torso through depleting its structure it counts as X-1 engine slot hits (thus 2 engine hits for an IS mech and 1 engine hit for a clan mech). CASEing out the back of the mech and not transferring to the CT meant no crit roll on the CT and thus no chance to get another engine hit and take you out, making CASE worthwhile again on IS XL engined mechs.This one comes up a lot. From a single force for an afternoon of BT fun, case in XL engine mech seems like nipples on breastplate. Though, from a campaign and narrative point it makes sense. The only way to destroy beyond repair a mech is to core the CT. A mech can lose a torso and go down but case leaves the wreck salvageable.
Personally I would loathe switching from a bell-curve set of dice to a linear one. Much prefer the feel of proper bell curve probabilities.They should move from 2d6 to d20 and add levels (and not just for terrain)!![]()
Side torso change has some pretty big impact to the gameplay. Being able to focus damage on a single side was way more beneficial to the attacker than the defender. With a little luck on initiative you could really sandblaster a mech to hell. It became so obvious the movement phase became a game of circle the wagons.
Natch, but those are vehicles and not a stompy mech game.Historically speaking, ammo explosions in tanks typically result in catastrophic damage taking it out of the fight. NATO tanks are typically designed to channel such explosions in a manner that makes it more likely the crew survives, but the tank is still out of commission. I imagine when the rules were being written they had this in mind. As for why it might do damage, keep in mind the armor on a mech is designed to protect it from outside enemies rather an an internal explosion. Ammo going up inside should be a terrible occasion.
For me this speaks to the gameplay feel. If ammo explosions are written to be nearly instant death, then you're praying to the dice gods you don't take it on your first crit and only on your last crit in that space. And even if you take it in the last crit in your arm, is it going to propogate so much that it's again instant death? I've won games with what amounted to nearly 100-ton walking radios and that can be satisfying in its own way. I admit it's a balancing point: making ammo explosions strong enough that they have a sizable impact on the mech (including that it causes additional crit rolls PLUS pilot damage, which will trigger conciousness rolls) without being a foregone conclusion that the mech is done for. And while, as payn notes, remaining balanced with other, non-ammo using weapons.I'm open to the idea of ammo explosions doing less damage. But from what I remember, by the time I started taking internals the writing was pretty much on the wall. I was probably going to lose anyway.
Wouldn't it be neat if there were some sort of mechanic in tabletop that could model aiming talent the way we have it in the video games?You're not taking my "Headshot at 22 hexes! The kid's a natural!" first roll, first kill of the session away from me.![]()
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You can aim with targeting computers! (though Im a curmudgeon about their existence).Wouldn't it be neat if there were some sort of mechanic in tabletop that could model aiming talent the way we have it in the video games?
That's too big of a change, but I want it.
Well, depends. As Payn notes, if we're talking about the Mechwarrior games, in the more recent games the ability to pinpoint your fire leads to breaking a lot of the BT paradigm, as boating weapons becomes very potent. The classic Discoback (or the Ontos) is semi-frightening when it fires 8 MLs at you, but if they're scattering all over your mech you'll likely survive. When all 8 are going to hit a single location, you're done for. Why bother installing an AC/20 then? Or other weapons? Find the lightest weapons that hit the range you want and boat them together en masse.Wouldn't it be neat if there were some sort of mechanic in tabletop that could model aiming talent the way we have it in the video games?
That's too big of a change, but I want it.