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Most Overpowered Tactic In Tt Goes To..


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#1 Victor Morson

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Posted 16 August 2013 - 06:27 AM

.. picking Omnis with all arm mounted guns, then loading elemental squads on your 'mechs to use as extra armor!

Seriously this is the worst, on top of the fact the 'mech can detach the survivors whenever it finally goes down. There seems to be no drawback to it, either!

#2 BigBadVlad

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Posted 16 August 2013 - 09:38 AM

2PPCX1Gauss of course....

#3 Stingray Productions

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Posted 16 August 2013 - 10:16 AM

...and very deadly.

#4 Egomane

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Posted 16 August 2013 - 10:56 AM

This no longer works as efficiently as it did in the days past. Those pesky battle armor troopers swing out of the way from time to time. And there is now a two thirds chance the troop dies with the unit it was attached to.

From the Total Warfare rulebook

Quote

Attack Damage to Troopers
When a unit carrying battle armor takes a hit in a location where a surviving trooper is riding, roll 1D6. On a result of 1–4, the trooper does not take damage; the total damage value of the weapon used is applied directly to the location on the carrier. On a result of 5–6, the trooper takes damage before the carrying unit does; any damage left after the trooper is destroyed is applied to the location struck. Battle armor units riding on carriers cannot be targets of an attack; only a successful attack against the carrier can inflict damage on the battle armor.
When a location is destroyed, all troopers riding on that location (both front and rear for ’Mechs) are also destroyed. If the entire unit is destroyed, roll 1D6. On result of 1–2, the infantry unit survives (except for any troopers riding on a destroyed location); on a result of 3–6, the infantry unit is destroyed. The infantry unit is placed in the hex where the carrier was destroyed and may move and fire normally in the next turn; its target movement modifier for the current turn is equal to that of its destroyed carrier. If the carrier was destroyed in a hex that the infantry unit is prohibited from entering, the infantry is automatically destroyed.


I'd say a couple of Arrow IV and several TAGs are much worse.

#5 Karl Streiger

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Posted 18 August 2013 - 10:33 PM

Well i always like the best of two worlds:

Improved Heavy GaussRifles and C3 networks - or you add some clan tech into the mix.

#6 GumbyC2C

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Posted 24 August 2013 - 03:49 AM

Clan large pulse laser boat. -2 to hit, no minimum, good range, manageable heat.

#7 Helbrecht

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Posted 24 August 2013 - 05:54 AM

yeah the flak vest trooper exploit got nerfed hard its not nearly as effective as it was.

hovercraft swarm armies are far more over powered. ever try to fight 20 500 BV hovercraft! in a 10K bv fight

#8 Pht

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Posted 25 August 2013 - 09:55 AM

Most overpowered tactic...


Loaded dice.

#9 Avimimus

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Posted 28 August 2013 - 09:58 PM

This thing seems to be up there... fly 330 metres over their heads and cut a hole in the rear of their opponents (alpha is 50 damage in 5 point clusters).

Quote

Clan experimental
40 tons
BV: 1,636
Cost: 8,350,580 C-bills

Movement: 6/9/11
Engine: 240 XL
Heat Sinks: 10 [23]
Gyro: Standard Gyro

Internal: 67 (Endo Steel)
Armor: 136/137
Internal Armor
--------------------------------------
Head 3 9
Center Torso 12 18
Center Torso (rear) 5
Right Torso 10 16
Right Torso (rear) 4
Left Torso 10 16
Left Torso (rear) 4
Right Arm 6 12
Left Arm 6 12
Right Leg 10 20
Left Leg 10 20

Weapon Loc Heat
----------------------------------------
ER Small Laser LA 2
ER Small Laser LA 2
ER Small Laser LA 2
ER Small Laser LA 2
ER Small Laser LA 2
ER Small Laser RA 2
ER Small Laser RA 2
ER Small Laser RA 2
ER Small Laser RA 2
ER Small Laser RA 2

Equipment Loc
----------------------------------
Targeting Computer RA
Partial Wing LT

Edited by Avimimus, 28 August 2013 - 09:59 PM.


#10 Karl Streiger

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Posted 28 August 2013 - 11:43 PM

View PostAvimimus, on 28 August 2013 - 09:58 PM, said:

This thing seems to be up there... fly 330 metres over their heads and cut a hole in the rear of their opponents (alpha is 50 damage in 5 point clusters).

At that movement rate 55t is better (or did you modified the Pouncer)

but hey her is my Clan Madness: 60% better armored thanks to Ferro Lammelor
nearly the same damage - 46 but with overall better range - thanks to Improved Heavy Medium Laser (each dealing the same damage as a IS PPC) two Medium Pulse lasers to hit what you want - and two Micro ER-Laser just because i had 2 crits and 0.5t remaining


Quote

Mass: 55 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-F
Production Year: 3070
Cost: 13.019.458 C-Bills
Battle Value: 2.358

Chassis: Unknown Endo-Steel
Power Plant: Unknown 330 Fusion XL Engine
Walking Speed: 64,8 km/h
Maximum Speed: 97,2 km/h
Jump Jets: Unknown
Jump Capacity: 180 meters (240 meters)
Armor: Unknown Ferro-Lamellor
Armament:
2 Medium Pulse Lasers
3 Imp. Hvy Medium Lasers
2 ER Micro Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 91 points 3,00
Internal Locations: 1 RT, 2 LA, 2 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 330 12,50
Walking MP: 6
Running MP: 9
Jumping MP: 6 (8) Standard
Jump Jet Locations: 3 LT, 3 RT 3,00
Heat Sinks: Double Heat Sink 14(31) 4,00
Heat Sink Locations: 1 RT
Gyro: Standard 4,00
Cockpit: Standard 3,00
Actuators: L: SH+UA+LA+H R: SH+UA
Armor: Ferro-Lamellor AV - 182 13,00
Armor Locations: 1 HD, 2 LT, 1 RT, 4 LA, 2 RA, 1 LL, 1 RL
CASE Locations: RA 0,00

Internal Armor
Structure Factor
Head 3 9
Center Torso 18 28
Center Torso (rear) 7
L/R Torso 13 19
L/R Torso (rear) 7
L/R Arm 9 18
L/R Leg 13 25

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Targeting Computer CT - 2 2,00
2 ER Micro Lasers LT 2 2 0,50
Partial Wing LT/RT - 3/3 3,00
3 Imp. Hvy Medium Lasers RA 21 6 3,00
2 Medium Pulse Lasers LA 8 2 4,00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 24
6/8j 6 6 0 0 2 0 Structure: 3
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Edited by Karl Streiger, 28 August 2013 - 11:44 PM.


#11 Tsen Shang

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Posted 03 September 2013 - 01:27 PM

I'm pretty sure the worst was the 50 ton clan LAM that had a single Large pulse and moved so far so fast that with a 0/0 pilot it required a 12 to hit him with a pulse laser.

#12 Stormwolf

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Posted 03 September 2013 - 02:59 PM

It's a good thing that I mostly stick to tournament legal units and avoid the cheese designs before games even begin.

I'm okay with games where someone brings a custom mech that was cobbled together over the course of a campaign, now those things have personality.

I remember fighting with a guy that had salvaged a Toyama 1B but couldn't replace the C3i and Heavy/Light PPC's so he took two ER PPC's and a streak SRM 4 which he had on hand. Unfortunately this mech ran into a Vanquisher.

#13 Karl Streiger

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Posted 03 September 2013 - 11:01 PM

View PostStormwolf, on 03 September 2013 - 02:59 PM, said:

Unfortunately this mech ran into a Vanquisher.

But I pretty sure he ran into the Lyran WoB or the MD Vanquisher version right? The "original" Word of Blake Milita Vanquishers were lousy.

#14 Stormwolf

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Posted 04 September 2013 - 11:19 AM

View PostKarl Streiger, on 03 September 2013 - 11:01 PM, said:

But I pretty sure he ran into the Lyran WoB or the MD Vanquisher version right? The "original" Word of Blake Milita Vanquishers were lousy.


It as the quad UAC5 version IIRC.

#15 Victor Morson

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Posted 04 September 2013 - 02:49 PM

View PostEgomane, on 16 August 2013 - 10:56 AM, said:

This no longer works as efficiently as it did in the days past. Those pesky battle armor troopers swing out of the way from time to time. And there is now a two thirds chance the troop dies with the unit it was attached to.

From the Total Warfare rulebook

I'd say a couple of Arrow IV and several TAGs are much worse.


I haven't played Megamek in a while, but man do they need to get that rule put in over there!

And yes, Arrow IV + TAG - while I will admit I've never really been good at using properly in BattleTech - is truly one of the most OP things in the game, when push comes to shove. It absolutely dominated tournaments for a while.

Of course, I could also make a case for Enhanced Thunder LRMs for being the most OP thing entirely (way, way worse than Arrow IV even), but that's more a weapon problem than an Arrow IV system. Unless I've overlooked some weakness, once someone with the enhanced Thunders fires a couple launchers, half the map will blow off your legs. It's insane.

#16 sj mausgmr

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Posted 04 September 2013 - 04:54 PM

A HE ATM boat is by far the worst, decent sized ones can put out ridiculous numbers like 100+ points of damage from one alpha. I've heard of them critting pilots 5 times in one round with an accurate volley.

#17 Cik

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Posted 04 September 2013 - 07:09 PM

View Postsj mausgmr, on 04 September 2013 - 04:54 PM, said:

A HE ATM boat is by far the worst, decent sized ones can put out ridiculous numbers like 100+ points of damage from one alpha. I've heard of them critting pilots 5 times in one round with an accurate volley.


at the cost of carrying 10~ tons of ammo. even with clan CASE it's dangerous to carry even half that weight in ammo, lest you go up like a firework the first time someone gets through armor.

#18 Karl Streiger

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Posted 04 September 2013 - 11:13 PM

View PostCik, on 04 September 2013 - 07:09 PM, said:


at the cost of carrying 10~ tons of ammo. even with clan CASE it's dangerous to carry even half that weight in ammo, lest you go up like a firework the first time someone gets through armor.

Well you can take iATM - that should reduce the ammount of necessary ammunition.

But at least it doesn't matter if you use LBX, HE ATM or SSRMs on mass - statistically every fourteenth hit does hit the canopy or make a critical through armor. Only thing to protect you is hardened armor or Ferro Lammelor.





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