razenWing, on 12 April 2018 - 05:39 PM, said:
I was rewatching that video, and it pretty much made me realize that there's really only 1 way to fight.
Dropships.
I get why you don't hover one dropship over a city and obliterate everything. Cause, if you accidentally lose one, that's like a trillion space dollars gone bye bye.
But jeez... like the MW4 video, why even allow them the time to activate hangers? Why not drop ON the hangers? I mean, what's literally there to stop them? The same logic technically applies to every combat scenario. Just force drop onto every single combat zone before the enemy can react, and game over.
I mean, why do this "let's drop 20 miles outside of the cities and approach menacingly on radar" stuff? Fly over the city, unload in like 5 seconds, and instant win without retaliation.
In fact, in all of the MWO FP siege games, same concept applies. You have 12 mech defenders, but you can't possibly be in them the whole time. So I just drop 2 here, 2 there, 4 there, 3 at the objective. 1 Minute flyby, entire base conquered.
I also refer you to the MW5 announcement video, why have this weird sequence where you run in and out from a dropship to attack a base 5 minutes away? Why not land AT the base?
In fact, if all you are blowing up is that one building, why not do a flyby gauss cannon? Saves the landing fuel cost all together. Like literally they could open the side door, use computer to calculate telemetry, and alpha 4 mechs on the side. It's the literal future version of a gunship.
BOOM, objective complete. No silly trotting a 55 ton mech to then have to run away from enemy dropship.
(and how is it possible that you run away in an Atlas, and if you are a reinforcement with intel that ONE atlas is wrecking your base and running away, why would you not do your own flyby next to the atlas, drop like 5 mechs directly ontop... apprehend the convict, then blow up the convict's dropship? Literally... WHY LAND 3 MILES AWAY TO CHASE SOMEONE DOWN??)
Like the whole concept of dropships is just the most OP thing ever. Everything else can be explained away (rule of war to not orbit bomb a planet, limited range to shoot from space, space dollar and advance defensive system to use dumb missiles with shorter range... etc etc. But the mobility issue, that's just one thing that always bugged me about BTech)
There's a number of things to think about. First and foremost is the huge differential of "CG on a budget" and actual combat.
In there, AMS should have been activated but wasn't, and instead of doing it she gave some stupid excuse and made no attempt to dodge the incoming fire of what effectively amounted to an LRM-5... and died suddenly. This isn't even taking into consideration that the reason the Tabletop is so prone to leg and arm injury over torso injury is largely covered under the"DI Computer" under Cockpit in the TechManual. Mechs will -- so long as the pilot desires to do so -- automatically attempt to avoid or deflect ALL INCOMING FIRE and impending sources of damage, up to and including weaving the body to avoid hitting street lights in close proximity and automatically step over cars as opposed to stepping on them, as well as bring arms up to absorb laser fire. That mech would have thrown its arms in the way or simply ducked to try and avoid the missile that killed her. Mechs do not want to get injured. They see register damage as pain.
Now take the Mad Dog, which takes an insane amount of abuse for "going out with glory reasons" except... he fails to shoot anyone, and the abuse taken is WELL beyond the abuse the mad dog should take. It hardly has 3 tons more armor than the Shadow Cat.
Now, for some other comparisons... The"Wanzers" here are taken out with pathetic ease... when each of these would take dozens of similar attacks and keep ticking. In fact those things usually withstand the abuse of multiple attacking units and tanks for several turns. Yet as soon as any of these units are hit, two more bullets puts them out of their misery.
Unless they're important, which we'll get back to.
Meanwhile...
And the same scene from another perspective.
Take note that units completely capable of running... fail to do so.
Fire lines are set up but no one hits. In fact they are so far off it isn't even funny.
Machines take more abuse, but just enough to show off combo attacks.
And again..
Single hit syndrome comes up again. Except for a select few to show off combo attacks.
Helicopter hit on armor, barely even phased but it flies out of control for no reason just for dramatic effect.
But compare to gameplay, and these things take much more abuse.
Just like in Battletech, mechs can take quite a bit more abuse, and as someone that has run dropships down into the field...Armor, 480 points.
In MWO that'd be 960 points of armor.
That's all it would take to obliterate a dropship completely.
Now keep in mind your typical Hunchback is carrying 320 in MWO, or 160 in BT for stock armor. So you need the firepower of completely obliterating 3 Hunchbacks head to toe... and that's what it takes to destroy a Leopard by obliteration. Except you don't even need that.
Several successive uses of twin AC/5 twin AC/2 have shot down Leopard dropships in my campaigns in Megamek, sometimes a single fantastical use of an AC/5 was sufficient.
Have even done it with my "Heavy Rifle Carrier", and its Rifles have all damage reduced by 3 against armor. Still did it. AC/2 carriers (tanks with front mounted, turret-less, AC/2 arrays) are also good at taking down Leopards as are LRMs. LBX though is your best bet for a quick kill.
The subsequent crash also brings down multiple mechs too if they're not delivered, and potentially two Aero-fighters.
Dropships, of course...
Are not immune to the "One shot and done" phenomena.
Edited by Koniving, 13 April 2018 - 09:24 AM.
















