If heat had offered some benefits (explained with some fluff about how >myomers work) and/or the heat scale had had a sweet spot somewhere other
than zero, it could have been a more interesting mechanic.
(Of course, other stuff would need to change, or the effect would just
have been to make energy weapons even more better than everything else...)
[1] OK, yes, except Triple-Strength Myomer, yes, I'm a 3025 Luddite...
If you design
your own 'Mechs to be boringly effective they're nearly always
close to heat-neutral
If heat had offered some benefits (explained with some fluff about how myomers work) and/or the heat scale had had a sweet spot somewhere other
than zero, it could have been a more interesting mechanic.
Many of the 3025 designs have way too many weapons, because they are designed with weapons to use at range and another set to use close; For instance, pairing LRMs with medium lasers, but having heat sinks for only one or the other set.
On 2018-01-19, David Damerell wrote:
If heat had offered some benefits (explained with some fluff about how >>myomers work) and/or the heat scale had had a sweet spot somewhere other >>than zero, it could have been a more interesting mechanic.always presented in the fiction)?
(Of course, other stuff would need to change, or the effect would just
have been to make energy weapons even more better than everything else...) >Perhaps if some amount of heat build-up had been inevitable (as it was
[1] OK, yes, except Triple-Strength Myomer, yes, I'm a 3025 Luddite...
Even TSM doesn't actually do all that much for you unless you're
closing into hand-to-hand combat. In the current rules:
Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
Perhaps if some amount of heat build-up had been inevitable (as it was >>always presented in the fiction)?Quite. I read the first Grey Death book as a teenage pedant munchkin, and >because I was a teenage pedant munchkin, was upset that the Locust pilot
was ever popped out of her 'Mech by overheating and the threat of Inferno >hits when game mechanically it was no threat.
To make it inevitable heat dissipation would have to have varied with heat >level, which would make sense...
Even TSM doesn't actually do all that much for you unless you'reBut presumably you only put TSM on a hatchet-equipped 'Mech, where it is a >godsend.
closing into hand-to-hand combat. In the current rules:
On 2018-01-22, David Damerell wrote:
But presumably you only put TSM on a hatchet-equipped 'Mech, where it is a >>godsend.I generally try to avoid melee engagements. (This is a personal bias.
I did the same in _Necromunda_ where it nearly broke the system;
you're clearly meant to charge in shouting "rar", not snipe from a
distance.) But of course there is always that one-in-six instant kill
chance on the punch table (for a 60-tonner, or a 30-tonner with
hatchet).
Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
I generally try to avoid melee engagements. (This is a personal bias.Also it's often the case (especially with TSM) that putting the boot in
I did the same in _Necromunda_ where it nearly broke the system;
you're clearly meant to charge in shouting "rar", not snipe from a >>distance.) But of course there is always that one-in-six instant kill >>chance on the punch table (for a 60-tonner, or a 30-tonner with
hatchet).
only requires a to-hit roll with no terrain to take off a leg; and, better >yet, you can (or you could; this may have changed?) fire your guns while >you're doing it.
On 2018-01-21, Jonathan Schattke wrote:
Many of the 3025 designs have way too many weapons, because they are >designed with weapons to use at range and another set to use close; For >instance, pairing LRMs with medium lasers, but having heat sinks foronly one or the other set.
Let's look at the Rifleman.
Ignore the medium lasers for now.
My conclusion is that the Rifleman has the weapons fit it does (and
the corresponding lack of heat sinks and armour) because the
ADR-04-Mk.X Destroid Defender in Super Dimension Fortress Macross
clearly has four big guns on it, and in basic Battletech (no AC/2, 10
or 20) they could only be AC/5s, large lasers or PPCs.
I think that what one might call the "wave zero" designs, from the
pre-TR3025 rulebooks in the Battletech and Citytech boxed sets, were >constructed without much reference to actual play experience.
One could probably say the same for the "wave one" designs from
TR3025, except that they include the Awesome. Well, perhaps it was
just coincidentally great.
Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
Let's look at the Rifleman.To be fair, the Rifleman is particularly bad there. Most of the overgunned >book designs do seem to suggest a desire to have short and long range
options - even those working from Unseen designs like the Warhammer and >Battlemaster.
Ignore the medium lasers for now.Although they do seem a particularly odd choice given the large lasers
don't even have a minimum range.
thePPCs wouldn't help and 4 AC/5s wouldn't fit... and we could take off 17
ADR-04-Mk.X Destroid Defender in Super Dimension Fortress Macross
clearly has four big guns on it, and in basic Battletech (no AC/2, 10
or 20) they could only be AC/5s, large lasers or PPCs.
tons of AC/5 and add 10 tons of large lasers and 7 heat sinks, also making
it no better. I guess the only way to fix it given those clear four big
guns would be to make it much heavier.
3 AC/5s and one large laser could be done, losing both medium lasers,
another tonne of armour... but leaving it able to actually use its
armament.
I think that what one might call the "wave zero" designs, from the >>pre-TR3025 rulebooks in the Battletech and Citytech boxed sets, were >>constructed without much reference to actual play experience.And some TR3025 designs - the Atlas and other "let's go 3/5/0 and have >minimal long-range armament" designs,
the Banshee and other "let's go
4/6/0 on a huge 'Mech and have minimal everything" designs
(and the Victor
which combines both errors...), the JagerMech (admittedly, the AC/2 is so
bad that I can see why no-one was ever going to produce a good design using >AC/2s...)
I think it helps the Awesome, although it is very solid anyway, that
almost all the other assault 'Mechs are so seriously terrible. There are
one or two other relative gems amongst the stock designs - the UrbanMech
in the right conditions, the Panther, the Thunderbolt... even the
Crusader's not too terrible.
Also I think classic BattleTech has a real problem with differentiation of >weapon types, presumably why 305x added all those funky autocannon and >missile options. Without even any balancing mechanism but tonnage, the
AC/5 cannot help but come out "just worse".
On 2018-01-23, David Damerell wrote:
Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:Sure - most of them do a better job. The Wolverine with SRM-6 and AC/5
Let's look at the Rifleman.To be fair, the Rifleman is particularly bad there. Most of the overgunned >>book designs do seem to suggest a desire to have short and long range >>options - even those working from Unseen designs like the Warhammer and >>Battlemaster.
is a good example.
Medium lasers are best used for sticking as many as will fit on, I think.Ignore the medium lasers for now.Although they do seem a particularly odd choice given the large lasers >>don't even have a minimum range.
it no better. I guess the only way to fix it given those clear four big >>guns would be to make it much heavier.Four LLs is 32, plus 20+ heat sinks, and you're already beyond the
move-4 sweet spot of 42.5 tons of equipment plus armour.
(You've done that calculation, right?
3 AC/5s and one large laser could be done, losing both medium lasers, >>another tonne of armour... but leaving it able to actually use its >>armament.Until someone spat at it, yeah. But then it would be asymmetrical.
(and the VictorMaybe if you had a whole stack of AC/2s on a reasonably mobile 'Mech,
which combines both errors...), the JagerMech (admittedly, the AC/2 is so >>bad that I can see why no-one was ever going to produce a good design using >>AC/2s...)
that could keep out of range and be really annoying as it sandblasted
the enemy to death.
The Wolverine can be surprisingly effective and hard to kill. And I've
had a soft spot for the Stalker for a while, though I can see it has >problems.
about my favourite fit which doesn't include medium lasers, and modulo
the torso bomb (which I think we've talked about before) it's pretty
solid. (Even without any special rules for being four-legged.)
That old weapon table generated a lot of interesting design choices
and tradeoffs.
Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
Sure - most of them do a better job. The Wolverine with SRM-6 and AC/5I can never remember the Wolverine, I think it sorts into the Shadow Hawk >hashbucket in my brain. (I went to look it up).
is a good example.
I recognise they're in general very good, but they do look odd on an >overgunned underarmoured under-HSed 'Mech with no-minimum-range weapons. I >mean, yes, maybe the answer to that isn't to remove the medium lasers, butMedium lasers are best used for sticking as many as will fit on, I think.Ignore the medium lasers for now.Although they do seem a particularly odd choice given the large lasers >>>don't even have a minimum range.
if we're stuck with the overgunned...
Four LLs is 32, plus 20+ heat sinks, and you're already beyond theWe could stick with the existing armament but bump it to 75 tons, finding
move-4 sweet spot of 42.5 tons of equipment plus armour.
6 more tons for armour and heatsinks. Which would still be kind of bad,
but perhaps better.
Well, it's already a bit odd in that 4 apparently identical guns in the
art turn out to be 2 of one sort and 2 of the other. Put in some fluff
about how Star League Riflemen had 2/2 but the difficulty of getting laser >unobtanium and the fortunate decision to make the mounts modular means
the modern Rifleman is 3/1.
Maybe if you had a whole stack of AC/2s on a reasonably mobile 'Mech,I'd rather have LRMs, even with the slightly lesser range. My impression, >without a detailed calculation, is that you might well find even once
that could keep out of range and be really annoying as it sandblasted
the enemy to death.
you've fired off all your ammo that the enemy is not significantly >sandblasted, unless you got lucky with crits/heads. All the fire will be
at long range and presumably the target will not obligingly stand still in >the open to be sandblasted; it's only got to sit in heavy woods for 5/6 of >that ammo to go to waste.
The Stalker gets a lot just by going 3/5/0 - ridiculously overgunned but >that's better than being ridiculously undergunned.
The Scorpion has that PPC plus SRM 6 combination that's just
about my favourite fit which doesn't include medium lasers, and moduloHere I think's the first place we seriously differ. The Scorpion loses so >much by not going 5/8/0 - aside from the speed it's hard to see it offers >much over the Panther, a full 20 tons lighter, and the Panther's jump jets >make up for a lot of the difference. Sure, it's an SRM6 not an SRM4, and 8 >points more armour... but on the other hand the Panther squeezes in more
the torso bomb (which I think we've talked about before) it's pretty
solid. (Even without any special rules for being four-legged.)
heat sinks.
On 2018-01-23, David Damerell wrote:
Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:But actually I'm not convinced they have a useful self-defence role
Medium lasers are best used for sticking as many as will fit on, I think. >>I recognise they're in general very good, but they do look odd on an >>overgunned underarmoured under-HSed 'Mech with no-minimum-range weapons. I >>mean, yes, maybe the answer to that isn't to remove the medium lasers, but >>if we're stuck with the overgunned...
either. Take the Archer, a pair of LRM-20s (6 heat, 12 shots each) and
10 sinks. Strip off those four MLs, which you should never be getting
close enough to the enemy to use anyway, and you can drop on another
two sinks and 24 more shots.
(It should now be clear that when I have a design envelope to explore
I tend to push into the corners.)
I wonder sometimes what a game would be like if it were designed for
the fluff, with specialised anti-aircraft 'Mechs and so on.
The Scorpion has that PPC plus SRM 6 combination that's just
about my favourite fit which doesn't include medium lasers, and modulo >>>the torso bomb (which I think we've talked about before) it's pretty >>>solid. (Even without any special rules for being four-legged.)
1x PPC + 10 heat sinks = 17 tons
2x AC/5 + 2 heat sinks + 20 shots = 20 tons
Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
But actually I'm not convinced they have a useful self-defence roleWell, the Archer commits the standard book 'Mech design trope of sticking
either. Take the Archer, a pair of LRM-20s (6 heat, 12 shots each) and
10 sinks. Strip off those four MLs, which you should never be getting
close enough to the enemy to use anyway, and you can drop on another
two sinks and 24 more shots.
on two rear-facing medium lasers in the optimistic expectation that anyone >who might otherwise take a rear shot will be discouraged from doing so by >them (all else aside, in spite of the fact that it also gets you out of arc >of at least one of the Archer's other two medium lasers).
A friend of mine rejected this to the extreme of omitting rear torso
armour - sure, it's nice sometimes, but generally you're better off having
it on the front, especially if the opponent doesn't know you've done it.
I wonder sometimes what a game would be like if it were designed forI wonder if I still have the issue of Dragon magazine that did just that, >giving each TR3025 'Mech a shtick based on the fluff text.
the fluff, with specialised anti-aircraft 'Mechs and so on.
I was going to say, what torso bomb, absent CASE any ammunition explosionThe Scorpion has that PPC plus SRM 6 combination that's just
about my favourite fit which doesn't include medium lasers, and modulo >>>>the torso bomb (which I think we've talked about before) it's pretty >>>>solid. (Even without any special rules for being four-legged.)
is almost certainly fatal, but I see now you are referring to the chance
of hitting it.
Incidentally, with reference to a complaint in a previous article about
PPC vs 2xAC/5, it's not even that the only balancing mechanism was
tonnage; on looking it up in the FanPro Master Rules, you'll also _pay
more_ for the privilege of having a heavier weapon system that runs out of >ammo.
On 2018-01-25, David Damerell wrote:
Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:Well remembered! "Tricks of the Trade" by Mike Speca, issue #166.
I wonder sometimes what a game would be like if it were designed forI wonder if I still have the issue of Dragon magazine that did just that, >>giving each TR3025 'Mech a shtick based on the fluff text.
the fluff, with specialised anti-aircraft 'Mechs and so on.
Yup, it's the only thing in that side torso, and my theory is that
this is because the original draft of the rules did not allow for
automatic heat sink critical slots provided by the engine. (I have a
dubious PDF that claims to be the original "Battledroids", and that
makes no mention of it.)
Incidentally, with reference to a complaint in a previous article aboutCosts are always a bit iffy, and didn't exist for a long time. Heat
PPC vs 2xAC/5, it's not even that the only balancing mechanism was
tonnage; on looking it up in the FanPro Master Rules, you'll also _pay >>more_ for the privilege of having a heavier weapon system that runs out of >>ammo.
(getting back to the topic) is clearly meant to be the real balancing
factor:
1x PPC + 10 heat sinks = 17 tons
2x AC/5 + 2 heat sinks + 20 shots = 20 tons
which at least looks vaguely similar.
I'm pretty sure BattleTech 2nd Edition doesn't provide the engine
rating/25 rule, either (both from memory and because I've just gone and >looked); 3rd Edition does. It caused us some confusion at the time because
we weren't clear when playing 2nd Edition how many heat sinks to allocate >slots for; the design example allocates 15 slots for an 18-heatsink 'Mech >with a 240-rate engine, and the book 'Mechs don't list heatsink locations.
I think we settled on the 10 free heatsinks not requiring critical slots.
I've seen your correction to 19 tons. It is vaguely similar, but oneIncidentally, with reference to a complaint in a previous article about >>>PPC vs 2xAC/5, it's not even that the only balancing mechanism was >>>tonnage; on looking it up in the FanPro Master Rules, you'll also _pay >>>more_ for the privilege of having a heavier weapon system that runs out of >>>ammo.Costs are always a bit iffy, and didn't exist for a long time. Heat >>(getting back to the topic) is clearly meant to be the real balancing >>factor:
1x PPC + 10 heat sinks = 17 tons
2x AC/5 + 2 heat sinks + 20 shots = 20 tons
which at least looks vaguely similar.
option is "just worse";
the AC/5s weigh more; they can run out of ammo [1];
you have to pay the weight of the weapons but the heatsinks might come
free with the 'Mech, be skimped on, be shared with other weapons (sure,
this last option is bad); and they can explode and destroy you. The
minimum range isn't even less. They're better as a critfinder? A bit, but >this is partly compensated by the way a single PPC hit is guaranteed to
punch head armour.
Other oddities:
The AC/10 likewise has a worse damage/weight ratio to the large laser, but
at least then it does damage in bigger head-punching clumps.
The LRM-10 seems like a bad deal compared to either 2 LRM-5s or half an >LRM-20. I can kind of expect them to get more efficient as they get
bigger, but not as they get smaller. (The LRM-15 likewise might have been
6 tons, 6 heat). There might be some oddities in the missile hits table,
you say? There are, but they also slightly disfavour the LRM-10.
[1] And short of an intentional decision to invent something to correct
it, no possible campaign logistics system is going to make the situation >anything but worse compared to a one-off game where you can blow off all
20 shots with impunity.
The AC/10 likewise has a worse damage/weight ratio to the large laser, but >>at least then it does damage in bigger head-punching clumps.I rate the AC/10 as slightly better, if one includes the necessary
heat sinks. But it's pretty close.
The LRM-10 seems like a bad deal compared to either 2 LRM-5s or half an >>LRM-20. I can kind of expect them to get more efficient as they getAgain, including heat sinks and the cluster hits table, the LRM-20 is
bigger, but not as they get smaller. (The LRM-15 likewise might have been
6 tons, 6 heat). There might be some oddities in the missile hits table, >>you say? There are, but they also slightly disfavour the LRM-10.
best; LRM-15 and -5 are identically efficient, and very nearly as
good; LRM-10 is much worse.
SRMs
https://tekeli.li/battletech/weapeff.html
Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
Yes, this bit's just wrong. What happened there?The AC/10 likewise has a worse damage/weight ratio to the large laser, but >>>at least then it does damage in bigger head-punching clumps.I rate the AC/10 as slightly better, if one includes the necessary
heat sinks. But it's pretty close.
It's not quite true of the LRM-15 and LRM-5, because weight is alwaysThe LRM-10 seems like a bad deal compared to either 2 LRM-5s or half an >>>LRM-20. I can kind of expect them to get more efficient as they get >>>bigger, but not as they get smaller. (The LRM-15 likewise might have been >>>6 tons, 6 heat). There might be some oddities in the missile hits table, >>>you say? There are, but they also slightly disfavour the LRM-10.Again, including heat sinks and the cluster hits table, the LRM-20 is
best; LRM-15 and -5 are identically efficient, and very nearly as
good; LRM-10 is much worse.
worse than heat. Heat only weighs a ton as the weapons loadout tends to >infinity, even if it is going to be 100% provisioned for.
Furthermore
it's slightly preferable to have heatsinks to pad ammo criticals (we're
in 3025, so total slots aren't an issue) - the 3xLRM-5 option is
marginally better just by virtue of having one more slot of padding. And >because the LRM does damage in groups already, it's not like taking the >LRM-15 represents a lot of armour-punching as opposed to the crit-finding
of 3xLRM-5. I can't think of any reason I would not swap an LRM-15 for >3xLRM-5.
SRMsI was going to say all those elegantly balanced 'Mechs with two SRM-2s are
in trouble, but looking at TR3025, that's the Dervish, already stuck with
two LRM-10s. (And one of the Locust variants, but the correct Locust
variant is 3 medium lasers, nohow).
Also the "ten shots" thing is a bit hilariously improbable for
machineguns, especially if we're before the days of half-ton lots. (Yes, I >appreciate why you're comparing on that basis. :-)
On 2018-01-26, David Damerell wrote:
Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:Sorry, I don't follow.
Yes, this bit's just wrong. What happened there?The AC/10 likewise has a worse damage/weight ratio to the large laser, but >>>>at least then it does damage in bigger head-punching clumps.I rate the AC/10 as slightly better, if one includes the necessary
heat sinks. But it's pretty close.
It's not quite true of the LRM-15 and LRM-5, because weight is alwaysI'm not understanding what you're getting at here. Three lots of
worse than heat. Heat only weighs a ton as the weapons loadout tends to >>infinity, even if it is going to be 100% provisioned for.
(2-ton launcher plus 2 sinks) is 12, a 7-ton launcher plus 5 sinks is
12.
Given how quick Battletech fights tend to be anyway, maybe one should
declare all missile racks as non-reloading. So the Warhammer shoulder
pod contributes six big missiles to the fight, fired one at a time or
all at once. It's not as if there's really room for an ammunition feed
up that stalk anyway.
Also the "ten shots" thing is a bit hilariously improbable forWhen I was playing book 'Mechs, mostly the first turn consisted of a
machineguns, especially if we're before the days of half-ton lots. (Yes, I >>appreciate why you're comparing on that basis. :-)
loud rattling sound as everyone dumped their machine-gun ammunition.
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