1
Reduce Costs For Changing Omnipods
Started by Hornviech, Feb 08 2015 09:12 AM
10 replies to this topic
#1
Posted 08 February 2015 - 09:12 AM
Hi there!
I would like to start a vote to reduce the costs for changing the onipods, why are there costs anyway cause its nothing else like changing the weapons.
Another thing are the fixed Jump Jets in a few Omnis.
There are a few Chassis that have fixed JJ in the legs like the Nova and the Summoner.
But the TBR S has them in the Torsos.
That means they are removeable according to the Rules of Battletech.
The Technical Readout 3050 Updated shows in the Mech details all the fixed Items like Armor, Structure and Heat sinks.
The Timber Wolfs fixed Equiptment in the Locations (Tech Readout 3050 Updated)
Weight and Space Allocation
Location Fixed Spaces Remaining
Head 1 Ferro-Fibrous 0
Center Torso 1 Endo Steel 1
Right Torso 2 XL Engine 7
1 Endo Steel
2 Ferro-Fibrous
Left Torso 2 XL Engine 7
1 Endo Steel
2 Ferro-Fibrous
Left Arm 1 Ferro-Fibrous 7
Right Arm 1 Ferro-Fibrous 7
Right Leg 2 Endo Steel 0
Left Leg 2 Endo Steel 0
This is the Layout of a Timberwolf without pods and this is how it should be and not as castrated as some whiners would have it.
Otherwise they should be able to change their IS Mechs at all.
Weapons and Ammo Location Critical Tonnage
Primary Weapons Configuration
ER Large Laser RA 1 4
ER Medium Laser RA 1 1
Double Heat Sink RA 2 1
Machine Gun RT 1 .25
Ammo (MG) 200 RT 1 1
LRM 20 RT 4 5
Ammo (LRM) 6 RT 1 1
ER Large Laser LA 1 4
ER Medium Laser LA 1 1
Double Heat Sink LA 2 1
Medium Pulse Laser LT 1 2
LRM 20 LT 4 5
Ammo (LRM) 6 LT 1 1
Machine Gun CT 1 .25
From The Master Rules Revised
Jump Jets
Players may add jump Jets to any OmniMech. whether or not
its standard configuration has jump jets. Jump jets may only be
mounted in pods on the left and right legs. the left and right torsos.
and the center torso. and these locations must have sufficient
crtical slots open . Use the Derennine jump Capabilily
rules . p. 118. for detennining the necessary tonnage of jets to
give the OmniMech the desired jump capacity .
And what happend to the A-Pods of the Hellbringer they just left away?
They're 0.5 tons each and it has 4 of them.
Unfourtunately the Kitfox really has only 2 left and 5 right slots available according to the tech readout.
I would like to start a vote to reduce the costs for changing the onipods, why are there costs anyway cause its nothing else like changing the weapons.
Another thing are the fixed Jump Jets in a few Omnis.
There are a few Chassis that have fixed JJ in the legs like the Nova and the Summoner.
But the TBR S has them in the Torsos.
That means they are removeable according to the Rules of Battletech.
The Technical Readout 3050 Updated shows in the Mech details all the fixed Items like Armor, Structure and Heat sinks.
The Timber Wolfs fixed Equiptment in the Locations (Tech Readout 3050 Updated)
Weight and Space Allocation
Location Fixed Spaces Remaining
Head 1 Ferro-Fibrous 0
Center Torso 1 Endo Steel 1
Right Torso 2 XL Engine 7
1 Endo Steel
2 Ferro-Fibrous
Left Torso 2 XL Engine 7
1 Endo Steel
2 Ferro-Fibrous
Left Arm 1 Ferro-Fibrous 7
Right Arm 1 Ferro-Fibrous 7
Right Leg 2 Endo Steel 0
Left Leg 2 Endo Steel 0
This is the Layout of a Timberwolf without pods and this is how it should be and not as castrated as some whiners would have it.
Otherwise they should be able to change their IS Mechs at all.
Weapons and Ammo Location Critical Tonnage
Primary Weapons Configuration
ER Large Laser RA 1 4
ER Medium Laser RA 1 1
Double Heat Sink RA 2 1
Machine Gun RT 1 .25
Ammo (MG) 200 RT 1 1
LRM 20 RT 4 5
Ammo (LRM) 6 RT 1 1
ER Large Laser LA 1 4
ER Medium Laser LA 1 1
Double Heat Sink LA 2 1
Medium Pulse Laser LT 1 2
LRM 20 LT 4 5
Ammo (LRM) 6 LT 1 1
Machine Gun CT 1 .25
From The Master Rules Revised
Jump Jets
Players may add jump Jets to any OmniMech. whether or not
its standard configuration has jump jets. Jump jets may only be
mounted in pods on the left and right legs. the left and right torsos.
and the center torso. and these locations must have sufficient
crtical slots open . Use the Derennine jump Capabilily
rules . p. 118. for detennining the necessary tonnage of jets to
give the OmniMech the desired jump capacity .
And what happend to the A-Pods of the Hellbringer they just left away?
They're 0.5 tons each and it has 4 of them.
Unfourtunately the Kitfox really has only 2 left and 5 right slots available according to the tech readout.
#2
Posted 08 February 2015 - 12:03 PM
there are a few mechs that have locked JJs such as the Nova for example that cannot be removed or changed to any other location.
(Though I am glad there is another BMR user around )
(Though I am glad there is another BMR user around )
#3
Posted 09 February 2015 - 01:41 AM
Its for balance mostly. Otherwise the clans are way too powerful
#4
Posted 09 February 2015 - 04:05 AM
Firewuff, on 09 February 2015 - 01:41 AM, said:
Its for balance mostly. Otherwise the clans are way too powerful
Yeah and because clans are sooooo OP Light IS can kill any Clan on their own like the Firestarter can, and the Jenner can and the Raven can and ofcourse the Spider can also!
Because of the Quirks The Thunderbolt can spam PPC over the map the Trebuchet can spam missles every second and all without overheating.
The Quirks turned the page for the IS like 50 % Heat reduction for the Thunderbolt and +Structure Quirks for the lights and others.
The Timberwolf is one Mech and its the only mech wich is not build afer the Tech readout.
Additionally the Omnipodrules are also not implemented the right way as they should be.
#5
Posted 09 February 2015 - 02:48 PM
Lights can take out any single mech if you are a good pilot vs a **** pilot. That said I dont find them a particular problem in my Fract, Battlemasters or my Timberwolves. 1:1 a light can easily take out an Assaults because they are big and slow. I've done it with no armour and 1 small laser left. Assaults are BATTLE SHIPS... alone they are vulnerable to smaller, faster enemy, thats why the Navy uses battle groups with fast ship to protect them. in this case that is the role of a Medium.
The Battle master can fire 3 ErR-PPC's, 30 dmg @800m with a 4 second cycle time. a TW can do the same with only 2 clan ER-PPC's for 2 tons less and still carry a pile more weapons. up close the BM is tost. Hell 2 clan pulse will be pulling around 20 dmg at 810 meters (26dmg @ 600m) for about the same heat as a BM with 3 ER-PPC and quirks with a 3.25 cycle time.
RE the Trebuchet, compared to a maddog or stormcrow spamming LRM its about the same but get under 180m and it does ZERO damage unlike Clan mechs who can still pick you apart with LRM at half that.
Seriously get over it. There are a couple of special role IS mechs that are almost on a par with Clan mechs. Wah...
The Battle master can fire 3 ErR-PPC's, 30 dmg @800m with a 4 second cycle time. a TW can do the same with only 2 clan ER-PPC's for 2 tons less and still carry a pile more weapons. up close the BM is tost. Hell 2 clan pulse will be pulling around 20 dmg at 810 meters (26dmg @ 600m) for about the same heat as a BM with 3 ER-PPC and quirks with a 3.25 cycle time.
RE the Trebuchet, compared to a maddog or stormcrow spamming LRM its about the same but get under 180m and it does ZERO damage unlike Clan mechs who can still pick you apart with LRM at half that.
Seriously get over it. There are a couple of special role IS mechs that are almost on a par with Clan mechs. Wah...
#6
Posted 11 February 2015 - 10:09 AM
Just to push it up.
Also the Ghost heat should be reduced or leave the Ghostheat and reduce the Laser Burn time.
Also the CERPPC schould make the correct damage.
Also the Ghost heat should be reduced or leave the Ghostheat and reduce the Laser Burn time.
Also the CERPPC schould make the correct damage.
#7
Posted 12 February 2015 - 11:06 AM
Firewuff, on 09 February 2015 - 02:48 PM, said:
Lights can take out any single mech if you are a good pilot vs a **** pilot. That said I dont find them a particular problem in my Fract, Battlemasters or my Timberwolves. 1:1 a light can easily take out an Assaults because they are big and slow. I've done it with no armour and 1 small laser left. Assaults are BATTLE SHIPS... alone they are vulnerable to smaller, faster enemy, thats why the Navy uses battle groups with fast ship to protect them. in this case that is the role of a Medium.
The Battle master can fire 3 ErR-PPC's, 30 dmg @800m with a 4 second cycle time. a TW can do the same with only 2 clan ER-PPC's for 2 tons less and still carry a pile more weapons. up close the BM is tost. Hell 2 clan pulse will be pulling around 20 dmg at 810 meters (26dmg @ 600m) for about the same heat as a BM with 3 ER-PPC and quirks with a 3.25 cycle time.
RE the Trebuchet, compared to a maddog or stormcrow spamming LRM its about the same but get under 180m and it does ZERO damage unlike Clan mechs who can still pick you apart with LRM at half that.
Seriously get over it. There are a couple of special role IS mechs that are almost on a par with Clan mechs. Wah...
The Battle master can fire 3 ErR-PPC's, 30 dmg @800m with a 4 second cycle time. a TW can do the same with only 2 clan ER-PPC's for 2 tons less and still carry a pile more weapons. up close the BM is tost. Hell 2 clan pulse will be pulling around 20 dmg at 810 meters (26dmg @ 600m) for about the same heat as a BM with 3 ER-PPC and quirks with a 3.25 cycle time.
RE the Trebuchet, compared to a maddog or stormcrow spamming LRM its about the same but get under 180m and it does ZERO damage unlike Clan mechs who can still pick you apart with LRM at half that.
Seriously get over it. There are a couple of special role IS mechs that are almost on a par with Clan mechs. Wah...
No we wont get over it!
#8
Posted 12 February 2015 - 12:08 PM
Hornviech, on 11 February 2015 - 10:09 AM, said:
Just to push it up.
Also the Ghost heat should be reduced or leave the Ghostheat and reduce the Laser Burn time.
Also the CERPPC schould make the correct damage.
Also the Ghost heat should be reduced or leave the Ghostheat and reduce the Laser Burn time.
Also the CERPPC schould make the correct damage.
CERPPC does 15 damage, it just does 10 as pinpoint and the other 5 as splash(ish) damage.
I have both clan and IS mechs and I think the balancing between them is fantastic. There's certainly some problems with the clan lights, but quirks may fix that. I don't really feel like either of my mech sets is superior or inferior to the other, just different.
As for ghost heat, I wouldn't want to see it go if they didn't have a way to balance things without it. I remember back when it was "4xPPC Stalker or GTFO" and that version of the game was WAY LESS fun than the current version.
And on to your original point, omnipods are cheap. I have 24 clan mechs and I don't think I've spent more than a few million cbills swapping around omnipods. Compare that to the mandatory 1.5million cbills every single IS mech requires for double heat sinks, it's not so bad.
#9
Posted 12 February 2015 - 05:27 PM
@ Voivode
PPCs are pinpoint weapons though other wise it would have been stated in the game rules.
std/ER PPCs deal 10 - 15 points of damage depending on if its clan or IS.
PPCs are pinpoint weapons though other wise it would have been stated in the game rules.
std/ER PPCs deal 10 - 15 points of damage depending on if its clan or IS.
#10
Posted 13 February 2015 - 07:52 AM
VinJade, on 12 February 2015 - 05:27 PM, said:
@ Voivode
PPCs are pinpoint weapons though other wise it would have been stated in the game rules.
std/ER PPCs deal 10 - 15 points of damage depending on if its clan or IS.
PPCs are pinpoint weapons though other wise it would have been stated in the game rules.
std/ER PPCs deal 10 - 15 points of damage depending on if its clan or IS.
They are pinpoint weapons in this game, yes. But the amount of pinpoint damage is capped at 10 with a modified splash carrying the other 5 damage for the clan ERPPC, and that *splash* damage is applied to two components based on where the shot lands, so it isn't purely splash.
#11
Posted 13 February 2015 - 12:54 PM
cost for changing omnipods? it is free
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