• Heat

    From Roger Bell_West@21:1/5 to David Damerell on Fri Jan 19 14:17:40 2018
    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.

    (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
    always presented in the fiction)?

    [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:

    - at heat 0-4, no difference
    - at heat 5-8, -1 MP (8+ is a 1-point to-hit penalty)
    - at heat 9 exactly, +1 MP
    - at heat 10-14, -1 MP (13+ is a 2-point to-hit penalty)
    - etc.

    Yeah, you get double hand-to-hand and lifting strength, but "a bonus
    movement point, in return for a to-hit penalty and lots of
    bookkeeping" doesn't sound like a good deal to me.

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  • From David Damerell@21:1/5 to All on Fri Jan 19 13:53:37 2018
    I was looking over some BattleTech stuff recently, and was reminded of the recentish thread about the game. Something else that frustrates me, on reflection, is the heat system; there's a mass of detail there, a certain amount of bookkeeping, a lot of the game's theme - and all for nothing
    because the effects of heat are so unequivocally bad [1]. If you design
    your own 'Mechs to be boringly effective they're nearly always
    close to heat-neutral - there's a reason the Awesome is just _so_ good -
    and even piloting book 'Mechs it's relatively to rare to fire an
    overheating full broadside from something like a Warhammer (let alone a comedically under-heatsinked 'Mech like a Rifleman).

    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...
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  • From Jonathan Schattke@21:1/5 to David Damerell on Sat Jan 20 23:00:07 2018
    On Friday, January 19, 2018 at 7:53:38 AM UTC-6, David Damerell wrote:
    If you design
    your own 'Mechs to be boringly effective they're nearly always
    close to heat-neutral

    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.

    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.

    Well, there is Triple-Strength Myomer, and the heat to activate.

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  • From Roger Bell_West@21:1/5 to Jonathan Schattke on Sun Jan 21 19:13:41 2018
    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 for only one or the other set.

    Yeeeeees... though adding a medium laser or two for close-in defence
    is clearly not intended as a primary role.

    Let's look at the Rifleman. Ignore the medium lasers for now. Two
    large lasers (bracket-5 weapons) and two AC/5s (bracket-6, happiest at
    4-6). It seems pretty clear to me that those weapons are intended to
    be used together, with perhaps a little early plinking at range 16-18.

    So you fire them all, and you generate 18 heat from weapons fire
    alone, of which you can shed 10. Probably you walked, so you're going
    up by 9 heat for each full-strike. Even if you swap the medium lasers
    for heat sinks (instead of, oh, I don't know, ARMOUR) it doesn't help
    much.

    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.

    (I don't have my original books to hand, but some looking around
    suggests that that list for Battletech is: Stinger, Shadow Hawk,
    Archer, Griffin, Warhammer, Phoenix Hawk, Marauder, Crusader, Wasp and Rifleman; from Citytech, Stalker, Hunckback, Spider,
    Ost{sol|roc|scout}, Archer, Shadow Hawk, Marauder, Rifleman, Crusader
    and Warhammer.)

    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.

    For a young Roger in the late 1980s, all this was actually a feature,
    because it meant that designing 'Mechs was worth doing - one could get
    better performance out of one's own designs than out of anything
    stock. The game was one of design plus fight, rather than just fight.
    (The same was true of Car Wars about the same period.)

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  • From David Damerell@21:1/5 to I wish the other person who on Mon Jan 22 01:02:22 2018
    Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
    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.
    (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
    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...

    (And I do still appreciate the way that ADB decided that since the purpose
    of SFB fiction was to support SFB, that all SFB fiction should work with
    SFB game mechanics. It might not make for the best fiction, but it does
    make for the best fiction that's part of the game...)

    [1] OK, yes, except Triple-Strength Myomer, yes, I'm a 3025 Luddite...

    I wish the other person who replied to my post had read this.

    Even TSM doesn't actually do all that much for you unless you're
    closing into hand-to-hand combat. In the current rules:

    But presumably you only put TSM on a hatchet-equipped 'Mech, where it is a godsend.
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  • From Roger Bell_West@21:1/5 to David Damerell on Mon Jan 22 09:46:34 2018
    On 2018-01-22, David Damerell wrote:
    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.

    (Sigh) You're me again. I had just that outraged conversation, or
    perhaps rant would be closer.

    To make it inevitable heat dissipation would have to have varied with heat >level, which would make sense...

    Hmm. How could that look in game mechanical terms? In the design
    phase, there'd be some function which turns your number of heat sinks
    and tonnage into a fraction, and that's how much excess heat you can
    dump per turn. Half is a good number to test with. So if you're
    steadily producing 10 heat a turn...

    turn 1 +10 = 10 heat, lose half to 5
    turn 2 +10 = 15 heat, lose half to 8
    turn 3 +10 = 18 heat, lose half to 9
    turn 4 +10 = 19 heat, lose half to 10

    and it sits at 10. That might work.

    Even TSM doesn't actually do all that much for you unless you're
    closing into hand-to-hand combat. In the current rules:
    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).

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  • From David Damerell@21:1/5 to All on Mon Jan 22 11:07:41 2018
    Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
    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).

    Also it's often the case (especially with TSM) that putting the boot in
    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.
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  • From Roger Bell_West@21:1/5 to David Damerell on Mon Jan 22 11:18:15 2018
    On 2018-01-22, David Damerell wrote:
    Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
    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).
    Also it's often the case (especially with TSM) that putting the boot in
    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.

    Just checked Total Warfare and it's the same: you can't fire any
    weapons on that limb in the same turn as a punch/kick. Not many
    classic 'Mechs had leg-mounted weapons; the Crusader is the only one
    that comes to mind. (After all, leg space is for heat sinks. Or, if
    you're being silly, jump jets.)

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  • From David Damerell@21:1/5 to All on Mon Jan 22 20:43:43 2018
    Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
    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 for
    only one or the other set.
    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.

    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.

    PPCs wouldn't help and 4 AC/5s wouldn't fit... and we could take off 17
    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...)

    Of course, I appreciate that it was useful to us that the book designs be imperfect so we could have satisfying experiences improving on them... but
    that could still have been done without so many of them being so very bad.

    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.

    I think I've reached the bit of this reply where I realise you've already written all the stuff I just wrote in reply. :-/

    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".
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  • From Roger Bell_West@21:1/5 to David Damerell on Mon Jan 22 21:59:41 2018
    On 2018-01-23, David Damerell wrote:
    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.

    Sure - most of them do a better job. The Wolverine with SRM-6 and AC/5
    is a good example.

    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.

    Medium lasers are best used for sticking as many as will fit on, I think.

    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.
    PPCs wouldn't help and 4 AC/5s wouldn't fit... and we could take off 17
    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.

    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?

    https://tekeli.li/battletech/optimech.html

    Something that FASA very clearly didn't do. It leads to things like
    the "MicroMaster" - take a BattleMaster, drop it to 75 tons, move
    around a couple of points of armour so as not to exceed internal
    structure limits, and you have a 'Mech that's just as capable but
    cheaper by any published balancing system.)

    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.

    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 design philosophy of the Atlas seems to be that the biggest 'Mech
    has to have the biggest of each gun. SRM? 6. LRM? 20. AC? 20. Shame we
    can't fit a PPC, never mind.

    the Banshee and other "let's go
    4/6/0 on a huge 'Mech and have minimal everything" designs

    Yeah, slide it down to 85 (or 75) and you get 4.5 tons back.

    (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...)

    Maybe if you had a whole stack of AC/2s on a reasonably mobile 'Mech,
    that could keep out of range and be really annoying as it sandblasted
    the enemy to death. (Actually, "a whole bunch of the same weapon" was
    a remarkably under-explored niche in published designs.)

    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.

    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. 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.)

    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".

    As I remember it, TR2750 added some funky tech, and TR3050 brought in
    lots more of it, but it was completely flavourless compared with the
    Succession Wars if you didn't think the Clans were the Most Exciting
    Thing Ever. And I didn't.

    That old weapon table generated a lot of interesting design choices
    and tradeoffs.

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  • From David Damerell@21:1/5 to All on Mon Jan 22 23:17:19 2018
    Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
    On 2018-01-23, David Damerell wrote:
    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.
    Sure - most of them do a better job. The Wolverine with SRM-6 and AC/5
    is a good example.

    I can never remember the Wolverine, I think it sorts into the Shadow Hawk hashbucket in my brain. (I went to look it up).

    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.
    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...

    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.

    We could stick with the existing armament but bump it to 75 tons, finding
    6 more tons for armour and heatsinks. Which would still be kind of bad,
    but perhaps better.

    (You've done that calculation, right?

    Not since secondary school. :-)

    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.

    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.

    (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...)
    Maybe if you had a whole stack of AC/2s on a reasonably mobile 'Mech,
    that could keep out of range and be really annoying as it sandblasted
    the enemy to death.

    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
    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 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.

    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 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.)

    Here 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
    heat sinks.

    That old weapon table generated a lot of interesting design choices
    and tradeoffs.

    I may be being a bit harsh. The PPC vs. 2xAC/5 thing bugs me a lot; the
    rest of the table doesn't really have any such egregious misdesign.
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  • From Roger Bell_West@21:1/5 to David Damerell on Tue Jan 23 10:15:45 2018
    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
    is a good example.
    I can never remember the Wolverine, I think it sorts into the Shadow Hawk >hashbucket in my brain. (I went to look it up).

    Yeah, it's a forgettable 'Mech because it doesn't stand out for
    anything in particular, but it's a solid slogger.

    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.
    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...

    Oh, sure, in this particular case it's fair enough.

    But actually I'm not convinced they have a useful self-defence role
    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.)

    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.
    We could stick with the existing armament but bump it to 75 tons, finding
    6 more tons for armour and heatsinks. Which would still be kind of bad,
    but perhaps better.

    Yeah, if you want to keep four big guns that's probably the way to go.

    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.

    Seems reasonable.

    I wonder sometimes what a game would be like if it were designed for
    the fluff, with specialised anti-aircraft 'Mechs and so on.

    Maybe if you had a whole stack of AC/2s on a reasonably mobile 'Mech,
    that could keep out of range and be really annoying as it sandblasted
    the enemy to death.
    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
    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.

    Yeah, an AC/2 does 0.28 damage/weight, while an LRM-20 does 0.72.
    (Where "weight" includes the weapon itself plus ten shots of
    ammunition, and "damage" includes the cluster hit table effects.) The
    extra range isn't worth it against that ratio.

    The Stalker gets a lot just by going 3/5/0 - ridiculously overgunned but >that's better than being ridiculously undergunned.

    With the overgunned designs, I find the main gameplay is getting into
    position to make your one strike-with-everything. With something more
    balanced, there's the progressive range-closing duel which I think was
    probably the general intent.

    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.)
    Here 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
    heat sinks.

    Yeah, I guess. A 5/8/0 Scorpion could be somewhere around the 35-40t
    range. I tend to use the Scorpion as a mobile sniper so I don't really
    want the jump jets, but then I do want that extra speed.

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  • From David Damerell@21:1/5 to All on Wed Jan 24 19:31:07 2018
    Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
    On 2018-01-23, David Damerell wrote:
    Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
    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...
    But actually I'm not convinced they have a useful self-defence role
    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.

    Well, the Archer commits the standard book 'Mech design trope of sticking
    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.

    The two forward MLs are much less bad.

    (It should now be clear that when I have a design envelope to explore
    I tend to push into the corners.)

    I think we all do the "here is a gun, let us just have as many of that gun
    as we can" thing. It worked for the _Dreadnought_...

    I wonder sometimes what a game would be like if it were designed for
    the fluff, with specialised anti-aircraft 'Mechs and so on.

    I 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 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.)

    I was going to say, what torso bomb, absent CASE any ammunition explosion
    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.
    --
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  • From Roger Bell_West@21:1/5 to All on Wed Jan 24 20:09:15 2018
    On 2018-01-25, Roger Bell_West wrote:
    1x PPC + 10 heat sinks = 17 tons
    2x AC/5 + 2 heat sinks + 20 shots = 20 tons

    Correction - 19 tons for the pair of AC/5s with ten shots each. I used
    to have that table memorised...

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  • From Roger Bell_West@21:1/5 to David Damerell on Wed Jan 24 19:54:46 2018
    On 2018-01-25, 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
    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.
    Well, the Archer commits the standard book 'Mech design trope of sticking
    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).

    If you want to take out an Archer by sending a 'Mech optimised for
    close combat to sneak in masked by terrain... four MLs aren't going to
    make a lot of difference to that fight.

    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.

    "If we put armour on the back, it'll just encourage them to get shot
    there." (from one of the Living Steel books)

    I wonder sometimes what a game would be like if it were designed for
    the fluff, with specialised anti-aircraft 'Mechs and so on.
    I 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.

    Well remembered! "Tricks of the Trade" by Mike Speca, issue #166. (I
    still have the dodgy PDF collection they put out on CD-ROM a few years
    back.)

    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.)
    I was going to say, what torso bomb, absent CASE any ammunition explosion
    is almost certainly fatal, but I see now you are referring to the chance
    of hitting it.

    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 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.

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  • From David Damerell@21:1/5 to All on Thu Jan 25 02:30:43 2018
    Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
    On 2018-01-25, David Damerell wrote:
    Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
    I wonder sometimes what a game would be like if it were designed for
    the fluff, with specialised anti-aircraft 'Mechs and so on.
    I 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.
    Well remembered! "Tricks of the Trade" by Mike Speca, issue #166.

    I remember it as being one of the last good not-TSR-game articles, so it
    stuck in my mind.

    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.)

    FWIW Googling finds someone making that very same assertion.

    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.

    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.
    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.

    I've seen your correction to 19 tons. It is vaguely similar, but one
    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.
    --
    David Damerell <damerell@chiark.greenend.org.uk>
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  • From Roger Bell_West@21:1/5 to David Damerell on Thu Jan 25 10:29:17 2018
    On 2018-01-25, David Damerell wrote:
    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.

    It makes lots of sense and is fairly simple.

    I suspect that they had a nifty design which needed more crit spaces,
    and changed the rules so that it could work.

    (A similar rule change about the beginning of the Clans era was part
    of what kicked me out of the game - they decided it was now acceptable
    to split a weapon between arm and torso, so you could have an AC/20
    and a hand on the same arm.

    That and the ER PPCs not having a minimum range.)

    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.
    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.
    I've seen your correction to 19 tons. It is vaguely similar, but one
    option is "just worse";

    Yes, that's fair; not _much_ worse, but worse in every respect except flexibility, and that's just not worth it.

    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.

    I think sharing heat sinks can make some sense if you have very
    diverse engagement ranges - it's pretty rare that you'll want to fire
    LRMs and medium lasers at the same time.

    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.

    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 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.

    With the SRMs it makes a bit more sense; 6 is more efficient than 4, 4
    is more efficient than 2.

    https://tekeli.li/battletech/weapeff.html

    [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.

    Yeah, that invention might take the form of "energy weapons need extra maintenance" or something of that nature.

    Well, my first attempt to fix Battletech is in the sig - Tin Soldier
    is a ruleset designed to use the existing 'Mech design library, and I
    know you've read it because you gave me useful comments on it. But
    that does deliberately reuse weapon damage ratings and so on.

    If I have another try, I'll probably throw out the 'Mech library, and
    build something that runs off the TR3025 fluff. (Because, when I think
    about it, nearly all the 'Mechs I actually remember are in there.
    Except the Longbow.)

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  • From David Damerell@21:1/5 to All on Thu Jan 25 20:35:29 2018
    Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
    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.

    Yes, this bit's just wrong. What happened there?

    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.
    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.

    It's not quite true of the LRM-15 and LRM-5, because weight is always
    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.

    SRMs

    I 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).

    https://tekeli.li/battletech/weapeff.html

    This is not bad but does neglect the aforementioned issue that weight is
    worse than heat. (Of course, that's hard to measure because of total
    weapon loadout, as above).

    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. :-)
    --
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  • From Roger Bell_West@21:1/5 to David Damerell on Thu Jan 25 22:48:48 2018
    On 2018-01-26, David Damerell wrote:
    Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
    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.
    Yes, this bit's just wrong. What happened there?

    Sorry, I don't follow.

    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.
    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.
    It's not quite true of the LRM-15 and LRM-5, because weight is always
    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.

    I'm not understanding what you're getting at here. Three lots of
    (2-ton launcher plus 2 sinks) is 12, a 7-ton launcher plus 5 sinks is
    12.

    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.

    You also get less variance because you're rolling to hit three times
    rather than once. Say you're hitting on 6s, with the three -5s the hit
    spread is

    0: 2%
    1: 17%
    2: 43%
    3: 38%

    mean hits is 2.2, variance is 0.6.

    With the single -15, counting it as three hits:

    0: 28%
    3: 72%

    mean hits is 2.16, variance is 1.8.

    So using the three smaller launchers, you have about half the chance
    of hitting with all three 5-shots, but also a much lower chance of
    doing no damage at all.

    SRMs
    I 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).

    I'm trying to come up with a real-world multi-tube missile system that
    can fire multiple salvoes without people attending to it from outside
    the armour with winches and things, and I'm not succeeding. So it's
    difficult to see what's being modelled, really, and therefore to build
    useful analogies.

    One might argue that bigger arrays ought to be able to be more
    efficiently built, but then again maybe not.

    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 for
    machineguns, especially if we're before the days of half-ton lots. (Yes, I >appreciate why you're comparing on that basis. :-)

    When I was playing book 'Mechs, mostly the first turn consisted of a
    loud rattling sound as everyone dumped their machine-gun ammunition.

    ("One ton" doesn't allow for the possibility of ammunition reserves
    shared between multiple weapons.)

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  • From David Damerell@21:1/5 to All on Fri Jan 26 00:43:22 2018
    Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
    On 2018-01-26, David Damerell wrote:
    Quoting Roger Bell_West <roger+rgm201801@nospam.firedrake.org>:
    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.
    Yes, this bit's just wrong. What happened there?
    Sorry, I don't follow.

    What I wrote about the AC/10 is wrong and I don't even know what led me to
    get it wrong.

    It's not quite true of the LRM-15 and LRM-5, because weight is always
    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.
    I'm not understanding what you're getting at here. Three lots of
    (2-ton launcher plus 2 sinks) is 12, a 7-ton launcher plus 5 sinks is
    12.

    What I'm getting at is that, given those options, the former is
    preferable. On a 'Mech with a small loadout the six sinks are free and the LRM-5s are just a ton lighter; on a 'Mech with, say, 30 heat dissipation,
    each heatsink effectively cost 2/3 of a ton to buy and the LRM-5s are 1/3
    of a ton lighter, although this is inobvious if we were thinking about what
    to put on the 'Mech last when we picked the LRMs.

    (And this is part of why energy weapons rule the roost - 30 heat
    dissipation is more than _anything_ has. The "one heat, one ton"
    accounting is never right.)

    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.

    It would kind of lose the "Macross Missile Massacre" element, though. More seriously, if collectively they represent as much bang as 5-10
    conventional SRM salvoes, games might be entirely about manuevering into a
    good position to unload the SRMs...

    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. :-)
    When I was playing book 'Mechs, mostly the first turn consisted of a
    loud rattling sound as everyone dumped their machine-gun ammunition.

    Ah, we didn't have the ammo-dumping rule, so every turn we'd faithfully
    mark off machine gun ammo as we shot at nothing, never mind that IIRC
    no-one ever managed to burn off enough that an ammo explosion would not
    have been fatal. Perhaps a house rule to start with only as much MG ammo
    as you wanted would have been better; we eventually ended up with a
    pseudo-CASE system fitted to everything.
    --
    David Damerell <damerell@chiark.greenend.org.uk>
    Clown shoes. I hope that doesn't bother you.
    Today is Brieday, January.
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