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Pointless Rant
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Blackhand
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PostPosted: 31-Aug-2004 20:28    Post subject: Pointless Rant Reply to topic Reply with quote

After wandering through the Custom TRO mechs I notice a problem in my opinion.

XL engined mechs picking up more weapons over the previous models and dumping armour to go fight the clans.

Personally if your going to the clan front and you put an XL in, you add ECM, max your armour.

Otherwise your just asking to be eaten by the clans superior range and Targeting Computers.

Plus XL, Omnis don't go to Perphery nations and small mercenary units no matter what.
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mud
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PostPosted: 31-Aug-2004 21:52    Post subject: RE: Pointless Rant Reply to topic Reply with quote

Believe me, I've noticed this too. I.S. XL technology is a huge liability IMHO. I don't think I've got a single I.S. design up there that uses them. (of course, I also tend to stick to Level one stuff for the I.S.) Far too easy for a Streak SRM to seek out that lucky critical hit that knocks your engine out.

If you're playing BV, I'd rather have larger numbers of low-tech stuff that a few fancy machines.

[ This Message was edited by: mud on 2004-08-31 21:53 ]
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Nightmare
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PostPosted: 31-Aug-2004 23:17    Post subject: RE: Pointless Rant Reply to topic Reply with quote

What are you going to do with ECM against clanners? They don't use C3 and it doesn't work against TCs. Hidden units could benefit from it, but how often do you get to do that?

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Blackhand
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PostPosted: 31-Aug-2004 23:50    Post subject: RE: Pointless Rant Reply to topic Reply with quote

As far as I knew, it disrupted Targeting Computers, Could you point me to the ruling/page that says it doesn't?

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mud
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PostPosted: 01-Sep-2004 00:12    Post subject: RE: Pointless Rant Reply to topic Reply with quote

What about Streak, Artemis Systems, and TAG?
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StarRaven
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PostPosted: 01-Sep-2004 00:41    Post subject: RE: Pointless Rant Reply to topic Reply with quote

http://www.kerensky.tierranet.com/btech/mechlab/electronics.html

Guardian ECM neutralizes Beagle, NARC, Artemis, and C3. If you want to kill Streaks and targeting computers, you need an Angel (which why is many of the 'Mechs I design mount one.)

As for the engines, I came into level 2 tech first and am now working my way down. I tend to see an XL engine's vulnerability as normal, while a standard engine's lack of vulnerability is something extra, to make up for its increased weight. Still, an IS 'Mech with an XL engine ought to be mounting full or near full armor, especially if its going up against the Clans. (It also ought to be mounting an Angel ECM.)


[ This Message was edited by: StarRaven on 2004-09-01 00:44 ]
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Karagin
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PostPosted: 01-Sep-2004 06:50    Post subject: RE: Pointless Rant Reply to topic Reply with quote

Quote:

On 2004-09-01 00:41, StarRaven wrote:
If you want to kill Streaks and targeting computers, you need an Angel (which why is many of the 'Mechs I design mount one.)



Well if you are playing with Level 3 tech then yes the Angel can do all of that, and that depends on which rule book you go with on what the Angel can and Can't do. The old THB say it can jam TCs and I believe MaxTech doesn't even mention that part, though the revised version might. So while Angel is helpful it does have some drawbacks and the Clan side can counter with their Watchdog (I believe that is the name) ECM system.

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Col. Dwight Chandra
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PostPosted: 01-Sep-2004 11:21    Post subject: RE: Pointless Rant Reply to topic Reply with quote

I have made one design that does okay with the XL, but it is a VERY specialized design. A recon mech that doesn't rely at all on its weaponry, and enough heat sinks to take two engine crits and still jump max.

...but that being said, I agree...I generally don't use XLs.

Quote:

On 2004-08-31 21:52, mud wrote:
Believe me, I've noticed this too. I.S. XL technology is a huge liability IMHO. I don't think I've got a single I.S. design up there that uses them. (of course, I also tend to stick to Level one stuff for the I.S.) Far too easy for a Streak SRM to seek out that lucky critical hit that knocks your engine out.

If you're playing BV, I'd rather have larger numbers of low-tech stuff that a few fancy machines.



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Storm
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PostPosted: 01-Sep-2004 13:24    Post subject: XL Engines Reply to topic Reply with quote

Well, my young friend, for me it depends on what I want the 'mech to do. For light 'mechs, I usually use XL to allow more weapons and armor. For heavy 'mechs, I might use it, I might not.

In all honesty, I've never gotten tagged by an engine hit. Cockpits and limbs, mostly. So I don't really worry about it.

I DO wish Heavy Metal Pro would allow you to design custom engine types though, like a Hydrogen Fuel Cell.

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Oafman
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PostPosted: 01-Sep-2004 14:09    Post subject: RE: XL Engines Reply to topic Reply with quote

I use them all the time. Then again I do not really play any extended campaigns just one off games. So to me if the XL engine helps get that one extra movement point or weapon on there that will turn the tide, then I put them on there. Besides, I have only played 1 or 2 clan versus IS battles. So far I have seldom lost a mech to an XL engine hit that would not have already been dead because of internal hits.

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Blackhand
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PostPosted: 01-Sep-2004 19:47    Post subject: RE: XL Engines Reply to topic Reply with quote

I frequently play long drawn out regiment on regiment combat.

Engine hits and lack of spare engines has always been an issue in long (9-10 months real time) campaigns.

AP ammo, lucky shots and such sooner or later catch up and knock out XL engines. I can't count the number of Steiner mechs I've left on the field with 3 engine crits.

Course as I've seen not many of use play Regiment on Regiment battles over a world. Its kinda tedious, but its also fun for a few reasons.

1. Knowing you can burn his supplies to the ground and it will save your ass down the road.

2. The man with the most supplies wins to a point.

3. Pilots are gold. (No turning off ejection seats)

4. Mechs in Recon companies frequently change hands if they're standard engined. Rarely change hands if they're XL. (No point in hauling a design home knowing you have no parts for it)

5. Adds strategic elements to where you deploy lances and where you put supply depots and such.

6. ECM lets you transverse the world without having to declare your units.

7. An excuse to play battletech till your eyeballs fall out.
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