/btg/ BattleTech General

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Steiner Stronk edition

The /btg/ is dead - long live the /btg/!

Old thread: =================================

BattleTech video-game pre-alpha gameplay
youtube.com/watch?v=FjEeDz51pHE

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>BattleTech Introductory Info and PDFs
bg.battletech.com/?page_id=400

>Overview of the major factions?
bg.battletech.com/universe/great-houses/
bg.battletech.com/universe/the-clans/
bg.battletech.com/universe/other-powers/

>How do I find out which BattleMechs a faction has?
masterunitlist.info/

Unit Designing Softwares
>SSW Mech Designer
solarisskunkwerks.com/
>MegaMek Lab
megameklab.sourceforge.net/

>/btg/ does a TRO:
builtforwar.blog(not spam)spot.com/

>How do I do this Against the Bot thing?
pastebin.com/pE2f7TR5
NEW! - Against the Bot pastebin updated link:
bg.battletech.com/forums/index.php/topic,40948.0.html
NEW! - Mediafire link for the most current AtB rule set: mediafire.com/file/dyjdl62htdpbfgy/rules_2.30.xls

>Map of /btg/ players (WIP):
zeemaps.com/map?group=1116217&add=1

>Rookie guides
pastebin.com/HZvGKuGx

>Sarna.net - BattleTech Wiki
sarna.net/wiki/Main_Page

>Megamek - computer version of BattleTech. Play with AI or other players
megamek.info/

>BattleTech IRC
#battletech on irc.rizon.net

>PDF Folders
mediafire.com/folder/sdckg6j645z4j/Battletech
mediafire.com/folder/cj0tjpn9b3n1i/Battletech
mediafire.com/folder/tw2m414o1j9uj/Battletech_Archives

/btg/'s own image board: - (Still getting worked on & now has 10735 pics!)
bgb.booru.org/index.php

More goodies! (Rare manuals, hex packs, TROs, discord server, etc.) Last updated 2017-01-27!
pastebin.com/uFwvhVhE

Other urls found in this thread:

youtube.com/watch?v=SpfCkkKP9eE
twitter.com/NSFWRedditVideo

Question: House medium mechs.

It seems to me that the Davions have the Enforcer, the Lyrans the Griffon, and the Kuritans love the Wolverine. What about the last two, what's their taste in mediums? And what about the FRR and the Periphery?

The CC has the Vindicator and the FWL love the Trebuchet, iirc.

FWL has Wolverine and Cappies have VINDICATORS FOR DAYS. DC aren't that fond of mediums for retarded reasons.

FRR had a lot of ex-DC stuff so same as them, but in general minor powers/peripherats use whatever they can get their dirty paws on. MoC does have a decent number of shads, though.

FWL kinda make a spread of everything for mediums.
You're just as likely to find Griffins or Wolverines as their primary medium, as well as Hermes IIs, Trebuchets, Hunchbacks, and the odd Cicada, etc.

The only mediums I associate with DC are the SLDF mediums the comguards gave to them. Namely Crabs and Kintaros.

DC has a lot of medium mech variants with interesting results, namely the SHD K and TBT K. There's also the PXH K.

Caps love the vindicator, FWL likes the trebuchet, but also likes griffins and wolverines and other stuff.
In the periphery
Taurians: Griffins
Magistracy: Shads
Outworlds: whatever they can get

It's not 10 first class crew quarters, it's 220 first class crew quarters that weigh 10 tons each. Idea is that it's got very nice accommodations for the crew.

The SCLs are meant to help against ASFs rather than be a true threat to enemy warships. SCLs only suffer +1 to target small craft, while NLs still take a sizable +3 to hit. Also this was before I knew that AMS contributed to fire control costs; if you don't count the AMS each arc has 20 weapons and isn't paying for fire control, though of course I'd need to revise that now.

The fuel loads are the suggested amounts from Stratops so, I shrug. And yeah I realize the cargo bay is especially small for the corvette. I suppose that can be quickpatched by increasing the tonnage a bit and putting any savings into the cargo bay there. I'm not a huge fan of the "10% tonnage as cargo space" star league thing to be perfectly honest though. Especially when you look at the listed cargo space for a lot of dropships, they clearly weren't designed with a care for that in mind. I haven't heard of these CampOps rules. Ugh. How much percentage of tonnage do I need to dedicate to cargo now?

Thing about decreasing SI is if I do that I suddenly lose quite a bit of armor. And as for the layout, yeah that can easily be changed. It was mostly a placeholder because I don't know a ton about good warship armor layouts. So thank you for that bit of help! I look forward to your reply.

Ah, OK on the crew quarters. AAA mode with NLs doesn't bother me that much due to the range bands you can start shooting with NLs proper as opposed to SCLs, but I'd advise trimming those a bit to get the FC mass down a bit. The fuel loads in StratOps assume you'll be getting most of your fuel out of cargo too, there are SLN ships with 1kt bunkers, which won't get you far.

The new rules in CampOps for spare parts are .1% of unit mass per month, so a 10% fraction will get you through most of a year. Or a 6-month cruise with a safety margin. With fuel you need ~550 tons a month to stay operational. Then you've got to account for consumables, which bay personnel like ASF pilots and techs will bite into pretty badly. Those are on p. 44 of SO.

Any way, here is an unfucked Sovetskii Soyuz. Design notes as follows
-NGRs in nose for high-speed pass attacks and to beef up the general firepower
-Larger NAC and NPPC bays to live up to the fluff about heavy puch
-Armour improved to effective maximum for IFA; still not great but almost twice as tough as the original
-Lots more SC and ASF
-Cargo and parts for up to a year for ship and integral crew
-All crew and bay personnel get quarters and escape craft
-NCSS are so good as to be obligatory, get them on everything
-Has 5 MASH Units which I forgot to put into the screen grab
-Broadside and Aft AMS have additional ammo so they can fire into the adjacent side arcs and make them nuke-proof

Basically you want ballistic weapons to the fore for the damage multipliers on high-speed passes and then energy weapons to the sides and aft to avoid decreases in the same.

>-NGRs in nose for high-speed pass attacks and to beef up the general firepower

Doesn't the SovSoy design predate the introduction of NGRs?

Herp a derp. 10% of a vessel's mass will get you through 100 months. However, the intent with Campaign Ops' ammo consumption for practice rules more than make up for the reduction there since you go through 1/4 of your total ammo every 3 months minimum to keep your crew skills up.

I kinda keep meaning to ask Xotl if that is meant to apply to AMS as well since practicing with AMS seems pretty dumb, but whatever.

Under the new rules anywhere between 30,000 and 50,000 tons of cargo for most ships should suffice unless you've really gone mental with ammo counts. Getting involved in combat will obviously eat up those stores more rapidly but I imagine that after any real battle most ships will head for drydocks any way, with things like the Exodus Road a definite rarity.

Also for SLN ships I'd put 35kt as the absolute minimum for cargo because that allows them to carry the Experimental SDS Jammers which weigh 30kt.

SovSoy is from 2742. NGRs seem to be pretty old, stuff from the 2500s have them.

TacOps says NGRs are available from 2488 on, or 3057ish with LosTech going by intro dates for the new IS ships.

25% of ammo every 3 months minimum? I mean, I get that they need to train/stay sharp but having the amount of ammo consumed be a percentage of ammo carried seems kind of silly. Like, a crew can get the same benefit from firing 5 rounds of ammo if you have only 20 shots as they would from 50 rounds of ammo if you have 200 shots. I would imagine a better way to do it would be to require X shots from each weapon as a flat amount but eh.

Thanks again for the feedback. I don't quite see the reasoning with bothering to fire at extreme range though, since that's a +6 to hit mod right? Factoring in enemy ship's profile and your own thrust and it seems like most of the time at extreme range you'll need 12+ to hit. So not being able to fire out that far and minimizing to-hit penalties with SCLs on AAA mode seemed like a good idea to me. Then again I suppose I could just rely on the two regiments of carried ASFs for dealing with enemy fighters. I'll definitely give it some thought. Any ideas on what to replace the SCLs with? Also I would of course reduce to 12 AMS per facing.

Also, for the corvette do you think it's functional given its intended purpose of anti-ASF escort?

And do you have any tips for how to cram more armor on ships? I've always really felt like the canon ones are armored with tissue paper and it's never stopped bugging me, that's why the ones I design tend to have high SI, to allow them to carry more armor.

What do you mean about damage multipliers for high speed passes with ballistic weapons? Where is that in the rules?

Lastly, where can I get whatever program you're using to give those readout sheets? It seems like it'd be a lot easier than fiddling with my homemade spreadsheet. Sorry for all the questions, but I rarely get to talk with folks about BT warship stuff.

Okay, for all you AtBers out there, I just had a special event happen: Bonus: Civilian Vehicle. Had an error though "Could not load unit". What's the deal? What's supposed to happen here?

25% of ammo every three months is reasonable enough for ground units where that might only be 2-3 tons. Once you start looking at WarShips with 50-shot magazines for big guns it starts getting real dumb real fast.

Mostly I suspect they wanted a flat figure for everything since the crunch was already getting autistic by that point in CampOps.

Extreme Range can be +6, but Bracketing can bring that down to +2. Then there's the modifiers for shooting at small targets, but it's better than nothing. SCLs in AAA mode or Capital/Sub-Cap missiles are the best options short of strapping on a ton of GRs or whatever though. Realistically the only solution to enemy ASF is to bring your own, WSes and DSes simply can't carry enough firepower to ward them off even at Leviathan II levels and you also need Leviathan II levels of armour to even try it.

The Corvette is OK but you're going to have to pull some SI and armour to give it cargo space. 2.7 kt with that fuel bunkerage isn't enough unless you're only concerned with single-game tabletop performance.

SI and armour is always a picke, canon ships other than the Avalon and other '67 designs and Lev IIs are for shit but then the Lev II goes so far in the other direction it's not even funny. So you're going to have to find a mid-point between them that you're happy with.

Ballistic weapons get damage multipliers in high-speed runs covered on p. 74 of StratOps. If you go fast enough you can get an X4 modifier for your weapons, which is literally the only way to Threshold anything with 706+ armour on a facing (including the Lev II) and about the only realistic hope you've got of ever killing such ships. Unless of course you're a graduate of the Davion College For Naval Arts and subscribe to the ramming/intentional misjump school of thought.

Unfortunately I don't have a program, I've got my own spreadsheet and fill in a .txt by hand and then cut and paste to Paint.

Keep the Qs coming.

>What happens if your ship gets hit by a Large Mass Driver?

If you've fucked up badly enough to be hit by a weapon with a +2 to-hit penalty that can only attack targets in the nose row, you get everything your dumb ass deserves.

>DC aren't that fond of mediums for retarded reasons

As a long time Drac player, I've always thought of this as DCMS posturing. After all, the signature Drac lights (Jenner and Panther) and their signature heavy (Dragon) are all practically mediums anyway.

>"My prefecture for a basic Dragon-1N with a PPC!"

The Expanse season 2 kicked off tonight.

How I do wish Aerotech more resembled this system.

youtube.com/watch?v=SpfCkkKP9eE

>Extreme Range can be +6, but Bracketing can bring that down to +2

*+3. Drunkposting while I make fried rice.

Pretty much does now.

StratOps added missile waypoint launches and ECM, vectored movement has been in since at least AT2.

Epstein drives are also about as magical as the BT fusion engines that power large craft.

BT also has rocks falling and wiping out planets like in later novels in that series.

You're supposed to get a random civilian vehicle. They're generally crappy little APCs. I'd suggest reporting the bug.

It still feels kinda bad to try hitting fighters at those ranged. Even with maximum bracketing you're at +2 and then another +5 for small target, since you cannot combine bracket fire and AAA targeting. That's 11s to hit right there assuming standard 4/5 crew.

I'll change up the Corvette to give it some better cargo space, then. Switching over to 120 SI and 104 armor per facing average (actual amount per facing subject to change) lets me increase the cargo bay to 9996 tons, so there's 4 months supply time. Not great but better I suppose.

Thanks for the insight on armor/SI. I'll work on it some more.

I think as they're advanced optional rules and the fluff states high speed closing engagements are uncommon I'm going to not make them a priority with my ship design, but thank you for pointing it out.

Aw man. Well, would you mind uploading it somewhere? I would really appreciate it.

Other questions... How do you feel about ships having specific roles vs being generalists? What are your thoughts on the maximum ship tonnages, and do you think more ships should be designed closer to the maximum rather than sticking to the sub-1,000,000 range? Do you have a newsletter I can subscribe to? What is the purpose of the goggles?

*+3 from bracketing and 12+ to hit.

>Expanse Season 2

mah nigga

New player to the tabletop, but very big player of the MechWarrior and MechCommander games, as well as a huge supporter of Archon Katrina Steiner during the Civil War because House Steiner is clearly the best side to take during the era.

I have a question. Why does /btg/ dislike Catalyst so much?

I see a lot of hate flung their way here, hate I don't see in my playgroup, and it has mostly players who have been playing since the beginning and even one guy who says he was a tester for a lot of the early stuff, on the battletech subreddit and on the official forums. The negativity towards Catalyst in these threads confuse me so I was hoping I could get an explanation.

>Why does /btg/ dislike Catalyst so much?

Corruption, incompetence, and cowardice.

what's really funny is that /btg/ probably has more CGL employees posting here than any other forum

Care to elaborate?

Really?

Design challenge: Make a pirate-manufactured Mech for the Dark age, in the way that Vengeance Inc. makes the Brigand

Might as well roll at 11s though. If it hits you'll get a Threshold on most things, maybe even a Fatal Threshold.

I still think high-speed engagements are worth considering for layouts, ballistics to the front giving way to more energy-based armaments along the broadside and stern. A surprising number of ships are already set up in that way too.

Can't really do anything with my spreadsheets either, it's got my IRL metadata in it since I have a legit copy of Office for work. Trying to strip that out doesn't work, I can always extract my home address, full name, and employer from it. I tried Google Docs once too but that wasn't secure. I like you guys, but I don't want my info out in the wild like that.

With ships I generally go for tonnage and speed to dictate role. Anything over 1 megaton is going to be a bruiser regardless. I would say that anything past 3.5 thrust isn't really worth it, there are no TMMs in space so as long as you can turn 3 hexes or ECHO you're good. 2/3 is usable but on the slow side.

Once you start building past 1.5 megatons things get real silly. You can start doing things like carrying 300+ ASF or have over 1k armour on all facings. The system isn't really set up to handle things like that, fun as they may be for theorycrafting.

Because they have done really badly at making the title thrive. In ways that seem really, really absurd and incompetent. From refusing to actually contact stores to let them know Battletech is in fact still around (after the clickytech age and a lot of people's lack of interest in it, many stores got the impression that the game was dead and no one got the license after WizKids), to interacting badly with the fanbase through their official forums, to generally terrible PR (ask someone about the Damian issue, or Re-engineered lasers, or Heat-resistant armor for more details), to a huge actual case of embezzlement by one employee who they continue to employ to this day (ask someone else about it, I'm too tired to go into it right now).

At least that's why I have a good deal of dislike for them.

Yeah, I suppose. Though it turns out it's 12s base, before target profile. It just seems like most of the time you will not be capable of hitting. I guess if you have energy weapons and nothing better to shoot at ad you "only" need 12s I could see it, but if your big worry is a huge swarm of ASF then nicking one or two of their squadrons seems like it won't do much good, especially with the damage reduction bracketing will do to you. I guess it just comes down to taste.

Hmm, fair enough. I usually like to keep my ships to fairly few different types of weapons if I can (makes sense logistically and helps bookkeeping) so if I have ballistics it's usually a NACboat and they'll end up spread in the various arcs, with some NL or NPPC support.

That's understandable. Disappointing, but understandable. Do you like us enough to recreate the spreadsheet using another program that doesn't have all your RL info? Half joking, half serious.

I suppose speeds greater than 3/5 could be valuable if you're not using Newtonian movement, let you go further and make more turns. But who would play without those?

That's what I had been thinking. It's why when I designed these (I wanted to do a little project of making a series of ships meant to be all used by the same nation as their fleet) I decided to not go too big and keep the ships of the line at or below 1 megaton. There'll be a mandatory setpiece BB/BC that'll be over it of course, but for the most part I wanted to keep things sane-ish.

That's reasonable. Makes sense, which can't be said about that one player I encountered irl who accused Catalyst as having been the reason the whole Unseen thing happened.

...

>several anime mecha series

Gundam is pretty much a given. What other mech shows do you have art books from? If you don't mind me asking, of course.

That's a very silly accusation given that that happened before Catalyst got access to the rights. Really that's Harmony Gold's fault, the company who sued FASA (the original creators of BT) over the rights which FASA had legally obtained. But since here in americaland, lawsuits are decided largely by money, and HG had more money and lawyers... well, you can guess how it went.

I think you might have gotten lost, user.

>I think you might have gotten lost, user.

Not really, just asking the based drawfriend who'd done that Akuma yesterday and other "MWO style" mechs before that.

A -3 bracket on a 20-point NL bay will only reduce it to 8 damage, which is a Threshold even on Eisensturms and a Fatal Threshold on anything up to a Reiver. Odds might not be so great but if you can hit the rewards aren't bad. Really though shooting ASFs with anything but missiles capital weapons wise is a mug's game, it'll make you feel better about what's happening but you won't get very far.

I personally play without vectored movement because of the chaos it can cause, I'd rather know where my units are going and have fine control over them. YMMV but I found the added realism was taking away from fun. Matters more with ASFs though, with WSes it's just a case of saying broadside on as much as possible any way.

Fatal threshold? What do you mean? And yeah, I guess I see what you mean. Seems the best way to deal with them is either missiles or having your own ASFs.

Fair enough. I usually end up playing through megamek which has helpful arrows that show exactly where your ship will end up given its current velocity each turn, which reacts as you plot your movements.

What are #4 and #5?

Verfolger and Hellfire.

Fatal Thresholds are covered on p. 32 of StratOps. Any single hit big enough can kill a fighter outright in addition to other effects.

Missiles will always cause a crit since they always do 2+ damage. You can also nuke the little shits, see how they like it.

Having your own ASFs (lots and lots of Eisensturms for the IS, or Hydaspes for the Clans) is the preferred method of dealing with enemy ASF though.

MegaMek pre-plotting your movement would be quite handy, yeah. From having played a few battles in asteroid fields where half the casualties (or more) came from inadvertently slamming into things at high speeds my group decided to just use the standard movement rules and pretend the final positions were the result of vectoring for the purposes of fluff.

Trade the LPPC and the two MLs for a plain-jane Large, might be cool.

I have the books called:

>"DRAWING ROBOTS"
from books wasabi that pretty much gives a beginners tutorial on drawing gundams (highly applicable to making mechs both classic style and MWO-style), Gundam

>Gundam Wars Project Z
Art support manual, has some nice lineart to look at

>First, Second and Third Sorties, all Macross art books
Real fucking classy pieces here. Quintessential if you want to draw old school battletech/ robotech.

>Gundam - Yuji Kaida art works book
Nice gundam stuff here

>Panzer Angel Gabriel – Naoyuki/Kazutaka Art Book Review
For all your battle armor needs, this guys sketchy drawings are gospel

>Elysium, art of the film
Does this count...? I have a couple film books like Art of Pacific Rim.

So... an ERLL and a LL? Makes it kinda close to a Night Hawk for my taste.

I guess I need to really give Stratops a more thorough read-through. Thanks for the page number, man. I haven't done much (read: any) play with squadrons, the few games me and a friend did were pure warships, or warships with a few dropships.

When you say missiles will always cause a crit, do you mean cause a chance for crit (because cap missile) or that they always get a critical result?

Curse fighter superiority. It ruined naval warfare in the real world and battletech.

Yeah, it's a nice feature. Though as far as I know MM only uses the generic empty space map, 50x50 hexes with no terrain like asteroid fields or whatnot. Also since aerotech gets far less play than standard BT it's got more bugs and isn't as feature complete, sadly.

Ah, thanks.

Haven't actually seen the Panzer Angel Grabriel book before and it looks pretty amazing.

Yeah. It can bounce around spitting out a 2/1/2 firing pattern all day long.

I dunno, just an odd case where I might actually prefer a stock-standard LL

I mean I can see it, if you wanted to use it as a sniper, but I figured at that speed it's gonna end up brawling enough that the heavier punch up close would be nice too. Still, two 8pt hits can be better than an 8 and two 5s, depending. It ain't gonna be causing any weapon damage PSRs either way.

I hope you take Muninn up on his offer to do some TRO commissions, your work really nails the BT feel for me

Been getting interested in Hell's Horses lately. What sort of mechs do they generally field? Big, small, fast, slow, jumpy, lots of energy weapons, that sort of thing.

Maybe after I finish the Thanatos. It's my top priority right now.

They always get a crit roll from hitting. Anything that does 2+ capital damage always gets a crit roll on fighters. They should then also get a second chance to crit depending on the missile size, AFAICT.

Fighters could be fixed for BT if they wanted to. Like make them do half or a quarter damage to WSes per bay or take away the obnoxious to-hit penalties on hitting smaller craft.

In empty space vectored movement isn't too bad, it's when you add things like asteroids (potentially mobile themselves) that things go sideways.

A mix. More inclined towards Quads than most and they had the first Quad Omni too.

OK, just wanted to double check. And yeah, I remember the missile auto crit chance.

They could, yeah. I guess the issue with that is that it creates a discrepancy between how much damage ASF weapons do against warships and how much they do against standard armor. And one of BT's big draws is that it tries to be consistent about this stuff. Removing the to-hit penalties and upping the capital multiplier to 20 standard = 1 cap would be how I'd do it, personally. Wouldn't require any changes to any sheets or (too many) rules, just an errata and change to the rulebooks that reference cap damage to standard conversion rate.

I can see that, yeah. Sorry vector movement didn't work out for your group. OTOH, I'm super jealous you have an aerotech group.

I have a question regarding weapons: SRM2, SSRM2 and the Machine gun
Are they viable? Is there a point when having MGs is an acceptable idea (beside using half ton ammo and the so needed CASE)?

Well, it's me, one other guy, and sometimes two others who'll play if we use BT rules to simulate other sci-fi franchises like BSG. Not really dedicated, and we only play once every few months tops.

Squadrons desperately need a nerf to their effectiveness. I think anything up to and including a Squadron being hit for 10+ capital damage destroying them outright and capital missiles instagibbing one each time would be fine. Fluff-wise, WarShips are meant to be awesomely powerful leviathans that cause ASFs to shit themselves in fear, but in practice its usually the WarShips shitting themselves in terror if there's more than one Stingray squadron on the tabletop.

God help you if the enemy bought anything better than that. Or if you're running canon Essexes and SovSoys.

My bad, didn't want to quote

Everything can be used to some extent. Machine Guns are a bit crap unless there's infantry, and unless you're carrying LOLWARCRIMES numbers of MGs (like your design, incidentally) infantry would just *love* you to come in close enough to use them.

Streaks got a pretty hard nerf when Infernos went from being 2-rack only to just SRM ammo. The ammo conservation isn't bad but after 3055ish when the Dracs make the bigger launchers there's no reason to keep using the S-SRM-2.

That's not mine, it's an official mech (a Dragon derivative) from the Japanese edition of BT
Like this one

Mind going into your work process a bit more?

Eeeeeh. You can spam MGs onto something decently fast and run it up to the enemy for a surprising amount of damage, but it's kinda cheesy. Against conventional infantry they do well, but you don't generally see conventional infantry a lot in BT games. SRM and SSRM 2s are just kinda not very good. The cluster table for 2 isn't very good, so you're usually better off with a 4 or 6 rack than multiple 2 racks. This isn't an issue for Streaks, but it's still an issue of "Why not use a smaller number of larger launchers?"

Fair.

Yeah, I can see that. Sadly with how unpopular Aerotech is it's unlikely we're going to see much in the way of rule changes and work on that front. Especially since where things are in the current timeline warships are pretty much dead outside of the clans.

>Well, it's me, one other guy, and sometimes two others who'll play if we use BT rules to simulate other sci-fi franchises like BSG. Not really dedicated, and we only play once every few months tops.

At that point why aren't you just using Full Thrust?

Not that guy, but Full Thrust isn't hex based, which some people prefer. Also learning new systems requires effort. And effort is hard.

Not that user, but look up Catalyst embezzlement to get an idea of the company being dealt with here (tl;dr Loren Coleman used company funds to renovate his house and Catalyst just kinda shrugged). Some anons brought up some points about other problems (mainly with managment of the IP) in the last thread as well.

Because it's a BT group and we like the current rules set? Unless we plan an aero game it's something we play after the main event.

Besides, running the Galactica with a swarm of Vipers was fun. Not tough enough to wear multiple Peacemakers, but still tough enough to tank through what the SLN ships could throw her way.

How good are infantry LAW rocket launchers? Are they worth taking over SRM launchers?

>How good are infantry LAW rocket launchers?

Not very.

>Are they worth taking over SRM launchers?

Normal SRMs can be encumbering but there's the Light variant with the same range and better damage that isn't.

I'd go the Light SRM myself. Should have more warhead options in the RPG too.

>The negativity towards Catalyst in these threads confuse me so I was hoping I could get an explanation.

Loren Coleman embezzeled about $800,000 to pay for a new porch, and Catalyst shrugged and just didn't pay their freelancers. As a result of this shenanigans, Loren Coleman gets an award on the back of fucking over not only his company but the freelancers that among other things, made Shadowrun playable.

It's not necessarily a matter of one or the other. Look up Disposable Weapons in TacOps, which is how they're best used.

Basically, you can give a LAW to every member of any infantry platoon, allowing for a one time attack that hits quite hard (3x the normal weapon damage multiplied by the number of troopers who hit), and they operate normally otherwise. Even BA can use them with AP mounts/armored gloves, which isn't a bad way to make use of BA with multiple AP mounts.

What's the scoop Munin? You know I am down to sprite the /btg/RO
Thank you very much

toosexytolive.gifrelated

ultra heretical flat top ver.

and redone Vindicator to more closely match Alex's art

Just wanted to get said sprite-ing started

Cool, lets do this thing. What's the email so we can get the exchange started?

BT armor thresholds, stupidly large weapons arrays, and fighters. Those would need to go.

I think Epstein drives are a good deal less magical too.

[email protected]

The thing in question about Heat Dissipating Shi- I mean Armor.

>At that point why aren't you just using Full Thrust?

Full Thrust is a shit-tier, meme ruleset. I don't meant that to be a shitpost, I mean that I've played it, and it's terrible. It's fine for running relatively "realistic" space combat settings where you take one or two hits and breach out and die, but it's awful at running anything even remotely cinematic. And any setting where you have huge spaceships with tons of survivability getting slowly stripped down in long clashes is cinematic by definition.

>BT armor thresholds

Wait, what's wrong with armor thresholds? If anything, those are more realistic than normal BT armor that's totally proof against anything as long as there's 1 point remaining on a location.

IMO, aerospace armor thresholds are one of the few instances of CGL getting a rule right. The deteriorating armor threshold optional rule is even better (threshold based on how much undamaged armor you have in the location at the beginning of the phase), but that does take a bunch of time to calculate and it does at a lot of complexity in practice, so I can understand why it's not the default.

Why do people hate catalyst?

I really love the stuff they've been putting out. The era reports, interstellar ops, combat manuals, battlemech manuals, it's good stuff. I'm really interested in seeing how the 3150 post-fortress goes.

Thoughts on the Lucifer and Chippewa fighters?

FUCK. I just realized the original Thanatos' arms were asymmetrical.

Fuck me with a combine for going with the Living Legends interpretation. Oh well.

Both shit.

Can't stand up to the Corsair/Stuka combo, which is why *we* won the FCCW.

Lot of different reasons, so it's hard to call it a well-defined thing.

Most of it definitely comes from the whole embezzlement scandal, which really seems to have hurt the company in the long run and annoys a lot of people here from an ethical sense, since the guy who did it still is one of CGLs owners. For people who play Shadowrun, this is a bigger deal, since a lot of Shadowrunner freelancers bailed after not getting paid / calling out the management.

I think the second-most common thing is that people here, used to a more free-flowing conversation in which you're free to call a guy a mouthbreathing retard, have had bad experiences with the moderated OF, which also colors experiences.

Then there's a variety of personal pet peeves and smaller annoyances, like CGL's seeming inability to keep the main box set in print, etc. Lastly, there's the group that just keeps blaming CGL for stuff FanPro or Wizkids did; since there's some continuity there, this is an understandable mistake.

I love the Lucifer R20. It's an unkillable brick in 3025.

People on Veeky Forums for every game I play always whine about various official forums because they don't understand they can't say "nigger nigger cunt faggot" everywhere on the internet. The children here have lost their filter after being uncensored too long.

What's the benefit of using laser rifles for infantry over basic auto-rifles? At a glance they cost more and deal almost half of the damage.

Laser rifles have twice the range.

>The children here have lost their filter after being uncensored too long.

Well, the entire point of a forum is to get one's opinions across as clear as water.
That's what internet forums used to be.
Nowadays, they're not even forums, they're just casual chatrooms for a group of people.

I've noticed this a lot. Non-OF forums for lots of different games tend to be populated by a decent numbers of castoffs from that particular OF. Naturally they have axes to grind about fascist mods, big brother, muh freedoms, etc. (stop by what's left of the Sarna forums sometime to see some major grog / you're not my real parents posting in action). I mean, moderators often suck in general, but I agree that understanding the concept of different spaces and policies seems to not come easy for many anons.

Were they just casual chatrooms...

They're more like echo chambers than anything else.

I actually really like the GRF-3M.
Anyone else cautiously excited for the Battletech game that HBS is dropping?

>Katrina found the proposed operation both exhilarating and bone-chilling. In it lay the seeds of salvation for her Lyran Alliance. Once the Smoke Jaguars had been driven from the Inner Sphere, the next phase would be to drive the rest of the Clans from worlds they had conquered. The task-force would fall on the Ghost Bears, and she could unite with the Wolves to crush the Jade Falcons and Steel Vipers between them.

>Kommandant Wendy Karner dropped her cross hairs onto one of the heavy-set 'Mechs featuring metal talons built right into the massive hands. Her targeting computer wouldn't give her a lock, but it did report the 'Mech to be a Kodiak. Wendy smiled. So the Jags are using Kodiaks. Good, we'll get experience with them before we go hunting Ghost Bears.

What if Bulldog had continued straight on into the Ghost Bear OZ like originally planned?

To add, I believe the Leviathans were still transports in 3059 and the Bears hadn't set up all their factories or any shipyards yet.

This is assuming the leapfrogging of Bulldog doesn't stop at the Jaguar worlds.

>Watching old Korean historical dramas
>See emperor's throne room floor
>Can't unsee hexfield
I have been been playing this game since 85. It's affected me too much.

>Anyone else cautiously excited for the Battletech game that HBS is dropping?

I am.
The only problem so far I've got with the game is the re-use of MW:O assets.

I can stomach the sub-par models in a strategy game but they're also reusing the horrible animations from MW:O for stuff like movement.
MW:O makes everything super-stiff and static and it looks terrible, especially once you get to running animations.

They are not reusing animations. They are making brand new animations, and the MWO models are better than any other version.

MWO concepts are good, the mech modeling is bad. Textures tend to be shit, bad topology,...
It's perfectly visible in the MW5 trailer where the mech models look absolutely horrendous next to the stock UE4 assets.

And the videos so far have all shown them only adding to the animations but keeping all MW:O-made stuff in there.
So all mechs use the crappy MW:O walk cycles and only get good animations when punching or jumping up and doing stuff that you don't in MW:O.

Hey, I remember seeing a hex-based wargame that BT was pretty clearly based on. Blue and white rulebook cover, and it used periscopes to determine LOS.

Does anyone know what I'm talking about?

Well, if tricky vic can get his sister and therefor the formative LAAF onside, then the bears have had it. If not, than it really hinges on his ability to get the Nova Cats to bring their naval assets into play. If he can, then the bears are done. If not, the plan falls apart.
Also, if he can get the wrasslehogs going, then the whole job is 10x easier