Jake Valeck, on 29 March 2012 - 06:03 AM, said:
3025 tech is much more fun and less easy mode. dont get me wrong though i loved my timberwolf back in the day.
![:D](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
I'm genuinely curious- as I've seen this expressed a lot by the so-called 'gronards' (not implying you are one! Just mentioning what they call themselves on the Battletech forums
How is 3025 'more fun' yet 'less easy mode'?
Neverminding the slew of equipment and additional rules that makes 3050+ more complex right away in my mind, 3025 is significantly slower. Both in damage dealing- (making a mistake much more forgivable) but also in mobility. Most heavies are 4/6 and mediums are 5/8. Not only are you presented with less options during the movement phase (move three hexes into woods or up an elevation) but, again, you are far less likely to be penalized by making a mistake in leaving your flank open. Any light 'mech that can actually exploit a hole doesn't have the firepower 3050+ lmediums do, nor the speed of the 3050+ lights to help them ensure survival.
I'll concede that heat is 'easier' if you're using a 'flashbulb' design, but those will be outmatched by units that are properly bracket firing or using their heatscale correctly in 3050+, just like 3025. And to be honest, there's nothing difficult about moving an
Awesome into a forest hex and then standing there for the rest of the game firing a 3-3-2 pattern.
I've seen the arguement raised of 'headcappers' and 'pulse lasers', but, frankly, I find 3025 more random in sudden deaths through TACs and ammo explosions. Many 'mechs only have ammo in a location, ensuring their death as soon as
any weapon damages the internals with a 8+ roll. Hell, speaking of any weapons, any weapon in 3025 has the same odds at a chance at a TAC then hitting the head (1 in 36) and with single heatsinks, an engine TAC (or two) might as well be a decapitation anyway. (For more fun, any small laser, flamer, or machine gun that hits many of the 'mech's on the side table has a 1 in 36 in rolling a crit roll. Only have ammo in that side torso? Oh well, instant death!)
I don't know. 3025 is always the same. Campaigns- you have a merc lance of four pilots who seige worlds who have nothing but a few vehicles and PBIs defending it (if they're really unlucky, maybe a half damaged Locust). In pick up games, it always breaks down into the same thing:
-Heavy or Assault to soak up damage and sink your first initiative move (Warhammer, Marauder, etc.
-Long range hitter (Catapult, Longbow, erc.) supportive fire. Move this one second.
-A couple of medium 'jack of all trades' (Wolverine, Shadowhawk, Phoenix Hawk etc.) either jump forward to the heavy/assault to apply pressure, or jump back to the support 'mech to reinforce...depending on if you won or lost initiative.
While fun, it gets a bit stale for me. There's much more complexitty, tactcis, and variety in 3050+ in my experience. And more challenge as their's no 'cookie cutter' lance (as above) and if you make a mistake, your opponent can exploit it to much more of a degree.
In the end though, if 3025 is the more challenging era, why is it consitently used to teach the game to new players?
Edited by Sidney, 29 March 2012 - 10:13 AM.