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Battletech Public Playtest Thread
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<blockquote data-quote="payn" data-source="post: 9753725" data-attributes="member: 90374"><p>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.</p><p></p><p>This is one of those sneaky topics folks need to dig deep on. In introtech, ammo weapons are balanced against energy by heat. As long as you got ammo you can blast those those ACs and missiles every round. Energy boats tend to have to cycle. Enter clan invasion and the return of double heat sinks and now ammo weapons are just noticeably worse. So, I think the ammo explosion change is supposed to make it so its still very bad, but not mech dead bad. Though its looking to only be marginal. We have been using 1/10 damage on explosions for years locally. It seems to do what the playtest wants better.</p><p></p><p>I'd likley look another place to make a difference in weapons, stability like HBS did. Energy weapons dont cause PSR checks as a trade off for not blowing up. I know thats an extra layer of granularity they seem to want to remove, but it would make a difference in actually having ballistic weapons.</p></blockquote><p></p>
[QUOTE="payn, post: 9753725, member: 90374"] 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. This is one of those sneaky topics folks need to dig deep on. In introtech, ammo weapons are balanced against energy by heat. As long as you got ammo you can blast those those ACs and missiles every round. Energy boats tend to have to cycle. Enter clan invasion and the return of double heat sinks and now ammo weapons are just noticeably worse. So, I think the ammo explosion change is supposed to make it so its still very bad, but not mech dead bad. Though its looking to only be marginal. We have been using 1/10 damage on explosions for years locally. It seems to do what the playtest wants better. I'd likley look another place to make a difference in weapons, stability like HBS did. Energy weapons dont cause PSR checks as a trade off for not blowing up. I know thats an extra layer of granularity they seem to want to remove, but it would make a difference in actually having ballistic weapons. [/QUOTE]
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