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OOC - 12/16. Posted by Kitten. | Group: 0 |
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Author | Message | Page: 40 39 38 37 36 35 34 33 32 31 ... 1 [all][bottom] |
Alaric Drusus player, 35 posts Fri 15 May 2015 at 13:29 |
Perhaps, I would be better off playing it safe. Drop Bug Warrior and buy a Jenner-F instead? Instead of getting Light Mech Specialization and Hazard Checks, go for Tactics? Buy Edge 1 with exp instead of c-bills. Maybe use the last 50 exp for a 'Do anything for money' and make it an Heirloom Mech? I am reasonably confident that I can have fun in just about anything, but I have the feeling that most of the folks offering their insight are somewhat concerned that I'm going to explode hilariously minutes after setting foot on the battlefield for the first time. | |||||
Adam Carlyle Player, 100 posts O4 - Captain Solid Slug Fri 15 May 2015 at 13:42 |
No... You won't explode hilariously unless you take an ammo laden mech like I did first time round. ;) | |||||
Penny Plenty player, 579 posts R3 - 1st Lt. Gumdrop Fri 15 May 2015 at 14:04 |
They still play that event the Solaris circuit bloopers holo reel highlights... | |||||
Adam Carlyle Player, 101 posts O4 - Captain Solid Slug Fri 15 May 2015 at 14:10 |
I can make a killer version of that now that we have access to some advanced tech. Sell off my Hatchetman and downgrade into the Urbie and trick it out with some serious bling ;) | |||||
Alaric Drusus player, 36 posts Fri 15 May 2015 at 14:11 |
edit: there are really 2 primary benefits to making the switch to a larger mech. For one, Jenner's are awesome. For two, I would have somewhat more room to make newbie mistakes. There is some appeal to that. This message was last edited by the player at 14:19, Fri 15 May 2015. | |||||
Adam Carlyle Player, 102 posts O4 - Captain Solid Slug Fri 15 May 2015 at 14:20 |
3/5/2, LBX AC/10 w/BAES & CASE, ERSL, 6 tons of armour. Not bad and not far from the Clan Urbanmech IIC | |||||
Akarian Euclid player, 403 posts R3 - 1st Lt. Fri 15 May 2015 at 14:54 |
Though they have their downsides as well, quite expensive, and lack hands/lower arm which is bad for punching and more importantly depending salvage. Still though they're a nice ride. Nothing wrong with starting your life in a heavier mech Alaric. | |||||
Adam Carlyle Player, 103 posts O4 - Captain Solid Slug Fri 15 May 2015 at 15:04 |
Though the lack of hands does limit salvage operations, that much is quite true. | |||||
Akarian Euclid player, 404 posts R3 - 1st Lt. Fri 15 May 2015 at 15:07 |
Thinner armor than my original Mongoose :) | |||||
Adam Carlyle Player, 104 posts O4 - Captain Solid Slug Fri 15 May 2015 at 15:13 |
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Kitten GM, 6163 posts Fri 15 May 2015 at 15:33 |
Mission 16 is ending in a couple of weeks, and i just finished up the archetypes. Everyone should look them over, in particular... the Alts. Even if you have no desire to play a second mech in the campaign you should look the alts over, to see if the concept of playing supporting Tech, Cavalry, or even Infantry appeals to you. They rely on your mechwarrior, goes where your mechwarrior goes, and if your mechwarrior has rank, fights with them, as well. Players currently with fighting alts... may consider the attractive nature of keeping the mech alt vs the support alt. These Archetypes are all 'Beta' at the moment and subject to change. I am still accepting input from players regarding these archetypes. I believe they are all balanced, and bring something to the campaign to make it more enjoyable. link to a message in another game | |||||
Akarian Euclid player, 405 posts R3 - 1st Lt. Fri 15 May 2015 at 15:47 |
Ah yeah Jenner F... yeah thats really quite nice. This message was last edited by the player at 16:32, Fri 15 May 2015. | |||||
Kitten GM, 6164 posts Fri 15 May 2015 at 18:18 |
They start with no money in hand, because your mech warrior buys the conventional unit and hands it over to them to use... and bankrolls the cash for modifications and what not. | |||||
Joaquin Cortez player, 359 posts Callsign: "WarDog" Spider (SDR-5V) Fri 15 May 2015 at 19:21 |
Talons are some of my fav light units, but aren't incredibly practical in Kitten's campaign. It's a Locust on roids. 8/12, PPC & 2 Meds. Star League upgrading goes to ERs. I've seen Pulse variants but not nearly as brutal as with the ER PPC. Commandos get a lot of flack, but in the right hands are an extremely reliable and deadly mech. That Wasp variant with a load of small lasers is nothing to mock either. Listen to those telling you armor matters. Look at what one shot just did to my Spider. It shaved everything in my Right Torso off. No internal crits yet (Thank Goodness), but that might not be the case soon. Use cover and movement modifiers to your advantage. Biggest cup of advice I can give you from my experience..... ALWAYS check the post ahead of you before declaring your movement. Collisions due to error do not end well for all parties involved. | |||||
Akarian Euclid player, 406 posts R3 - 1st Lt. Fri 15 May 2015 at 19:27 |
Yep I know, and I think that's fine, just I can't afford it :) Or at least for anything I'd want to risk a character in combat in. This message was last edited by the player at 19:36, Fri 15 May 2015. | |||||
Lucius McMurphy Alt, 1840 posts NCO1 - Corporal Callsign - 'Burner' Fri 15 May 2015 at 19:40 |
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Alaric Drusus player, 37 posts Fri 15 May 2015 at 20:28 |
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Lucius McMurphy Alt, 1842 posts NCO1 - Corporal Callsign - 'Burner' Fri 15 May 2015 at 20:37 |
Glad we could help. | |||||
Alaric Drusus player, 38 posts Fri 15 May 2015 at 20:52 |
For the other two options though... There's always Energy Weapons, which I am confident is pretty great. But that would preclude other, also useful things like Tactics, or perhaps Noble. Being able to win initiative more often or bring along additional targets, I mean conventional units both feel pretty useful. In the 'big picture, long-term slog' kind of sense. Would I be gimping myself if I did not take Energy Weapons? | |||||
Lucius McMurphy Alt, 1843 posts NCO1 - Corporal Callsign - 'Burner' Fri 15 May 2015 at 20:58 |
In the past taking Energy/Ballistic/Missile weapons was a way for you to more easily get equivalent Gunnery levels of 3 and 2 without dumping massive xp into that attribute since it was a +1 or +2 (essentially lowering your skill and making you a better shot). Now it don't make your shot easier it potentially allows you to roll better and to take advantage of extreme ranges (which you can only hit if you naturally roll 13+ on the 2d7 or 2d8...even if the shot at extreme range after modifications drops to say a 10+ you still need to roll at least a 13 when they are in that phantom range) So no you wouldn't. It just eliminates another level of complexity to potentially take advantage of. | |||||
Kitten GM, 6168 posts Fri 15 May 2015 at 21:58 |
Energy, Ballistic, and Missiles all use a bump in dice. They all allow access to Extreme range, which i'm thinking will be a flat penalty 6 roll Damage starts to taper off at that range though. Ballistics do one less damage. Normal Missiles are -1 on number that this chart. Streaks are no longer streak at that range and roll number to hit.. Energy Weapons are 1/2 damage (Rounded up) This make sense to you peeps and are you all down with it? | |||||
Teri Knight player, 408 posts Panther, P5, G5 Callsign: Catgirl Fri 15 May 2015 at 22:23 |
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Kitten GM, 6169 posts Fri 15 May 2015 at 22:33 |
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Alaric Drusus player, 39 posts Fri 15 May 2015 at 23:29 |
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Akarian Euclid player, 407 posts R3 - 1st Lt. Fri 15 May 2015 at 23:40 |
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