Lets Play: Megamek
#1
Posted 11 March 2015 - 11:43 AM
So ive been vocal lately (again) about the lack of Battletech in my Battletech game, but theres always this woeful misunderstanding of that actually means, and what Battletech is and where "Big Stompy Robots" come in. So im going to endeavor to educate and entertain and maybe make a convert of a few, or a fool of myself.
If anyone like St Jobe, or Joe, or Bishop, Vassago, if anyone wants to play the Opfor from time to time, im more than welcoming of that.
The date is November 30th, 3000. We're 159 years into the Third Succession War. The location is Shirotori, in the Draconis Combine. Our mercenary unit has taken a contract for the Lyrans, to assist in the capture the world..
For the past year our start up mercenary company has fought with Free Worlds League, only to be stabbed in the back by being used as a diversionary attack for one of their main thrusts into Capellan territory. Putting our light forces in extreme danger for very little pay.
Beleaguered and broke, we've taken whats left of our forces and set out on this year long contract for the Lyrans, hoping to turn around our luck.
We currently hold a C rating (not bad, we did technically complete the last contract), with a paltry 4 million Cbills in the bank. Our assistant tech pool is good, and we have enough medics to take care of our mechwarriors and staff should anything happen, but not nearly the triage nessacary to take care of our two platoons of infantry.
Our OOB currently stands at a single company, 3 lances. One light scout lance of combined arms, a heavy lance containing all medium mechs, A hunchback, Shadowhawk, and two Wolvies. Our third lance is our training lance which contains our leading ace pilot in a Clint, training two platoons of infantry and a Locust 1E, in suppression and movement tactics.
(yeah thats the guy from Silence of the Lambs, the **** dance guy, driving my best Wolvie, Wolverine...drives the other Wolverine.)
Were currently tasked with protecting civilian assets as they vacate the area under threat of leading edge Draconis forces that have launched a counter attack in the area.
The Lyrans have purposed us a Wasp to scout for us, and were tasked with keeping it alive as well as many of the civilians as possible.
Fortunately our lance of mediums was able to make it to the battle in time from the nearby staging area.
The battle will take place at night with a full moon, in the woods. Wind is calm and the weather is clear. This is good for my air assets. Would also be good if I had any special forces or artillery.
Heres a look at the field of battle.
After forces are deployed, my scout lance takes the field in the North East corner, with the Warrior VTOL, Pegasus hover tank, and Transit medium Aerofighter. The heavy lance will arrive on turn 8, as they were still approaching the battle from another location. The Lyran Wasp is in the west, and we appear to have surrounded the Draconis Forces in the middle of the map, with the Civilians at the south, trying to make their way off the north end of the map.
After flipping on EM sensors, heres the situation. Not looking good for me:
Lyrans and the Civilians won initiative and have moved the Wasp and some civilians. Unfortunately with the fast units the Dracs have, destroying the Wasp and civilians should be a pretty easy task, before im able to stop them. I doubt now that the heavy lance will even be relevant (slow ********).
So right off the bat, 10 seconds in, were in a pickle. The Lyran Wasp (in Red) has come face to face with the Drac Wasp (lime green, ill check the units theyre from eventually, but yeah there are Lyran units in Red and Drac units in Green) , which at least didnt go after the civilians.
My warrior vtol had to make a piloting skill check to move at full speed and tightly turn to bring its AC2 to bear against any vehicles that were going to head south to intercept the civilians, but it seems the Dracs have decided as they should, the best way out of an encirclement is to fight back against the advance. My pegasus remains hidden by the woods, and my Aero fighter flies over the 45 ton Pheonix Hawk to make a guns pass (though at night that will be difficult as you can see with 11 to hit (he's also a terrible pilot).
The enemy looks to be able to bring its firepower that far exceeds mine to bear against the weakest of my forces. Lets hope my air assets high movement offsets the close range and bad situation theyve put themselves in.
Couple things you might notice looking at the screen shots, is that both the Warrior and those Wolverines that may or may not show up all have natural quirks. The Warrior has 'Positive VTOL Rotor Arrangement) which makes it less susceptible to failing piloting rolls from turning at high speed. The wolverines, being man walkers, are naturally more steady, improving their piloting checks as well, at the cost of being more likely to fall over when punched, kicked, or hit with a massive amount of damage. The chicken walkers are less steady footed, but more likely to absorb impact. Like say a charge or the other things mentioned.
#2
Posted 11 March 2015 - 12:01 PM
The Warrior and Transit fire their weapons but hit nothing. Fortunately I wasnt hit either (double blind prevents me from seeing their rolls).
The Wasp's trade punches but both miss.
Turn 2:
My Vindicator and Prowler tank arrive at the NE part of the field, slower than their compatriots. This was a rushed action. They both sprint (means they cant fire their weapons but can move 20% farther/faster), but only move 4 hexes each as night time poses a penalty on movement for wheeled, tracked, and mechs, who have to watch where theyre going. I could also turn on headlamps/searchlights if my mechs or vehicles had them, which my Warrior and Wolverines do, but it also makes them easier to hit.
The Civilians win the initiative by a mile and move all of their units north and to the west to avoid the furball that is ensuing.
My VTOL fails a PSR, and slides two hexes past where I wanted it to stop but fortunately it remains facing the right way.
The Drac Phoenix Hawk jumps and lands next to my Pegasus, the Wasps continue to brawl and it seems the Lyran has been out maneuvered. Their Vedette tank turns to take on the Civilians that are starting to make their way near the fight.
I turned off Double Blind messages so all the shots could be seen.
Only hits were the Phoenix Hawk letting my Pegasus have it. Its large laser missed, but the medium lasers both hit, one of which was a direct blow dealing extra damage (7 instead of 5), the other hit was spot on to the front so 1 extra damage (6) and you get to see why no one wants to drive tanks...crit magnets. +2 to future driving skill rolls, which doesnt matter much, but -1 movement point, at night, has just killed this Pegasus. Next turn ill probably evac the crew and run for it in the cover of darkness assuming the Phoenix Hawk doesnt kick into oblivion.
Edited by KraftySOT, 11 March 2015 - 12:06 PM.
#3
Posted 11 March 2015 - 12:08 PM
The Wasps both land punches on each other. Both direct blows to side torso (RT and LT) for 3 damage, 3 armor remaining in each location.
Turn 3 coming up.
#4
Posted 11 March 2015 - 12:10 PM
#6
Posted 11 March 2015 - 12:15 PM
#7
Posted 11 March 2015 - 12:18 PM
Both PGI, and Battletech gurus, both seem stuck to this idea that "a medium laser does 5 damage". Thats simply not the case, while glancing/direct blows and some of these rules are optional, they ARE RULES, that exist in the TT, that can, if someone wanted, be extrapolated to MWO. Theres a depth here that a quick glance or a set up game of CBT just wont show you about this franchise. Theres things here that exist that can be used to balance and enrich MWO. They dont always have to be direct translations, but the spirit should be maintained. Some people might be under the impression for instance that PGI created quirks.
Quirks have been around in Battletech since the late 90s. First they were fanmade creations trying to get more realism, they they were published in MaxTech, later TacOps and StratOps, then finally added as option flags in Megamek. Alot of these things should be serving as inspiration to the MWO team. This is why you had Jordan in the first place.
Davers, on 11 March 2015 - 12:15 PM, said:
Well it depends. I flipped on EM sensors so I can see things at night, but that isnt showing me terrain. I could also turn on Magscan and a search light and not have that penalty, but id also be lit up like a christmas tree, and not get that bonus from it being night that makes me harder to hit.
When I have overwelming odds, ill probably flip those things on so I can blast the Dracs easily. Right now, they have me out gunned so I dont want to get hit, I just want to keep them from shooting the civvies.
So my guys right now, are infact looking out a dark window at moon lit terrain and having to watch where they drive and step.
#8
Posted 11 March 2015 - 12:19 PM
KraftySOT, on 11 March 2015 - 12:16 PM, said:
Both PGI, and Battletech gurus, both seem stuck to this idea that "a medium laser does 5 damage". Thats simply not the case, while glancing/direct blows and some of these rules are optional, they ARE RULES, that exist in the TT, that can, if someone wanted, be extrapolated to MWO. Theres a depth here that a quick glance or a set up game of CBT just wont show you about this franchise. Theres things here that exist that can be used to balance and enrich MWO. They dont always have to be direct translations, but the spirit should be maintained. Some people might be under the impression for instance that PGI created quirks.
Quirks have been around in Battletech since the late 90s. First they were fanmade creations trying to get more realism, they they were published in MaxTech, later TacOps and StratOps, then finally added as option flags in Megamek. Alot of these things should be serving as inspiration to the MWO team. This is why you had Jordan in the first place.
Well, your 'direct hit' rule would be very unpopular here, as it leaves you at the mercy of the RNGods.
#9
Posted 11 March 2015 - 12:21 PM
Phoenix Hawk PXH-1 ([color="80b080"]Draconis Combine[/color]) gains 15 heat, sinks 10 heat and is now at 5 heat.
Phoenix Hawk PXH-1 needs a 10+ for coolant failure, rolls 8 : avoids successfully!
Id love this in MWO. A coolant failure will make disapating heat next turn harder. This is at FIVE heat.
Davers, on 11 March 2015 - 12:19 PM, said:
Youd accomplish that with checking the ray trace or hit angle. A mech moving laterally and you hit them at an angle, thats glancing. If theyre standing still or coming straight at you, thats direct.
Everything inbetween is a regular hit.
In some weird way we have that now with "lag shields" but it doesnt really work for every mech equally. And its because of a faulty system not a game device.
Edited by KraftySOT, 11 March 2015 - 12:21 PM.
#10
Posted 11 March 2015 - 12:26 PM
KraftySOT, on 11 March 2015 - 12:21 PM, said:
Phoenix Hawk PXH-1 ([color=80b080]Draconis Combine[/color]) gains 15 heat, sinks 10 heat and is now at 5 heat.
Phoenix Hawk PXH-1 needs a 10+ for coolant failure, rolls 8 : avoids successfully!
Id love this in MWO. A coolant failure will make disapating heat next turn harder. This is at FIVE heat.
Youd accomplish that with checking the ray trace or hit angle. A mech moving laterally and you hit them at an angle, thats glancing. If theyre standing still or coming straight at you, thats direct.
Everything inbetween is a regular hit.
In some weird way we have that now with "lag shields" but it doesnt really work for every mech equally. And its because of a faulty system not a game device.
We also get it through the hit-scan effect of the lasers as well... mind you a direct hit is harder to get...
Still one optional rule we could do with out, would be through armour critical hits...
But I would love, to see true engine hits, rather than the all or nothing we get now, along with gyro hit and actuator hits too.
#11
Posted 11 March 2015 - 12:28 PM
#12
Posted 11 March 2015 - 12:32 PM
LRM carrier has arrived, first lance is on the scene in force.
Pegasus takes to the water (no more night movement penalty on open water).
VTOL comes to put fire on the Vedette, Civvies continue to the north. Wasps keep brawling.
After weapons fire:
The Wasps hit each other with SRM2s, However being the woods, the Drac Wasp takes no damage.
The Phoenix Hawk gives my Pegasus a parting gift with a Large Laser up the poop shoot as he takes to the water.
Vindicator misses his 9 to hit with the PPC. Argh.
Metus regem, on 11 March 2015 - 12:26 PM, said:
We also get it through the hit-scan effect of the lasers as well... mind you a direct hit is harder to get...
Still one optional rule we could do with out, would be through armour critical hits...
But I would love, to see true engine hits, rather than the all or nothing we get now, along with gyro hit and actuator hits too.
Yeah thru armor crits only make sense if theres some sort of penetration value to the armor. Thats what its trying to emulate. Like a tank being hit by a shell that penetrates through to the fuel tank, even though the armor around the hit in the same "location" could easily still reflect shells as its not entirely compromised.
We dont even have a real crit system, so I dont think thats on the horizon or even something people want. No one wants to get hit with an AC2 from 1200m and lose their engine.
orcrist86, on 11 March 2015 - 12:28 PM, said:
I dont think thats true, and you have more RNGs running under the hood of MWO that you know already. Whats a few more?
No one is saying lets aim with dice, but theres still valuable rules here that we could use.
Like how about some woods? Like MWLL had. That block damage to a small degree and cut up line of sight?
How about some helicopters =D
Edited by KraftySOT, 11 March 2015 - 12:33 PM.
#14
Posted 11 March 2015 - 12:33 PM
KraftySOT, on 11 March 2015 - 12:21 PM, said:
Youd accomplish that with checking the ray trace or hit angle. A mech moving laterally and you hit them at an angle, thats glancing. If theyre standing still or coming straight at you, thats direct.
Everything inbetween is a regular hit.
In some weird way we have that now with "lag shields" but it doesnt really work for every mech equally. And its because of a faulty system not a game device.
It would have been cool if they did things like that. I would have liked to see a little more abstract damage system, where armour points maybe represented mm of armour thickness, rather than just hit points.
#15
Posted 11 March 2015 - 12:34 PM
Punch (Left Arm) at Wasp WSP-1A (Lyran Commonwealth); needs 4, rolls 4 : - Glancing Blow - [color="008000"]hits[/color] (using Punch table) HD
Wasp WSP-1A ([color="c06060"]Lyran Commonwealth[/color]) takes 1 damage to HD.
3 Armor remaining.
Pilot of Wasp WSP-1A ([color="c06060"]Lyran Commonwealth[/color]) "Erwin Gale" takes 1 damage.
Pilot of Wasp WSP-1A ([color="c06060"]Lyran Commonwealth[/color]) "Erwin Gale" needs a 3 to stay conscious. Rolls 3 : successful!
From Turn 3.
Not looking good for the Lyran Wasp. Drac is getting the better of him. Erwin is going to need some time in the hospital after this fight.
#16
Posted 11 March 2015 - 12:34 PM
KraftySOT, on 11 March 2015 - 12:31 PM, said:
LRM carrier has arrived, first lance is on the scene in force.
Pegasus takes to the water (no more night movement penalty on open water).
VTOL comes to put fire on the Vedette, Civvies continue to the north. Wasps keep brawling.
After weapons fire:
The Wasps hit each other with SRM2s, However being the woods, the Drac Wasp takes no damage.
The Phoenix Hawk gives my Pegasus a parting gift with a Large Laser up the poop shoot as he takes to the water.
Vindicator misses his 9 to hit with the PPC. Argh.
Yeah thru armor crits only make sense if theres some sort of penetration value to the armor. Thats what its trying to emulate. Like a tank being hit by a shell that penetrates through to the fuel tank, even though the armor around the hit in the same "location" could easily still reflect shells as its not entirely compromised.
We dont even have a real crit system, so I dont think thats on the horizon or even something people want. No one wants to get hit with an AC2 from 1200m and lose their engine.
Yea, I'm well aware how armour and AP rounds works, I work in weapons development...
my aversion to it in TT, comes from losing WHM-6R's to a single MG round, and having it crit the MG ammo in the WHM-6R... happens a little too often to me for my liking....
Still I would really like to see a real critical hit system in MWO....
#17
Posted 11 March 2015 - 12:35 PM
Heffay, on 11 March 2015 - 12:33 PM, said:
I put on my wizard's robe and hat.
(am I doing this right?)
Yessir. For a change.
Metus regem, on 11 March 2015 - 12:34 PM, said:
Yea, I'm well aware how armour and AP rounds works, I work in weapons development...
my aversion to it in TT, comes from losing WHM-6R's to a single MG round, and having it crit the MG ammo in the WHM-6R... happens a little too often to me for my liking....
Still I would really like to see a real critical hit system in MWO....
Oh totally. And TACs are the most 'opted out' ruled n Btech.
#18
Posted 11 March 2015 - 12:42 PM
#19
Posted 11 March 2015 - 12:45 PM
My VTOL rushes down to a Civilian loadermech to give him cover as he crosses the open area. The APC carrying most of the civilians is driving right through the hand to hand brawl going on between the Wasps, and the Phoenix Hawk makes a daring jump over to threaten my forces that are coming to the aid of the Civvies. Buying time im sure.
The Vedette and my Pegasus are in a tight brawl of their own. So we have 3 seperate fights going on atm.
Janiyi Li, the Vindicator pilot has no nope of hitting the Phoenix at night when he's jumping, so his PPC will stay silent. 50 seconds into the fight now. The LRM carrier is also too close to fire with the LRM minimum range so its 4 LRM20s stay silent as well.
Only the prowler gets off two medium laser shots.
The Lyran Wasp takes a pounding, its leg severely damaged. The APC gets off MG rounds at the other Wasp as it drives by.
The Phoenix Hawk is hit in the LT by a medium laser.
Wasps land punches on each other again.
Phoenix Hawk PXH-1 ([color="80b080"]Draconis Combine[/color]) gains 11 heat, sinks 10 heat and is now at 6 heat.
Phoenix Hawk PXH-1 needs a 10+ for coolant failure, rolls 10 : fails.
Phoenix Hawk PXH-1's coolant is now less effective.
Powerman XI LoaderMech (SRM) ([color="80c0c0"]Civilians[/color]) gains 6 heat, sinks 3 heat and is now at 3 heat.
Theres some cool stuff. A 10 ton mech that defies PGIs strange heat sink engine rule, and the Phoenix pushed it too hard for too long and has lost an effective heat sink for the rest of the match.
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