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Lurhem May 7, 2018 @ 2:39pm
Enemy Mech with destroyed leg will get up ????
Hi,
Just played a mission and I had the occasion to noticed something a bit disappointing. After losing one leg (meaning here destroyed), an enemy mech stands up on its next turn. How a mech with only one leg can getting up and... WALK?
Is it me or the game doesn't really count a destroyed leg? Originally in FASA Battletech, a Mech with one leg is prone and can only turn its side; but it will never ever stand again.

Thank you to let me know if you have seen the same thing.
N.B The game is fantastic anyway... This is the closest PC game version of the real FASA Battletech wargame table.

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Showing 1-12 of 12 comments
Evol_Prodigy May 7, 2018 @ 2:41pm 
They're slower. Take out the other leg and it's down for the count.
Lilith May 7, 2018 @ 2:43pm 
why is this news to you? They made the choice to make taking out mechs a bit more difficult.
Gameplay-Logic. Since the same rules apply to your Mechs, it doesn't bother me.
rakshasa72 May 7, 2018 @ 2:43pm 
Yes, you have to destroy both legs to remove the Mech. However the mech does get a sever penalty to movement.

I generally stopped targeting mech legs after I filled most of my mech bays. It's much easier to Center Torso damage wise compared to destroying both legs.
Steppenrazor May 7, 2018 @ 3:09pm 
at at first, losing a leg was pretty much game over for a mech...

but seem to recall in TT they ended up making it a lot harder to actually blow off legs.

you could 'destroy it' but it was still there.. just barely worked. any extra dmg to it go moved to the CT.

with its lower over all armor taking out a leg - basicly crippling a mech..proved to be to easy.

so they made legs more survivable, to keep the mechs simi fuctionalable longer.
Last edited by Steppenrazor; May 7, 2018 @ 3:09pm
Robineus May 7, 2018 @ 3:16pm 
Try the enemy mech with no arms or arms that don't have hands just getting back up and running around again.
Othobrithol May 7, 2018 @ 3:45pm 
it's been more than a decade since I played the TT, but that was always part of the rules. With a rather hard piloting check the mech could stand back up and shoot its weapons. Any number of events (taking heavy damage, trying to use jumpjets, moving, being punched or kicked etc) could force a piloting check, failure on which meant you fell and the pilot took another wound.
rakshasa72 May 7, 2018 @ 4:04pm 
The bigger issue I have with leg dammage, is that you can't target them from the rear for some reason. The computer seems to know this and exploits this fact often. Not being able to target the other leg from the opposite side is slightly better but, still begs the question how does a "destroyed" leg block targeting?
Carog the Fat May 7, 2018 @ 4:11pm 
A destroyed leg doesnt block targeting just that he game is set up so if you are hitting one side you apply damage to that side if the leg is destroyed any damage will transfer to that torso. If you want to hit the other leg change your attack angle
necro55 May 7, 2018 @ 4:17pm 
@OP
Remember, it is not a full
amputation, you have damaged the structure and blown an actuator, like a person with adrenaline can stand on a busted up leg and broken joint, briefly. Really it is videogame physics 😃
Wantoomany May 7, 2018 @ 4:18pm 
Destroyed does not equal removed. The leg is still attached. They are not blown off like arms. This can either be explained away as being a major load bearing support structure and therefore nearly impossible to actually detach, or just space magic. The attached, but inoperable leg then functions as an immovable crutch allowing the mech to still support itself while dragging itself along.

Regardless the reason, it's clear it was done for balance reasons.
Joe May 7, 2018 @ 4:19pm 
So does yours... I belive the game clearly says if BOTH legs are destroyed the mech is done for.
Hexenhammer May 7, 2018 @ 4:26pm 
Originally posted by Steppenrazor:
at at first, losing a leg was pretty much game over for a mech...

but seem to recall in TT they ended up making it a lot harder to actually blow off legs.

you could 'destroy it' but it was still there.. just barely worked. any extra dmg to it go moved to the CT.

with its lower over all armor taking out a leg - basicly crippling a mech..proved to be to easy.

so they made legs more survivable, to keep the mechs simi fuctionalable longer.


Yep. It took a crit roll of 12 (2d6) to blow a leg off in the TT.
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Date Posted: May 7, 2018 @ 2:39pm
Posts: 12