#321
Posted 28 March 2013 - 12:42 PM
#322
Posted 28 March 2013 - 03:52 PM
#323
Posted 28 March 2013 - 06:05 PM
also based on damage from the posts, it should be at about 25 armor.
edit: i also have no issues if you say it isn't happening. i just thought it to be a cool idea.
Edited by dal10, 28 March 2013 - 06:37 PM.
#324
Posted 28 March 2013 - 06:14 PM
i still have trouble understanding how a 55 ton 'Mech could lift and carry three quarters of the weight of the 25 ton Commando without blowing half the stabilizing actuators and over energizing the myomer to the point of imminent failure (not to mention the balance points on the frame would be bent or experience such stress that a hazardous recrystalization might lead to cracks or full blown failure).
heck, if there is that much extra free weight available for carrying without consequences, why aren't we carrying more weapons?
#325
Posted 28 March 2013 - 06:36 PM
according to master rules 35000 mechs can carry things up to 10% of its weight for no movement penatly. however it can not fire weapons mounted in the arms or forward mounted torso. however i was treating this more like a club than anything. there are no rules on disadvantages of using a club that i saw.
#326
Posted 28 March 2013 - 07:15 PM
#327
Posted 28 March 2013 - 07:19 PM
Your Charger has a weight lift limit of 8 tons. The autocannon in the Patton's turret weighs 12 tons all by itself. Even better, the Patton stores the shells for its autocannon in its turret.
You. . .may not want to do that.
#328
Posted 28 March 2013 - 07:44 PM
not that i ever knew that , much less remembered it...
i can, however, recognize someone who does on both accounts.
#329
Posted 28 March 2013 - 08:02 PM
i figured a good chunk of the ac/10 would be blown to smithereens anyways. all i was really going to use it for was to kill a tiny mech to steal its leg for a club.
#330
Posted 28 March 2013 - 08:30 PM
#331
Posted 28 March 2013 - 08:43 PM
You can use other things as clubs. You can use trees as clubs. I see no reason why you couldn't use one of the cannon barrels as a club.
#332
Posted 28 March 2013 - 09:03 PM
They like the AC/10 club idea, but they tried to kill me for suggesting the turret shield idea, so for the sake of my life, please no shield.
Gonna get everyone in motion now, sorry about my delayed reactions.
#333
Posted 28 March 2013 - 09:12 PM
#334
Posted 28 March 2013 - 09:18 PM
Think of it this way, the turret had a big frakkin' hole put through it when the rommel shot it, but the gun isn't damaged so badly that you couldn't pull it out and use it as a golf club for a little light mech.
#335
Posted 29 March 2013 - 09:06 AM
Is north at the top?
Are we supposed to give descriptions of any geography if you don't tell us about it? For example, my previous posts that tried to take advantage of the underlying Austiran countryside from your first map turn out to be all wrong.
Don't we want or need a coordinate system for spotting and directing traffic?
#336
Posted 29 March 2013 - 11:22 AM
As of now, we don't need the added complication (photoshop wise) of a grid or coordinate system, I don't plan to let artillery/air strikes be available yet. Some will become an option for later engagements.
Sorry about the confusion the maps have caused, I guess the best way to describe the method I'm (trying) to use is by providing you guys enough information and details so you know what is going on and can picture it, but at the same time, letting you all paint your own picture of what the area around you looks like.
And I realize this new map isn't perfect, it seems to show we're in a wooded area, which is not the case, just bear with me, I haven't gotten to the point yet where I can create maps that rival actual satellite imagery in photoshop... yet.
Think of this area in the 18-20km out from Jarrund to be like European farmland ('Cept not quite so post WWII) during the 1960s, and progressively getting more advanced and modern as we get closer to the city, it will eventually give way to quite modern (for us today) suburbs. But we haven't gotten that far yet.
If y'all would rather I switch up and actually describe what the hell is around you, in much much greater detail, I suppose I could do it, it'd just mean the posts I write would be huge friggin' blocks of TLDNR.
I guess I'll make the next Havoks RP take place on a desert/savannah or arctic world, won't have to deal with no flippin' trees then
Edited by Janitor101, 29 March 2013 - 11:36 AM.
#337
Posted 29 March 2013 - 12:26 PM
For me. . .the maps really aren't helping. I don't think we need much in the way of description when we're moving overland. . .our pilots have maps and know what our general route is. When we get into combat, a general overview of dominant terrain features will suffice. . .base terrain type (flat, rolling, rocky, etc) any signficant body of water, tree lines, significant buildings etc. Also, don't walk us into a dangerous area without giving us a chance to react-- anything big enough to hide a 'Mech warrants caution.
#338
Posted 29 March 2013 - 01:29 PM
Edited by cmopatrick, 29 March 2013 - 01:34 PM.
#339
Posted 29 March 2013 - 07:04 PM
#340
Posted 29 March 2013 - 07:56 PM
(awesome, cataphract/ceasar, or archers) in which case i would love to know if there is a way with cover to flank them with.
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