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Tank Guns
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Jade_Dragon
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PostPosted: 23-Apr-2004 09:45    Post subject: RE: Tank Guns Reply to topic Reply with quote

That is why BattleTech is a game of Armored Combat, not a game of logistics. What you say? Logistics is combat, sure it is, but it is out of the scope of this game.

Throw reason to the wind and let'em have a full salvo of heavy AC and missile fire.

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Gangrene
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PostPosted: 23-Apr-2004 11:00    Post subject: RE: Tank Guns Reply to topic Reply with quote

Quote:

On 2004-04-22 23:44, Alexander wrote:
I have a problem, in general with FASA weapons. I'm not going to go into mechanics, or calibers, or ranges, but, instead just the sheer numbers of differnet weapon systems.



I would have to agree, but with a slightly different take on the issue. In my opinion there are far too many redundant weapon systems in Battletech. For example, there really isn't that much of a difference between how a PPC, large laser, and AC/10 operate in battle. What also annoys me is how missiles are treated just like guns, except with an additional random distribution at the end. If you look at how real weaponry works you'll notice most weapons are tailored to a specific task. FFAR's are used against infantry and light vehicles, Mavericks are tank busters, sidewinders are anit-air homing missiles, and the main guns on tanks have rounds for different purposes. Sure, there are a few general purpose weapons, but not many. I wish Battletech modelled this diversity of weapons use in the game.

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PostPosted: 23-Apr-2004 12:03    Post subject: RE: Tank Guns Reply to topic Reply with quote

Vampire, you speak my language! You didn't by chance spend a stint in the military?


[ This Message was edited by: Havoc~Ronin on 2004-04-23 12:04 ]
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PostPosted: 23-Apr-2004 12:41    Post subject: RE: Tank Guns Reply to topic Reply with quote

Quote:

On 2004-04-22 22:45, Gangrene wrote:
The "shortage of ammunition" does not refer to the clans production, but the King Crab design. The King Crab in TRO2750 only has 1 ton of ammo (5 shots) per autocannon.



But that's not what the text says. "Ammo shortage" means you can't get ammo, not that a certain unit doesn't carry enough.

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Gangrene
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PostPosted: 23-Apr-2004 13:29    Post subject: RE: Tank Guns Reply to topic Reply with quote

The word "shortage" can have meanings other than economic shortages. The definition is just lack or deficit. Considering the King Crab design, I think it makes more sense to apply it ot the mech than to clan logistics.

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Vampire
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PostPosted: 23-Apr-2004 15:11    Post subject: RE: Tank Guns Reply to topic Reply with quote

I did my military service in the Spanish Legion, in Melillla, 1 year, but the heaviest weapons I ever got close were the MG3 machinegun (basically the MG42, the same machinegun of the German soldiers in the movies) and the 81mm mortar

No, my knowledge comes from being a tank buff and a cannon freak, I really would have liked to be a tanker but you will never hear me say that in an old comrades meeting!


I just have lots of books on tanks and artillery, and have clear ideas. One reference source I highly recommend is the Twilight 2000 game supplements, they present in an easily understandable form data like armor thickness, gun penetration, and all that so you can make comparisons. Much easier to handle than using mm of RHA , a yardstick that is increasingly obsolete given modern armor materials.

Also, the ammunition charts are invaluable. Granted, thanks to the internet you can find all this stuff here and there, but sources are disperse and many times contradict each other.

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