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Why Doesn't Case Protect The Section It Is In From Ammo/ Gauss Explosons?
#1
Posted 01 February 2017 - 03:50 PM
#2
Posted 01 February 2017 - 03:52 PM
Edited by Roughneck45, 01 February 2017 - 03:55 PM.
#3
Posted 01 February 2017 - 03:56 PM
Why?
Because BattleTech. That's why. Some TableTop game designer decided years ago to not make it save the component where it's installed, and PGI just rolled with it.
#4
Posted 01 February 2017 - 03:58 PM
Edited by Snazzy Dragon, 01 February 2017 - 03:58 PM.
#5
Posted 01 February 2017 - 03:59 PM
#6
Posted 01 February 2017 - 04:00 PM
As for why your arm falls off too... well, CASE doesn't save internal structure, so this is a bit like asking why your arm falls off if someone takes a chainsaw through your ribs, top to bottom.
Now, CASE II does what everyone wants CASE to do. It reduces ammo explosion damage to 1 (To the Internal Structure), and then blows the explosion out the back, taking all the rear armor with it.
Edited by Bombast, 01 February 2017 - 04:01 PM.
#7
Posted 01 February 2017 - 04:44 PM
It makes relatively little sense when you don't have the economics and availability realities of BT in the game.
In BT/lore, your 'mech would still be crippled, for the battle. But with the CT safe due to having CASE, you'd still have something to repair. And your mechwarrior might still ride that 200-year-old family heirloom some other day. Also explains why many XL-engined stock 'mechs come with CASE: you'll still lose your engine with the side torso, but though looking for engine replacement the 'mech is still repairable.
Here losing a 'mech doesn't "matter", so CASE kind of loses it's reason to exist.
#8
Posted 01 February 2017 - 08:11 PM
#9
Posted 01 February 2017 - 08:15 PM
If I had my way, though, it would go like this:
IS CASE: Buffed to be basically CASE II by TT rules, meaning that it actually prevents most internal damage (you take like 1-2 points of damage) but shreds your rear armor in that section as a result of the ejected explosions for side torsos.
Clan CASE: No changes because it's free.
IS CASE II: Flat out immunity to ammo/weapon explosions. Your stuff will still be critted and disabled, but you take no damage whatsoever.
Clan CASE II: Same as the newly buffed IS CASE (because same weight and slots). Not as good as IS CASE II.
Edited by FupDup, 01 February 2017 - 08:16 PM.
#10
Posted 01 February 2017 - 08:34 PM
#11
Posted 01 February 2017 - 09:24 PM
The biggest discrepancy of Clan CASE compared to IS CASE is actually not being able to localize ammo placement in the arms. While in most cases, you use them to shield stuff, but the bonus crits from arm actuators allows more convenient and safer ammo placement.
Ammo placement in the side torsos still happen, but in terms of mech building and usage... you want guarantee that you "dump" as much ammo before you use ammo from arms and legs. That's why CASE in the arms needs to happen.
CASE in the side torso is "bad" in the sense that when you get that far into the mech, it's "too late" to do much with it... especially for IS mechs. Clan mechs already benefit from this anyways... I don't see the point in this dumb "design"/TT limitation.
Edited by Deathlike, 01 February 2017 - 09:24 PM.
#12
Posted 02 February 2017 - 04:42 AM
Major Tomm, on 01 February 2017 - 08:34 PM, said:
No, you're thinking like someone who refuses to accept that not only are giant huminoid mecha games only vaguely related to real world design, but also one that refuses to accept game design because 'But it should work how I think it should.'
Fact is, if CASE worked anything like how it does in real life, any ammo explosion would knock the mech out of combat regardless of where the explosion was. Why? Because real life combat units with CASE like ammo/fuel cans are knocked out when those system's go off.
Edited by Bombast, 02 February 2017 - 04:45 AM.
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