Vulpesveritas, on 11 January 2012 - 08:46 PM, said:
It's harder to hit than the torso so long as you're moving and not in something like an assault.
Have you tried hitting the legs on an uller?
I have actually tried hitting the leg of an Uller just a day or two ago to teach a legger with a gauss rifle a lesson in MWLL, it was very easy to do in my harasser and I only needed like 3 light gauss shots and my mgs to leg him, and that is with misses due to both of us going full speed most of the fight as he tried fleeing when my first shot dealt noticeable damage to his left leg.
StaggerCheck, on 11 January 2012 - 11:00 PM, said:
I think I've come up with a pretty good solution to this...
The problem with the legs on a Mech are the fact that they, in the table top game, had specific chances to take damage from incoming weapon fire. A roll of 5 or 9 on 2d6 would indicate a leg hit on the front damage chart, for example. In a combat sim, though, you have reticle targetting, with players expecting their weapon strikes to hit exactly where their aiming reticle indicates. Generally you see this result with seven laser beams converging on one spot in games like MW4 or MW:LL. The main problem is that the table top game doesn't really mesh well with a sim for the above reason. When you're playing a table top game, and you're faced with 'to hit' numbers before you start rolling dice, you envision your Mechwarrior gaining a target lock and just being happy that they've actually hit the target, based on the 2d6 roll utcome. Where the weapon actually connects is purely random. The different hit location determination rolls spread damage over the Mech during the course of the game, and the maximum potential armour values on the Mechs reflected those percentage chances for hits per location. Many Mechs came stock without maximum armour protection on many damage locations, which is ok in table top Battletech, but almost asking for trouble in a sim. So, given that the game designers want to stick pretty close to the table top version, but mesh the game well with this simulation environment, I think the best thing to do would be as follows...
Separate the leg into two damage boxes... thigh and shin/foot. Place the hip and upper leg actuator in the thigh damage location, and place the lower leg, foot and the two extra bottom slots for equipment into the shin damage location. Give each segment the same potential armour values as the canon Mech design rules would allow. This way, even if a leg is targetted during game play, there is still some variation as to where the strike will land, thus extending the life expectancy of the limb in a sim environment, while sticking pretty close to the table top canon.
This idea I love, splitting up the hitboxes into just 2 per leg would likely greatly help with people legging as you cannot hit the same armor so consistently.