Mordel's Bar & Grill
How much heat?
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Nightmare
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PostPosted: 31-Dec-2003 00:55    Post subject: RE: How much heat? Reply to topic Reply with quote

The MRM is good for putting the hurt to very slow targets or shut-down mechs. Otherwise I too would rather have something else.

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Sir Henry
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PostPosted: 31-Dec-2003 07:14    Post subject: RE: How much heat? Reply to topic Reply with quote

Where the fun in shooting a shutdown mech????

I still think they should allow kicks to use the normal hit chart.

Can you say Boot to the Head...



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AWAD
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PostPosted: 31-Dec-2003 10:19    Post subject: RE: How much heat? Reply to topic Reply with quote

Quote:

On 2003-12-31 07:14, Sir Henry wrote:
Where the fun in shooting a shutdown mech????

I still think they should allow kicks to use the normal hit chart.

Can you say Boot to the Head...





A very good friend of mine who was in a long campaign of mine had a character Ed Grubermann. Lets say I had not heard the skit before he took the name. What was worse was he painted mechs very well; so left leg of his Warhammer, Das Boot, and on the right, to the HEAD. Bastard. But after a two year campaign I did have my vengence.

AWAD- Love it when a PC has their characters grow and change based on what has happened to them in the game
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Oafman
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PostPosted: 31-Dec-2003 13:50    Post subject: RE: How much heat? Reply to topic Reply with quote

Why not just have a 4 legger rear back on two of it's legs and give a kick to the head? Horrible piloting roll on that I would imagine.

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Rarich
Federated Suns
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PostPosted: 31-Dec-2003 14:08    Post subject: RE: How much heat? Reply to topic Reply with quote


Placement is indeed important as well. I personally like to take the weapons ranges into consideration as well. I like to put my big-long range firepower in the torso, so that the banks of smaller weapons are available for 'reach-arounds'... Since most long range weapons have minimum ranges, and you usually only need to fire behind you if an enemy is up close, putting the long range stuff in the arms doesn't make a lot of sense.


I don't worry so much about reach around, I like the big weapons in the arms for a good arc of fire at range. there is more oppurtunity to shift fire if you get lucky with a head shot too. the SRM or Laser battery belongs in the torso, especially with a close in brawler. Leaves the hands or axe free for action, even tho' a kick works good too. I do try to balance and divide the weapons across the mech in an effort to aviod Crossbow syndrome, where if you lose your arms you lose your firepower. I also try and keep the various ranges of weapons spread out too.


Additionally, are you more annoyed at having a bunch of tiny weapons blown off, or your primary big gun? I don't know about you guys, but I lose arms all the time and remain functional, while these days with XL engines you rarely remain upright losing a side torso. That said always keep a good mix spread out, because you never know what location your going to lose.

Which brings me to a final point on sinks, crit soaking. If you are carrying volatile ammo/hardware, mounting slightly more sinks than you need, or making the 'mech smaller so less sinks fit inside the engine can often make you more survivable. ESPECIALLY if it's an IS XL engined design. I'd rather add an ERSL to plug the bottom crit on a XL engined design, than add CASE. CASE on an Inner Sphere XL does nothing other than give your enemy salvage... If instead putting a small laser in will drop the odds from 2 in 11 to 2 in 12, yeah, I'm not putting the CASE in.



I.S. case, if you need to protect several locations, can be inferior to adding heat sinks or Slas just for the sake of soaking damage. I agree with that. Heck a lot of times I add heat sinks for just that purpose. That sometimes gives me an alpha sriker, but that was not my goal.

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Gangrene
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PostPosted: 01-Jan-2004 00:14    Post subject: RE: How much heat? Reply to topic Reply with quote

So if you won why was it a stupid design?

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Gangrene
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PostPosted: 01-Jan-2004 00:18    Post subject: RE: How much heat? Reply to topic Reply with quote

Quote:

On 2003-12-25 16:33, AWAD wrote:
Cool mechs are fine, but every notice, most are very single mission based, like dueling?



What's wrong with that? Not every mech needs to be a jack of all trades.

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AWAD
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PostPosted: 01-Jan-2004 18:13    Post subject: RE: How much heat? Reply to topic Reply with quote

Quote:

On 2004-01-01 00:18, Gangrene wrote:
Quote:

On 2003-12-25 16:33, AWAD wrote:
Cool mechs are fine, but every notice, most are very single mission based, like dueling?



What's wrong with that? Not every mech needs to be a jack of all trades.



In general terms, not that much. But for Mercs.... sucks to have a bunch of long range laser boats and get a riot suppression job.

AS for house troops, not as bad, but even they do not know what is going to happen. Since transport is so slow and unreliable, house troops need to have units that can tackle anything. With that said if it is a regiment, a company of long range LRMs, or point blank Laser brawlers do not affect you as badly; or mix them into lances as need be.

What I am saying you can gain more firepower and flexiablity if you make a design that has more weapons than it can fire. (with in reason) Also these can act as critical soaks also. Loosing a LL to a Stalker does not mean much.

AWAD- Whitworth is a great short/long mech that would go nova if it fired everything.
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