Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
I wonder about onething, I sadly never played the TT yet, maybe I will find a group when I'm back in Germany, but why is it so easily possible to get such easy indirect hits. When I remember reading the novels, the early ones, everytime I get reminded by the novels how "hard" it was to hit something, how lucky it was to hit anything and Data-Links between Mechs were based on some kind of "laser beam" from mech to mech or a glasfibre cable (mechs had to be immobile). Guess maybe you could balance it with the probability of hits via indirect fire?
the reason why indirect fire is more possible in battletech vs. cbt is because in cbt indirect fire isn't a super hot option.
in battletech, all you need to do is just shoot lrms while you have los either from a spotter or from sensors, probably gonna see 50% hits with dece skills.
in cbt, you need to have the spotter forfit their shooting (iirc?) and you get double movement penalties on the attack roll (tmm+shooter movement mod+spotter movement mod), and there's an extra +1 tn mod just for kicks. with average skills, short range (specifically range 8 for lrms, that minimum range is killer) you're looking to beat 4+0+0+0+0+1=5 on 2d6 which is pretty easy (83%). a more realistic scenario for indirect lrms would be launcher's walked, spotter's moved, target's moved, medium range, target is in heavy woods which pushes the tn out to 4+1+2+2+2+2+1=10 (about 17%). admittedly, tn9 is pretty doable (same deal but one of the listed "movements" doesn't happen) but at the same time it's not a common thing because you're now missing out on a round of shooting from another robot to make an attack maybe happen.
These things are doing 4 damage, but instant wound.
It's real hard to get people to listen for second, isn't it? I agree so much with what you said. All we are asking for is a bit of play balance. I did a lot of testing, and LRMs feel like cheating. It's either people either don't care, or really haven't played much. Games never release perfect, and do require balancing adjustments. It almost feels like asking for some fairness is out of the question. Battletech was originally designed with the idea of WW2 tanks slugging it out, not artillery wars. It's not unusual for people to play a game, and notice some obvious imbalances in design.
Originally, SRMs were designed to be crit hunting missles. That is why the game design limited the amount of missiles per volley. (SRM2, SRM4, SRM6). LRMs were designed to chunk off armor like an AC5. While there were more missiles per launcher, they clustered damage. If all missiles hit with an LRM20 in this video game, thats 20 chances to crit. Originally, since hits were clusters of 5, that would be 4 chances to crit with a volley. This math should be completely obvious. It just doesnt feel right. It should also be obvious that crits are what you want. So, yah, it doesn't work right.
I do, however, like the adjustment of how they changed MGs so they don't feel completely worthless like they did in the original game. MGs were originally conceived to slaughter infantry. Having no infantry in this game, I think, was a good design choice.
Overall, most of the design choices of this game are pretty creative, and make sense. I haven't been able to stop playing since I bought it. I do, however, believe the LRMs deserve a second look by the developers.
If Macross taught us one thing its that Missile Spam never works.
https://www.youtube.com/watch?v=BzXfVgYCxWI
I get that the more powerful vehicles need to be tackled differently - either with range, or by "sneaking" closer to get a melee hit in, but the amount of armor they're packing takes out flanking as an option - tasking 2/4 to kill unless you get lucky/call the shot with morale isn't going to work.
I can sorta understand the armament, but they're also not slow. These things are only 1-2 tiles slower than the wheeled APCs. I'd say they either need lighter armor, or a slower speed.
Good points Cheesehead
I would have loved to see infantry in Battletech as they were scary units in TT if you didn't have mechs with MG's (and if you were a sneaky cunning IS player like me, you'd hide your infantry in difficult terrain and lure enemies into range of their SRMs); but I'm digressing (as usual lol!)
I think, and as you have pointed out, the issue with LRMs is that it would seem it was difficult to translate the clustering rules to Battletech. Sure, it needs to be addressed, but wracking my brain I can't think of anythign constructive to give the Devs to consider as it would seem that there's no real "fair way" of doing it without making them useless like they are in MWO; which I'm sure there's players here who like to missile boat.
General point aimed at the reader:
In my opinion, it would seem that perhaps the people having issues with them are possibly (I'm only making a generalisation) aren't utilising the game mechincs to the full effect; that is, breaking LOS, using evasion counters, using JJ's to rocket turn to negate movement penalties, moving to inside the LRMs minimum range. I honestly, do not have issues with LRM boats - in fact in MP so far I have punished those players harshly by neutralising their spotter within two turns of detection and then sprinting to close range with the LRMer and shoving the barrels of my AC20s into the cockpits and giving them the good news.
Sorry.. digressing...
My experience so far:
While I like the way LRMs (and SRMs) work at the moment (noting I don't use LRMs for the fact that my play style is run and gun to which SRMs suit better) and they are meant to be particularly nasty, especially when they start raining down as IDF, there are ways to mitigate a LRMer. First one, is to primary target the spotter/s and send a fast striker to where the IDF LRMer is shooting from. Secondly, use of cover, breaking LOS and generating evasion counters.
As a general point for those reading, remember, LRMs are meant to scare and intimidate light and medium mechs but are mostly a threat for Heavy and Assault mechs (remember those evasion counters I mentioned - they reduce damage recieved and then cover bonuses come into play to reduce further). Basically, you need to "speed tank" LRMs. So, do not turret fest a LRMer - stay mobile (you should be staying mobile and always showing your front arc to the enemy); use sprint to generate your evasion and go straight for their IDFS mech. If its a brawler using LRMs (which is foolish) then envelope the target so the target has mechs on all of its arcs and then primary the crap out of it.
[edit: added the below]
Dear reader, think of a lance composition like this:
You have a Tank - (brawler)
You have DPS - (strikers)
You have Heals - (support + scouts)
If you were playing Arena or BG in WoW - which class do you attack first?
Planets have difficulty ratings (can be seen on starmap) then the missions on those planets have difficulty ratings which advises reccomended tonnage.
The only reason any of them sell is because a man dieing from lack of water will drink anything. I'm not sure why they think they have to make every system so "arcade-like".
Like right now I can't help but say are we really fighting other "valuable" mechwarriors? Cause I haven't seen one panic and eject. I say we're actually in a training simulation that went haywire and now we're stuck inside.
There are upgrades that prevent injuries. Since the the enemies pilot gets to injury the same way, it increase my chance of having the whole mech for salvage. (destory CT = 1 part, destory both legs = 2 part, pilot kill = 3 part) So i think it is inteded, so we get better chance of salvaging. I never play tabletop before, but I doubt that you need to worry about salvage.
Mechs - why would I... I should sport some tanks and missle carriers.