Been reading through TacOps and I'm currently in the process of checking what we have checked, and testing out how rules are working in MegaMek. Magnus, is there any reason that we currently are NOT using the TacOps Charge Damage? I know at one point we had also allowed Sprinting as well. I remember fucking up my actuators doing that very early in a match. Currently need to test out: Grappling Grappling from rear arc Throwing Lances Evading at various pilot skill levels (Skilled Evading IS checked)
Skilled Evading is definitely working. There are three different evasion bands. Basic band gives you +1, there is a +2, and a +3 band. So the better your Piloting skill, the better boost you get when you use Evade. Spend that XP. Grappling from the front or from the rear makes no difference. You end up face to face, in the same hex. You don't put them in a full nelson or anything fun like that. You DO prevent the firing of ANY weapons that are not Torso or Head mounted, and you prevent them from firing at anyone besides you. You also cause anyone who fires at them to possibly hit YOU, if they miss them. NOTE, you can Grapple with a mech and cause a mech to go Prone while YOU remain standing. Also note, you cannot move in any way while you remain in a grapple, and no other physical attacks can be made. You can attempt to break the grapple. If you are successful, your opponent can attempt to counter the break. This is all Piloting skill related. Potential fun: 75 ton mech, reinforced structure, hardened armor, torso weapons, improved jump jets. WRASSLIN' TIME Throwing a mech ain't gonna happen unless you totally outweigh them and have TSM.
Macho Man Macho-1 Clan unofficial 75 tons BV: 2,509 Cost: 16,286,375 C-bills Movement: 4/5/4 Engine: 300 XL Heat Sinks: 14 [28] Gyro: Standard Gyro Internal: 114 (Reinforced) Armor: 200/231 (Hardened) Internal Armor -------------------------------------- Center Torso 23 30 Center Torso (rear) 9 Right Torso 16 23 Right Torso (rear) 6 Left Torso 16 23 Left Torso (rear) 6 Right Arm 12 20 Left Arm 12 20 Right Leg 16 27 Left Leg 16 27 Weapon Loc Heat ---------------------------------------- ER Medium Laser LT 5 ER Medium Laser LT 5 ER PPC RT 15 Laser AMS HD 5 Flamer RT 3 Heavy Machine Gun LT 0 Heavy Machine Gun LT 0 Heavy Machine Gun LT 0 Ammo Loc Shots ---------------------------------------- Half Heavy Machine Gun Ammo LT 50 Equipment Loc ---------------------------------- Hardened None Reinforced None
Hardened armor drops your Running MP by 1 point And yes, as in the melee weapon. I wanna test out the through armor crit stuff of them. Also wanna test out the retractable blades and punching. You're supposed to be able to extend the blades after you punch if they are retracted...
YUP, can confirm that the Retractable Blade punch extendo is working, and is failing as expected MegaMek gives you an option when you punch to extend or not extend the blade on a successful punch, if it is retracted.
Retractable blades are extended or retracted during the Movement Phase. Vibroblades are activated or deactivated during the Physical Phase. Shield mode is changed during Movement Phase OR Firing Phase. This is all done on the Systems tab
If I recall correctly, TacOps Charge causes more damage to the attacker, than standard rules. Seeing how charging is kind of mediocre to begin with, I didn't see any good reason to nerf it more. I love the Sprinting mechanic, but the bot is shit with using it correctly.
That should help quite a bit for avoiding those ASF. Remember kids... Piloting is an important skill too.
Keep in mind, retractable blades are kind of shit. Their main purpose is to give OmniMechs (which can't mount hands if they are using big weapons in the arms) some additional punching power. If you can fit proper fists o' iron, that is a better option overall.
Oh, I'm not saying that they're GOOD, I just wanted to see if it would work. And it worked exactly as I expected. The VERY FIRST TIME I TRIED IT, it broke.
The thing about claws... they are really powerful, but only really good if you have two of them (if I recall correctly). The problem with that is it is a huge commitment in tonnage to melee combat. It makes you a melee powerhouse, but if you get caught out in the open, you will be a very high priority target.
Physical attacks for New Mek (Dihm) Kick (Right rear leg) at Brigand LDT-30A (Princess); needs 3, rolls 7 : - Direct Blow - hits (using Rear Punch table) HD Brigand LDT-30A (Princess) takes 16 damage to HD. Armor destroyed. SECTION DESTROYED. *** Brigand LDT-30A (Princess) DESTROYED by damage! *** Critical hit on HD. Roll is (8+4) = 12; 2 locations. CRITICAL HIT on Standard Cockpit. CRITICAL HIT on Life Support. Pilot of Brigand LDT-30A (Princess) "Lucille bin Khaleel" is already dead, so no damage is dealt! Seems effective. Not bad for a 50 tonner. Quads can indeed kick in their rear arc
Shields are pretty interesting. If you are thinking of one I STRONGLY urge you to practice. Familiarize yourself with the firing restrictions for passive and active use. With movement modifiers, with to hit modifiers
It's going to take a lot more testing, I only played around with a Small Shield so far. The damage absorbing quality is really intriguing for missile protection