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Lets Play: Megamek


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#21 Egomane

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Posted 11 March 2015 - 12:46 PM

View PostKraftySOT, on 11 March 2015 - 12:35 PM, said:

Oh totally. And TACs are the most 'opted out' ruled n Btech.

Not where I play! It represents the fact that most mechs a old and rigged up to run. They do not often have perfect and brand new spare parts. Armor is welded on as good as possible but not as good as a factory repair might have been.

We got rid of TACs always being center torso crits, long before floating TACs became a rule. Since then we have a lot of fun with them.

It might not make as much sense for clan mechs or brand new ones, but even those have joints and moving parts that are a weakness.

Edited by Egomane, 11 March 2015 - 12:47 PM.


#22 Metus regem

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Posted 11 March 2015 - 12:49 PM

View PostEgomane, on 11 March 2015 - 12:46 PM, said:

Not where I play! It represents the fact that most mechs a old and rigged up to run. They do not often have perfect and brand new spare parts. Armor is welded on as good as possible but not as good as a factory repair might have been.

We got rid of TACs always being center torso crits, long before floating TACs became a rule. Since then we have a lot of fun with them.

It might not make as much sense for clan mechs or brand new ones, but even those have joints and moving parts that are a weakness.


Due to TAC's about 90% of the time, if I run a Warhammer, it's a 6D now, rather than an 6R or 6Rb.... lost a few too many to TAC MG ammo explosions....

#23 KraftySOT

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Posted 11 March 2015 - 12:54 PM

Turn 5:

First civilian transport leaves the map (woo hoo).

Posted Image

An SRM armed loader mech and the APC approach the Wasp brawl, as my Pegasus joins the melee. Warrior VTOL provides overwatch and fires at the two Drac tanks still holding the field.

In the North East, the crafty Phoenix hops behind my LRM carrier making it useless and forcing my advance to turn around. The Vindicator lines up its PPC but doesnt look good for a hit.

Posted Image

Lyran Wasp goes down hard.
Wasp WSP-1A ([color="c06060"]Lyran Commonwealth[/color]) must make 3 piloting skill roll(s) (leg/foot actuator hit; leg/foot actuator hit; leg destroyed).
The base target is 6 [6 (Base piloting skill)].
Roll #1, (leg destroyed); automatically fails.
Wasp WSP-1A ([color="c06060"]Lyran Commonwealth[/color]) falls on its right side, suffering 2 damage.
Wasp WSP-1A ([color="c06060"]Lyran Commonwealth[/color]) takes 2 damage to LTR.
0 Armor remaining.

Pilot of Wasp WSP-1A ([color="c06060"]Lyran Commonwealth[/color]) "Erwin Gale" must roll 13 to avoid damage; rolls 9 : fails.
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 5 to stay conscious. Rolls 6 : successful!

Remains conscious however.

My Pegasus nearly strips the right arm from the Drac Wasp. Its punching days are over.
Phoenix Hawk PXH-1 ([color="80b080"]Draconis Combine[/color]) gains 10 heat, sinks 9 heat and is now at 7 heat.

Phoenix with its lowered cooling efficiency.

View PostEgomane, on 11 March 2015 - 12:46 PM, said:

Not where I play! It represents the fact that most mechs a old and rigged up to run. They do not often have perfect and brand new spare parts. Armor is welded on as good as possible but not as good as a factory repair might have been.

We got rid of TACs always being center torso crits, long before floating TACs became a rule. Since then we have a lot of fun with them.

It might not make as much sense for clan mechs or brand new ones, but even those have joints and moving parts that are a weakness.


Yeah ive played alot with TACs and anytime I play at a Con, its always TACs everywhere lol. You also need them for vehicles or theres no reason to ever have mechs.

#24 Egomane

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Posted 11 March 2015 - 12:55 PM

View PostMetus regem, on 11 March 2015 - 12:49 PM, said:

Due to TAC's about 90% of the time, if I run a Warhammer, it's a 6D now, rather than an 6R or 6Rb.... lost a few too many to TAC MG ammo explosions....

Well... your MG ammo is in the center torso, so if you don't play with floating crits (can hit all location, not just the center), a TAC will almost always damage something critical. In the case of your Warhammer, with 100 % certainty.

A floating TAC might hit an arm actuator or a side torso heatsink. Of course it could also blow a perfectly and well armored arm or head off. :P

#25 KraftySOT

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Posted 11 March 2015 - 12:57 PM

Wind direction is Northwest. Wind strength is Calm.

Wind has changed direction. No smoke on the field or fires for it to matter however.

View PostEgomane, on 11 March 2015 - 12:55 PM, said:

Well... your MG ammo is in the center torso, so if you don't play with floating crits (can hit all location, not just the center), a TAC will almost always damage something critical. In the case of your Warhammer, with 100 % certainty.

A floating TAC might hit an arm actuator or a side torso heatsink. Of course it could also blow a perfectly and well armored arm or head off. :P



Which those arent as bad, and if you have all the 'empty spots' not be re-rolls. Also if you use 'full crits' not just the light, medium, heavy, assault crits.

Its weird no one ever does this anymore, but back in the day, a 20 ton light mech only had 2 crits free in their arm unless they had no actuators. You couldnt put anything with more than 2 crits in them even if you wanted to.

That went out by the Hollander, but it was totally a rule. I still have map sheets that have no '_____' spots, indicating re-rolls if you critted those spots on mechs that didnt have them.

I kind of wish that rule persisted. Would change alot of things today, especially in MWO.

In a campaign TACs are suuuuper annoying, because you end up paying out the ass to fix these things, then your techs mess up and it stays broke forever.

You get dinged once with an MG, now your engine is forever broken, and youre paying 7 million cbills to install a new one, on a mech thats only worth 3 million cbills.

Edited by KraftySOT, 11 March 2015 - 12:58 PM.


#26 Metus regem

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Posted 11 March 2015 - 01:01 PM

View PostEgomane, on 11 March 2015 - 12:55 PM, said:

Well... your MG ammo is in the center torso, so if you don't play with floating crits (can hit all location, not just the center), a TAC will almost always damage something critical. In the case of your Warhammer, with 100 % certainty.

A floating TAC might hit an arm actuator or a side torso heatsink. Of course it could also blow a perfectly and well armored arm or head off. :P


Since I switched to using 6D's they almost never see a TAC, it's very weird... same thing for Marauders, if I run a 3R, it sees TAC after TAC after TAC... run a 3D, no TAC's... I think dice just hate me, or love to go for me, when I run ammo in mechs...

#27 Egomane

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Posted 11 March 2015 - 01:02 PM

View PostKraftySOT, on 11 March 2015 - 12:57 PM, said:

Which those arent as bad, and if you have all the 'empty spots' not be re-rolls. Also if you use 'full crits' not just the light, medium, heavy, assault crits.

Its weird no one ever does this anymore, but back in the day, a 20 ton light mech only had 2 crits free in their arm unless they had no actuators. You couldnt put anything with more than 2 crits in them even if you wanted to.

That went out by the Hollander, but it was totally a rule. I still have map sheets that have no '_____' spots, indicating re-rolls if you critted those spots on mechs that didnt have them.

I kind of wish that rule persisted. Would change alot of things today, especially in MWO.

only started playing somewhere in the 90s. I remember the rule, but only as optional and not from an official source (though I could look through the old bokks, it might be in there).

View PostKraftySOT, on 11 March 2015 - 12:57 PM, said:

In a campaign TACs are suuuuper annoying, because you end up paying out the ass to fix these things, then your techs mess up and it stays broke forever.

You get dinged once with an MG, now your engine is forever broken, and youre paying 7 million cbills to install a new one, on a mech thats only worth 3 million cbills.

In such a case I usually start looking for enemy mechs with fitting "spare parts" and try to kill them, by kicking their legs off.

View PostMetus regem, on 11 March 2015 - 01:01 PM, said:

Since I switched to using 6D's they almost never see a TAC, it's very weird... same thing for Marauders, if I run a 3R, it sees TAC after TAC after TAC... run a 3D, no TAC's... I think dice just hate me, or love to go for me, when I run ammo in mechs...

Well... the MAD 3R has that tasty left torso for floating TACs. That's how they usually die in my hands. The really good and dangerous variants simply get their head blown off from a stray PPC or AC/10.

Edited by Egomane, 11 March 2015 - 01:05 PM.


#28 Metus regem

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Posted 11 March 2015 - 01:08 PM

View PostKraftySOT, on 11 March 2015 - 12:57 PM, said:

In a campaign TACs are suuuuper annoying, because you end up paying out the ass to fix these things, then your techs mess up and it stays broke forever.

You get dinged once with an MG, now your engine is forever broken, and youre paying 7 million cbills to install a new one, on a mech thats only worth 3 million cbills.


In the campaign I'm currently in, my character started with a bone stock WHM-6R, and after a very long time, I've managed to turn it into a really beastly thing, with us being in 3065 now, and I've managed to replace a few things with clan tech, and a few chunks of experimental tech too and stealth armour... still my character has easily spent 10 times what his mech was worth, getting patched up and fitted with new tech...

#29 KraftySOT

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Posted 11 March 2015 - 01:15 PM

Turn 6:

Aerofighter has returned.

Wasp instead of ejecting attempts to stand and knocks himself out:
Wasp WSP-1A ([color="c06060"]Lyran Commonwealth[/color]) must make a piloting skill check (getting up).
Needs 11 [6 (Base piloting skill) + 5 (Left Leg destroyed) + 0 (getting up)], rolls 6 : falls.
Wasp WSP-1A ([color="c06060"]Lyran Commonwealth[/color]) falls on its left side, suffering 2 damage.
Wasp WSP-1A ([color="c06060"]Lyran Commonwealth[/color]) takes 2 damage to RA.
2 Armor remaining.

Pilot of Wasp WSP-1A ([color="c06060"]Lyran Commonwealth[/color]) "Erwin Gale" must roll 11 to avoid damage; rolls 6 : fails.
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 7 to stay conscious. Rolls 4 : fails. (Knocked Unconscious!)

Posted Image

My Vindicator pulls a nice move winning initiative over the Phoenix which was forced to move first. My Transit has a great shot with 2 mediums and an AC20 against the Vedette tank its passing over.

The center becomes a brawl with 2 enemy tanks and the Wasp, against my Pegasus, Warrior, an SRM2 armed loader mech, and another APC driving by.


Also I wanted to point out sensor ranges are different. As is visual range outside of your cockpit (some are cramped, some have better or worse visibility) my Warrior here at night visually can only see 3 hexes, or ~ 270 meters. With a Vehicle Radar rating of 5. My Pegasus for instance has 7 for its Vehicle Radar. Ladar is also an option. As are others.

My Vindicator wont be firing its arm weapons so I can go for two punches to the back of the Phoenix.

(my bad the loadermech had an SRM4, which he used to good effect, go civvies go!!)

Posted Image
Physical attacks for Powerman XI LoaderMech (SRM) ([color="80c0c0"]Civilians[/color])
Punch (Right Arm) at Wasp WSP-1A (Draconis Combine); needs 9, rolls 8 : [color="808080"]misses[/color].

Physical attacks for Wasp WSP-1A ([color="80b080"]Draconis Combine[/color])
Punch (Left Arm) at Powerman XI LoaderMech (SRM) (Civilians); needs 7, rolls 10 : - Direct Blow - [color="008000"]hits[/color] (using Right Side Punch table) RT
Powerman XI LoaderMech (SRM) ([color="80c0c0"]Civilians[/color]) takes 3 damage to RT.
5 Armor remaining.


Physical attacks for Vindicator VND-1X ([color="8080b0"]Kraft n STD[/color])
Punch (Left Arm) at Phoenix Hawk PXH-1 (Draconis Combine); needs 9, rolls 11 : [color="008000"]hits[/color] (using Rear Punch table) RA
Phoenix Hawk PXH-1 ([color="80b080"]Draconis Combine[/color]) takes 5 damage to RA.
5 Armor remaining.

Punch (Right Arm) at Phoenix Hawk PXH-1 (Draconis Combine); needs 10, rolls 6 : [color="808080"]misses[/color].

Civvies not afraid to mix it up. Sadly not Rear Torso punch hit. Argh. Phoenix Hawks man.
Powerman XI LoaderMech (SRM) ([color="80c0c0"]Civilians[/color]) needs to avoid critical damage due to being hit by a physical attack.
Critical hit on CT. Roll is (6+2) = 8; no effect.

Not being a real mech, the loader mech being hit at all, takes a crit. Its not 'real' armor. Fortunately it didnt take 3 crits to the engine and explode, killing most of the civvies. Whew.

Lyran Wasp pilot finally ejects. Landing safely, but wounded, in the woods to the north west. He'll hand off map next turn.

Oh hahaha Erwin Gale is still unconscious. That was the Wasps auto ejection system. He no longer had a choice whether to be ejected or not.

Very cool.

View PostMetus regem, on 11 March 2015 - 01:08 PM, said:

In the campaign I'm currently in, my character started with a bone stock WHM-6R, and after a very long time, I've managed to turn it into a really beastly thing, with us being in 3065 now, and I've managed to replace a few things with clan tech, and a few chunks of experimental tech too and stealth armour... still my character has easily spent 10 times what his mech was worth, getting patched up and fitted with new tech...


Nice, id like to take this campaign at least up till 3054 or so. Takes forever, but I recently started this one and figured, why not post it here and annoy everyone.

I had a Hoplite I did that too in one campaign, it was cheap and a good chassis, and kept dumping new tech into it every time the year for introduction came around. Good times.



Smoke break!

Edited by KraftySOT, 11 March 2015 - 01:14 PM.


#30 KraftySOT

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Posted 11 March 2015 - 01:19 PM

A little musical interlude while I smoke.




Edited by KraftySOT, 11 March 2015 - 01:22 PM.


#31 Metus regem

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Posted 11 March 2015 - 01:31 PM

View PostKraftySOT, on 11 March 2015 - 01:15 PM, said:

Turn 6:

Aerofighter has returned.

Wasp instead of ejecting attempts to stand and knocks himself out:
Wasp WSP-1A ([color=c06060]Lyran Commonwealth[/color]) must make a piloting skill check (getting up).
Needs 11 [6 (Base piloting skill) + 5 (Left Leg destroyed) + 0 (getting up)], rolls 6 : falls.
Wasp WSP-1A ([color=c06060]Lyran Commonwealth[/color]) falls on its left side, suffering 2 damage.
Wasp WSP-1A ([color=c06060]Lyran Commonwealth[/color]) takes 2 damage to RA.
2 Armor remaining.

Pilot of Wasp WSP-1A ([color=c06060]Lyran Commonwealth[/color]) "Erwin Gale" must roll 11 to avoid damage; rolls 6 : fails.
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 7 to stay conscious. Rolls 4 : fails. (Knocked Unconscious!)

Posted Image

My Vindicator pulls a nice move winning initiative over the Phoenix which was forced to move first. My Transit has a great shot with 2 mediums and an AC20 against the Vedette tank its passing over.

The center becomes a brawl with 2 enemy tanks and the Wasp, against my Pegasus, Warrior, an SRM2 armed loader mech, and another APC driving by.


Also I wanted to point out sensor ranges are different. As is visual range outside of your cockpit (some are cramped, some have better or worse visibility) my Warrior here at night visually can only see 3 hexes, or ~ 270 meters. With a Vehicle Radar rating of 5. My Pegasus for instance has 7 for its Vehicle Radar. Ladar is also an option. As are others.

My Vindicator wont be firing its arm weapons so I can go for two punches to the back of the Phoenix.

(my bad the loadermech had an SRM4, which he used to good effect, go civvies go!!)

Posted Image
Physical attacks for Powerman XI LoaderMech (SRM) ([color=80c0c0]Civilians[/color])
Punch (Right Arm) at Wasp WSP-1A (Draconis Combine); needs 9, rolls 8 : [color=808080]misses[/color].

Physical attacks for Wasp WSP-1A ([color=80b080]Draconis Combine[/color])
Punch (Left Arm) at Powerman XI LoaderMech (SRM) (Civilians); needs 7, rolls 10 : - Direct Blow - [color=008000]hits[/color] (using Right Side Punch table) RT
Powerman XI LoaderMech (SRM) ([color=80c0c0]Civilians[/color]) takes 3 damage to RT.
5 Armor remaining.


Physical attacks for Vindicator VND-1X ([color=8080b0]Kraft n STD[/color])
Punch (Left Arm) at Phoenix Hawk PXH-1 (Draconis Combine); needs 9, rolls 11 : [color=008000]hits[/color] (using Rear Punch table) RA
Phoenix Hawk PXH-1 ([color=80b080]Draconis Combine[/color]) takes 5 damage to RA.
5 Armor remaining.

Punch (Right Arm) at Phoenix Hawk PXH-1 (Draconis Combine); needs 10, rolls 6 : [color=808080]misses[/color].

Civvies not afraid to mix it up. Sadly not Rear Torso punch hit. Argh. Phoenix Hawks man.
Powerman XI LoaderMech (SRM) ([color=80c0c0]Civilians[/color]) needs to avoid critical damage due to being hit by a physical attack.
Critical hit on CT. Roll is (6+2) = 8; no effect.

Not being a real mech, the loader mech being hit at all, takes a crit. Its not 'real' armor. Fortunately it didnt take 3 crits to the engine and explode, killing most of the civvies. Whew.

Lyran Wasp pilot finally ejects. Landing safely, but wounded, in the woods to the north west. He'll hand off map next turn.

Oh hahaha Erwin Gale is still unconscious. That was the Wasps auto ejection system. He no longer had a choice whether to be ejected or not.

Very cool.



Nice, id like to take this campaign at least up till 3054 or so. Takes forever, but I recently started this one and figured, why not post it here and annoy everyone.

I had a Hoplite I did that too in one campaign, it was cheap and a good chassis, and kept dumping new tech into it every time the year for introduction came around. Good times.



Smoke break!



Well this is where she currently sits for me...

Spoiler


#32 KraftySOT

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Posted 11 March 2015 - 01:32 PM

Turn 7:
Pegasus Scout Hover Tank (Standard) ([color="8080b0"]Kraft n STD[/color]) sideslips 2 hexes
Skids into hex 1814.
Crashed into prohibited terrain in hex 1914.
Pegasus Scout Hover Tank (Standard) ([color="8080b0"]Kraft n STD[/color]) takes 5 damage to FR.
15 Armor remaining.
Chance for motive system damage. Roll is 6; (w/ +2 bonus)
Minor damage, +1 to driving skill rolls.
Pegasus Scout Hover Tank (Standard) ([color="8080b0"]Kraft n STD[/color]) takes 2 damage to LS.
17 Armor remaining.
Chance for motive system damage. Roll is 9; (w/ +2 bonus)
Moderate damage, +2 to driving skill rolls, -1 MP.
Skid ends.

Fantastic way to start this turn. The only hex for 10 hexes I didnt want to slide into.

Pegaus is now immobilized in Heavy Woods.

I got roundly 'initiative *****' and move ALL of my units first *cries*

Posted Image

Heres a great classroom example of what happens when you lose initiative totally and completely. I didnt realize that along with being a primary objective to keep Erwin in his Wasp, Erwin was also my Force Commander, so when I lost him I lost +2 to all of my individual initiative rolls. Which means from here on out, until I take down the Phoenix hawk, im probably going to be moving most of my units first. Which is bad.

I wont show the weapons fire this time because amazingly, everyone missed. Even some rather low to hit numbers.

I missed my Pegasus crew being cooked alive by 1 number. No fire in the heavy woods thankfully.
Posted Image

Turn 8, my Heavy Lance arrives with its compliment of mediums (in Battletech a Medium Lance doesnt contain all medium mechs, a medium lance is generally two lights and two mediums, 100-180 tons. 180-240 is generally considered heavy.)

The second civilian transport makes it off the map, as does the Loadermech.

Im half way to completing my second primary objective.

Edited by KraftySOT, 11 March 2015 - 01:34 PM.


#33 KraftySOT

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Posted 11 March 2015 - 01:43 PM

The crew of the Pegasus bails and high tails it north where theyre no longer in LOS of any enemies. No wounded.
Weapons fire for Vindicator VND-1X
PPC at Wasp WSP-1A (); needs 12, rolls 12 : - Glancing Blow - hits CT

The wooded hex absorbs 4 damage. Wasp WSP-1A () takes 1 damage to CT.
3 Armor remaining.

Yup^^^ Chew on that one as compared to MWO. I hit a mech with 4 CT armor, with a PPC, has 3 armor remaining. Were missing alot of fidelity. Between it being a glancing blow, and the target being in woods, a 10 damage weapon only did 1 damage.

Magscan is switched on so theres alot more hits now:

Posted Image

The big one here is the last Civvie APC just immobilized the Vedette (along with hits from the VTOL), that was really the last obstacle to the civvies getting out.

All the LRM20s missed, but thats to be expected at a 12 to hit.

Turn 9:

The heavy lance moves at max speed to the brawl. The enemy retreats to a central position and finally my LRM carrier is in a position to have someone spot for it. Warrior VTOL, do your job sir o7

Posted Image

I have to admit the newest dev release with the updated Princessbots are pretty darned good. The only things im controlling are my mechs. The enemy, the lyrans, and the civvies, are all under AI control.

Edited by KraftySOT, 11 March 2015 - 01:45 PM.


#34 RedDevil

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Posted 11 March 2015 - 01:46 PM

RNG's do not kill FPS sims. How are your crits handled? Missile hit chance and location? Scatter on LBX, machine guns, and a myriad of other RNG actions going on behind the scenes?

They're handled with a random number generator.

#35 Alek Ituin

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Posted 11 March 2015 - 01:47 PM

Whoa whoa whoa, what's this? You can run campaigns in MegaMek!?

And here I am just screwing around in little one off skirmishes...

#36 Metus regem

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Posted 11 March 2015 - 01:49 PM

View PostKraftySOT, on 11 March 2015 - 01:43 PM, said:

The crew of the Pegasus bails and high tails it north where theyre no longer in LOS of any enemies. No wounded.
Weapons fire for Vindicator VND-1X
PPC at Wasp WSP-1A (); needs 12, rolls 12 : - Glancing Blow - hits CT

The wooded hex absorbs 4 damage. Wasp WSP-1A () takes 1 damage to CT.
3 Armor remaining.

Yup^^^ Chew on that one as compared to MWO. I hit a mech with 4 CT armor, with a PPC, has 3 armor remaining. Were missing alot of fidelity. Between it being a glancing blow, and the target being in woods, a 10 damage weapon only did 1 damage.

Magscan is switched on so theres alot more hits now:

Posted Image

The big one here is the last Civvie APC just immobilized the Vedette (along with hits from the VTOL), that was really the last obstacle to the civvies getting out.

All the LRM20s missed, but thats to be expected at a 12 to hit.

Turn 9:

The heavy lance moves at max speed to the brawl. The enemy retreats to a central position and finally my LRM carrier is in a position to have someone spot for it. Warrior VTOL, do your job sir o7

Posted Image

I have to admit the newest dev release with the updated Princessbots are pretty darned good. The only things im controlling are my mechs. The enemy, the lyrans, and the civvies, are all under AI control.



That's good news, I've been hoping that they'd update the AI.

#37 KraftySOT

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Posted 11 March 2015 - 01:50 PM

View PostMetus regem, on 11 March 2015 - 01:49 PM, said:



That's good news, I've been hoping that they'd update the AI.


Yeah thats their big dev branch theyre working on now. Getting the bots and solo campaign play up to snuff. Im going to share this aar over on their forums when im done.

#38 RedDevil

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Posted 11 March 2015 - 01:51 PM

View PostAlek Ituin, on 11 March 2015 - 01:47 PM, said:

Whoa whoa whoa, what's this? You can run campaigns in MegaMek!?

And here I am just screwing around in little one off skirmishes...

I think you're looking for MekHQ: http://megamek.info/mekhq

#39 KraftySOT

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Posted 11 March 2015 - 01:52 PM

View PostAlek Ituin, on 11 March 2015 - 01:47 PM, said:

Whoa whoa whoa, what's this? You can run campaigns in MegaMek!?

And here I am just screwing around in little one off skirmishes...


Wait till the battles over. Im going to show who got injured, what injuries, what cbills I made, what I salvaged, my repairs, doctors, who I captured if I captured anyone, interrogate them for info, etc.

Running them is the least of what it can do ;) Maybe ill show putting in orders for parts too, thats a complex system in and of itself taking into account the admin and scrounging ability of my admin staff, and my gunny sgts who run my mechtech, vehtech, aerotech, and astech teams. Plus a randomly changing dynamic market of 'stuffs'. Along with the ability to buy off the blackmarket, with the possibility of not getting what you ordered.

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Posted 11 March 2015 - 01:53 PM

View Postreddevil, on 11 March 2015 - 01:46 PM, said:

RNG's do not kill FPS sims. How are your crits handled? Missile hit chance and location? Scatter on LBX, machine guns, and a myriad of other RNG actions going on behind the scenes?

They're handled with a random number generator.

Notice how all the weapons considered bad are RNG? ;)





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