D.Shaffer
First Post
*cut cut cut*Welcome to the wonder world of a 20+ year old game, and the various changes that have occured over the years ^.^
Neurohelmets appear to change from author to author. One might have then as a glorified gyroscope. Others have them as controlling everything but the eject button. ATM I think the official stance is it's a bit of both. The controls are there for the gross movements, but the helmet helps out. You cant control the entire mech with the neurohelmet, but if you tried to pilot one without it, you'd just end up flat on your face. The Clan EI system acts more like a traditional 'waldo' control and give better control without using a helmet, but it has rather nasty side effects. The IS has experimented with similar systems, but those have even nastier side effects.
Autocannons: Autocannons have changed a bit. Originally they appeared to be one shot cannon, but currently in the fiction and fluff text they're firing bursts of shells. Ultra and Rotary autocannon just have higher rates of fire then a normal autocannon, and jam easier because of it.
Armor: Battletech universe armor is TOUGH. IF you can find some of the earlier fluff text of the Mackie, the first battlemech, it basically won because its armor shrugged off the shells off the tanks it went up against. This was pre-Succession wars. And the Mackie's armor is considered LIGHT in the modern CBT universe. A modern tank's shell would bounce off it.
Range: This is purely a game balance issue. If you can find a copy of the MW:RPG-Mechwarriors Guide to Solaris, they have a 'dueling' system in the back where weapon ranges are expanded to 100 meters per hex (And makes it harder to hit at range). The TT game just shortens everything by assuming that terrain is going to limit it to around that much anyways
It's also a game balance issue they put in so they could keep melee attacks as a valid tactic. When they used more 'realistic' ranges in playtest, it turned into shooting matches.
Targeting: You have to aim because the target isnt standing still
That and the various targeting systems they have can still be spoofed or interrupted by ground clutter.
Neurohelmets appear to change from author to author. One might have then as a glorified gyroscope. Others have them as controlling everything but the eject button. ATM I think the official stance is it's a bit of both. The controls are there for the gross movements, but the helmet helps out. You cant control the entire mech with the neurohelmet, but if you tried to pilot one without it, you'd just end up flat on your face. The Clan EI system acts more like a traditional 'waldo' control and give better control without using a helmet, but it has rather nasty side effects. The IS has experimented with similar systems, but those have even nastier side effects.
Autocannons: Autocannons have changed a bit. Originally they appeared to be one shot cannon, but currently in the fiction and fluff text they're firing bursts of shells. Ultra and Rotary autocannon just have higher rates of fire then a normal autocannon, and jam easier because of it.
Armor: Battletech universe armor is TOUGH. IF you can find some of the earlier fluff text of the Mackie, the first battlemech, it basically won because its armor shrugged off the shells off the tanks it went up against. This was pre-Succession wars. And the Mackie's armor is considered LIGHT in the modern CBT universe. A modern tank's shell would bounce off it.
Range: This is purely a game balance issue. If you can find a copy of the MW:RPG-Mechwarriors Guide to Solaris, they have a 'dueling' system in the back where weapon ranges are expanded to 100 meters per hex (And makes it harder to hit at range). The TT game just shortens everything by assuming that terrain is going to limit it to around that much anyways

Targeting: You have to aim because the target isnt standing still
