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<blockquote data-quote="Kannik" data-source="post: 9798759" data-attributes="member: 984"><p>Finally getting a chance to post here about the (revised since first released) Gear Playtest rules:</p><p></p><p>AMS changes: Both seem fine. AMS tends to be pretty niche and also tends runs out of ammo real darn quick. They probably could use a bit more bang for their c-bucks. </p><p></p><p>Standardized Explosive Component: Also seems fine. Tracks close enough to the original and less to need to memorize or look up. </p><p></p><p>Armor and Gyros: All of my playing has been in the eras up to 3060ish, so I haven't played with any of these fancy armour types or gyros, so I can't really comment on them.</p><p></p><p>Missiles and Special Munitions: Ditto to the above. </p><p></p><p>Rotary Autocannons: Ditto again above about not playing beyond 3060, but also, as an aside, I dislike the idea of RACs because in my mind all mech ACs were either chain guns or rotary cannons already (as opposed to a single shot cannon like on a tank -- which as an alternate weapon added to the game for vehicles specifically can make vehicles unique and a neat threat!) and so this seemed a poor way to add another weapon to the game. Just an aesthetic thing.</p><p></p><p>AC survivability: Cool, like it. Simple idea and nicely gives them a boost to their viability in a unique way rather than changing their damage or range values. (That said, maybe still make the AC/2 and AC/3? I've heard that as a house rule quite often.)</p><p></p><p>Ultra ACs: Not jamming is probably fine. </p><p></p><p>C3/Narc/ECM/Physical Weapons: Was not common enough on our tables to have any thoughts on them.</p></blockquote><p></p>
[QUOTE="Kannik, post: 9798759, member: 984"] Finally getting a chance to post here about the (revised since first released) Gear Playtest rules: AMS changes: Both seem fine. AMS tends to be pretty niche and also tends runs out of ammo real darn quick. They probably could use a bit more bang for their c-bucks. Standardized Explosive Component: Also seems fine. Tracks close enough to the original and less to need to memorize or look up. Armor and Gyros: All of my playing has been in the eras up to 3060ish, so I haven't played with any of these fancy armour types or gyros, so I can't really comment on them. Missiles and Special Munitions: Ditto to the above. Rotary Autocannons: Ditto again above about not playing beyond 3060, but also, as an aside, I dislike the idea of RACs because in my mind all mech ACs were either chain guns or rotary cannons already (as opposed to a single shot cannon like on a tank -- which as an alternate weapon added to the game for vehicles specifically can make vehicles unique and a neat threat!) and so this seemed a poor way to add another weapon to the game. Just an aesthetic thing. AC survivability: Cool, like it. Simple idea and nicely gives them a boost to their viability in a unique way rather than changing their damage or range values. (That said, maybe still make the AC/2 and AC/3? I've heard that as a house rule quite often.) Ultra ACs: Not jamming is probably fine. C3/Narc/ECM/Physical Weapons: Was not common enough on our tables to have any thoughts on them. [/QUOTE]
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