![]() ![]() MGs deal, um, 4 x 3 damage (someone correct me on this, please) and have an increased crit-chance. The Firestarter was really, _really_ deadly in the beta, if used right. ![]() It also now uses ammo (3 shots only in the beta, we don't know how many it'll it be in the full game). Small Laser deals 20 damage (TT equivalent of 4 dmg)įlamer deals no damage, but adds a _ton_ of heat to the target. ![]() Smaller ACs have been buffed to make them viableĪCs also have recieved a "refire malus", menaing, you get a -1/-2 to-hit if you fire them in consequitive turns. Therefore, missiles deal less damage than in TT (4 pts for LRMs, 8 pts for SRMs) ![]() Missiles no longer use the missile-hit table, so if you have a 50% chance to hit with your LRM/SRM, roughly half the missiles will hit, giving a huge boost to missiles compared to the TT. [Edit: Forgot to mention, that the mech's head has received a single additional point of internal structure, so an AC/10 can't on-shot you. This was doen to provide more granularity, because weapons from different manufacturers will differ (so that Defiance Mech Hunter AC/20 might deal 105 damage, instead of the normal 100) Weapons damage and armor values are generally multiplied by 5, so a PPC deals 50 damage, but a ton of armor also provides 80 points of protection. In the final game, visual range is expected to be longer, but noway near the unlimited visual range of the TT (rumor has it, that it will be around 400m, with a pilot's tactics skill increasing this up to 500m). This was to make battles faster and to collect more data in a given amount of time. Visual range in the beta was _extremly_ short. This has been done in order to speed up gameplay. Since melee is now an exclusionary attack, melee damage has been considerably increased (I think a Shadow Hawk deals some 80 damage (TT equivalent would be 16 damage)ĭFAs have been vastly buffed, because they do 2 to-hit rolls (one for each leg) and because, due to instant damage, the target player can't try to shoot the jumping mech down before he impacts.Īll to-hit numbers have been buffed quite a bit, with to-hit chances below 25% (a 9 on 2D6) being _extremly_ rare. It isn't clear (to me at least), if the animation choosen has any impact on the kind of damage (I have seen a kick taking out the cockpit, for example - this was in the beta though, so things might have changed) The game considers the relative positions you and your target are in and chooses an animation. You can't choose which kind of melee attack to perform (aside from DFA). You can either shoot your ranged weapons _or_ do a melee attack (exception are, what HBS calls "support weapons" - MG, flamer, small laser, which will automatically shoot in a melee attack) Note: This is extremely rare and not as much of a problem as I initially thought but _is_ a potential problem. This means, if you activate a mech, you move it, shoot or melee and deal damage, all at once, so in extreme cases, it _can_ happen that you kill an enemy mech without that mech being able to do a thing. This can lead to a "lights-reserve-down-all-the-way-and-then-go-twice-in-a-row" gambit, but only if you let your enemy do it (just reserve down some of your mechs too)Īll movement, shooting and melee as well as applying damage is instant. light tanks go in the medium phase and so on) Tanks go one phase later than their weight-class suggest (i.e. if you have a Spider and a Locust, and only want to reserve the Spider, you _have_ to move the Locust before reserving or _both_ will be reserved down) You can reserve down mechs to go in a later phase, but you have to reserve down _all_ mechs currently available (i.e. Lights go first (light-phase), followed by mediums (medium-phase) and so on. The other placements depend on this index.I'm gonna try list the major differences to the TT rules:Īs already mentioned, mechs go in reverse order to weight class. The army with the best placements is put in place 1 with an index of 100. Info: Only armies whith at least 6 placements are counted. Only T³-Tournaments using the GoePP are used for the statistics, because all other tournaments don't offer the needed data. You can see a couple of statistics about the distribution and placements of armies in the tournaments. Army Statistics - Germany - Classic BattleTech ![]()
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