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<blockquote data-quote="payn" data-source="post: 9888345" data-attributes="member: 90374"><p>Skidding is/was a nightmare. /inhale You had to have the modifer table out, and if you failed you had to calculate how far you moved beforehand to see how far you skid. Lord help you if a mech or vee was in the path of your skid and had to figure out an unintentional charge, Then, pray to jeebus you dont crash into a building have to find out if it has a basement, if you did enough damage to make it collapse, and if you mech can actually survive all that damage... /exhale</p><p></p><p>I was hoping for something more like PSR every time you turn on pavement or fall over and skid a hex. </p><p></p><p>I always thought turn one dumping was silly. Just deploy with an empty bin! Though, im guessing folks were rules sticklers about it and thats why it was a thing.</p><p></p><p>My guess is that a lot of folks gave feedback that they love when ammo is hit and explodes killing the mech. Im guessing thats a lot of energy boat folks saying that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60f.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":sneaky:" title="Sneaky :sneaky:" data-smilie="21"data-shortname=":sneaky:" /> I feel like the ammo dump removal was to make this happen more often, which is just going to make folks take ammo loaded mechs less often. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p><p></p><p></p><p><img class="smilie smilie--emoji" alt="☝️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/261d.png" title="Index pointing up :point_up:" data-shortname=":point_up:" loading="lazy" width="64" height="64" /></p><p></p><p>Kicks always seemed a bit too easy to me. This makes it more of a choice for melee builds and its faster as you dont have to think about the differences anymore.</p><p></p><p>I think they want to speed up the game. Falling is a bit of a chain reaction, causing numerous rolls. Personally, I liked the direction because we always used one arm firing while prone advanced rule. Where you fall determines your arc of fire. Its even more curious because you still have to roll to see if its front or back damage now. So, its not <em>that</em> much faster. </p><p></p><p>We always liked the spiral of death. I would split the difference and keep consciousness (it doesnt happen that often) but ditch multiple PSR for actuator hits. Im also sad that ammo exploding only causes 1 injury now...</p><p></p><p>Quads have a lot of benefits in CBT, its AS they suck hard. Though, yeah im curious to see what they did.</p><p></p><p>The big one for me is I didnt see anything with LRMs. In fact, it sounds like they are changing the only thing that made them good, which is semi-guided ammo. Well, I think spotting is getting a rework but im not sure how. Anyways, I always felt LRMs are pretty weak and was sad to not see any attempts to buff them.</p></blockquote><p></p>
[QUOTE="payn, post: 9888345, member: 90374"] Skidding is/was a nightmare. /inhale You had to have the modifer table out, and if you failed you had to calculate how far you moved beforehand to see how far you skid. Lord help you if a mech or vee was in the path of your skid and had to figure out an unintentional charge, Then, pray to jeebus you dont crash into a building have to find out if it has a basement, if you did enough damage to make it collapse, and if you mech can actually survive all that damage... /exhale I was hoping for something more like PSR every time you turn on pavement or fall over and skid a hex. I always thought turn one dumping was silly. Just deploy with an empty bin! Though, im guessing folks were rules sticklers about it and thats why it was a thing. My guess is that a lot of folks gave feedback that they love when ammo is hit and explodes killing the mech. Im guessing thats a lot of energy boat folks saying that :sneaky: I feel like the ammo dump removal was to make this happen more often, which is just going to make folks take ammo loaded mechs less often. 🤷♂️ ☝️ Kicks always seemed a bit too easy to me. This makes it more of a choice for melee builds and its faster as you dont have to think about the differences anymore. I think they want to speed up the game. Falling is a bit of a chain reaction, causing numerous rolls. Personally, I liked the direction because we always used one arm firing while prone advanced rule. Where you fall determines your arc of fire. Its even more curious because you still have to roll to see if its front or back damage now. So, its not [I]that[/I] much faster. We always liked the spiral of death. I would split the difference and keep consciousness (it doesnt happen that often) but ditch multiple PSR for actuator hits. Im also sad that ammo exploding only causes 1 injury now... Quads have a lot of benefits in CBT, its AS they suck hard. Though, yeah im curious to see what they did. The big one for me is I didnt see anything with LRMs. In fact, it sounds like they are changing the only thing that made them good, which is semi-guided ammo. Well, I think spotting is getting a rework but im not sure how. Anyways, I always felt LRMs are pretty weak and was sad to not see any attempts to buff them. [/QUOTE]
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