Training Instructor, on 19 November 2013 - 01:43 PM, said:
Read my post above. Jumping mechs weren't that easy to hit, especially if they jumped into forests, behind hills etc. In tabletop, I killed almost everyone I played against in an open game (with weight limits) simply because I used jump jets to close distance and get behind terrain, and pulse lasers+ targeting computers for called shots when I got in close. Your tactics didn't matter, at that point only your luck with random crits or AC20/Gauss headshots mattered, if you weren't playing the same style I was.
All of my mechs would be missing armor, and occasionally a component, but all of your mechs would be dead. I got some of my army buddies to play, while I was in, but that lasted about four months. They kept trying to follow the spirit of the game, and run balanced mechs and random loadouts, and they always lost to my jumpjets+pulse lasers+targeting computers.
Sort of how no matter how determined some teams of guys with their own personal loadouts try, they're probably not ever going to beat Steel Jaguar in a 12v12.
Come to think of it, a lot of the people that have talked about old school pen and paper battletech probably weren't that good at it. Even then, there were ridiculously superior builds.
Sounds like you never played combined arms, Jumping into wooded hexes, lol my infantry would have swarmed you, satchel charged your legs, scaled your mech and shot your pilot dead. Also about the TT superior builds, if you had a Game Master that was worth anything those kinds of modifications would have cost you half a dropship to have done and you would have been out of your mech for 2 months. Perhaps it is you who never actually played a real game of TT, sounds like all you did, if you did at all, was grab a mech sheet, some dice a map sheet (single) and belch after you ate your pizza.
Some of us played MechWarrior (the RPG Game) with Battletech (the fighting component) but also had pilot stuff to do out side the mech which is why we needed needler pistols, holdout blasters, body armour, moteputers, medipacks. We also had to negotiate for contracts, mamage our money, resupply our mechs and our selves when we were low. Book Passage to a new system. Track the passage of time, run from bountyhunters, defend soft civilian targets that were being used to try and coerce the local government (and just hope to be compensated afterwards) and do all of this either just at the end of the Third Succession War or starting 6 months following Tukayyid. But I Digress.....
If you had played more than just the grab game but a recurring game with the same characters in the same universe that actually let you improve your piloting and gunnery skills you would have found that jumping all over the place, although making you slightly harder to hit didn't offer you the advantage you are claiming here. The same counters in MWO applied to TT. Back to a high feature, legs, 90deg off from where the jumper is so you can Torso twist around and still have him in at least an arm arc. Heaven forbid it was a rifleman and it could flip its arms over and fire into its rear arc or one of the few mechs that came with rear firing weapons (Atlas comes to mind for that one)
One other thing, in the TT world the battletech Universe is damaged, with huge tracts of tech missing (Pre Tukayyid), limited production of anything, hovering on the edge of desperation all soaked in a huge vat of paranoia. This meant people held on to what they had and what they could get parts for, they didn't run around modifying their battlemechs, even if they found Star League Tech, who knew how to fix that stuff. It was the reason why, if you have a good GM, you would have a Centurian with a Hunchback Arm rigged to it, or a Catapult with one missle pod and the arm of a rifleman on the other side. I think this is what is missing in all the arguments between TT and MWO. MWO, Atlases grow out of the ground, Ammo and repair is free and your mech is always 100% at the start of battle. Which is so far from Canon that as many people have said, MWO is Mechwarrior in name only. They use mechs that look like Battlemechs, weapons that sound familiar but that's as far as it goes. Repair and rearm should be through the roof expensive (Shipping costs, Skilled Mechanic, repair bay, TIME NEEDED TO COMPLETE RAPAIRS, Storage Facillity, etc etc) and why there should be, and I hope there is in CW, advanced Salvage. (you recovered 5 tons of LRM ammo, 250 points ar armour, three leg actuators, four arm actuators etc) that will be used to repair your mechs and then you hav the option to sell off or keep what ever is left over. If lone wolves are needed to fill your unit ranks they should get a standard payou plus a bonus that the unit they are assisting can pay to them. If a mech is recovered with minimal damage (headshot) it would be claimed by the holder of the contract but C-Bill compensation would be made. Again I dirgress....
With the state of MWO and direction the DEVs have taken it you can no longer compair Table Top to MWO with any kind of accuracy. The devs messed up at the very begining when they doubled the armour, what they should have done was increase the cycle time of the weapons, small laser fires 3 times in 10 seconds, medium 5 times and large 8 for one point of damage each shot, pulse lasers add one or two to the fire rate, apply heat accordingly. PPCs fire once every 8 seconds, Gause 1 in 10 and AC weapons, small fires fast because small rounds can reload quickly where large take longer as the munitions are much bigger. the firing rate takes care of the heat completely (faster fire = more heat) and allows for cooling down. It also eliminates the sacre of the 10 second fight and places the Light mechs on a more balanced fighting scale with the assaults, meaning lights need to run away when they see an assault, not run in and hop all over it.
TL:DR I know, sorry for the wall of text but you said that your friends tried to follow the spirit of the game and I counter with you not having played the game, you just scrimmaged battles and missed a major componant of the actual game which makes your arguments flawed and hollow. The richness of the TT Game cannot be understood when just playing scrub games.