#EXPLOSION DAMAGE CAP
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Thats an entirely different situation.
that is basically what we have here
No its not
This is "Everyone is getting 500 bucks, but you pay three times as much for everything"
Everyone is getting the same benefit, you just have other issues at play that make the benefit less beneficial to you
The other issues in this case being that you are naturally brittle
Why cap ammo explosions is this like an optional rule?
Its a proposed rule change
I would link the playtest page explaining things but battletech.com is down
Ammo explosions are being changed to 20/10/1 damage depending on if you have CASE or not
So, uh, whenever the BT server hamsters come back to life I guess: https://battletech.com/playtest-battletech/
Also in general the flat explosion hit favors heavier units. If a hit barely goes internal and triggers an explosion, the lighter unit is out a torso and the heavier unit is hanging on. Sometimes there’s another hit incoming and it doesn’t matter. But sometimes it’ll give that unit an extra round or two, and the heavier you are, the more likely you are to get that extra time.
Umm. No
In a side torso, if any damage goes internal, even a 100 tonner is losing the torso. Unless they have CASE. which it doesnt really matter at that point
I don't pray for crits in BattleTech for ammo explosions to do nothing
It literally does favor heavier units and I'm tired of this continuous and silly denial that it doesn't
Since if the mechs in question have CASE, then they are all just losing a torso
Ive said it does. During TACs yes. It does heavily favor heavier mechs
But TACs are the rare exception
Oh theyre still a bad time no matter what
Thats the thing. It still hurts. They still do something.
okay since I don't play without them, the only way to get a TAC in normal TT is to take it to the CT, yes?
I play with floating crits
Yes
Ok but i expect a flaming corpse not an atlas with no side torso
that's so dumb
Where more apt than not ammo doesnt exist anyways
EXCEPTION. Side arc
Side arc TACs the side torso
Try testing with some IS XL mechs using CASE
The thing is. Okay. It doesnt have a side torso anymore. If its still on the battlefield [for whatever crazy reason the pilot decides to remain]. Flank that side and drill it to death
I am well aware xl is death anyways thats fine at least case keeps the mech from being unsalvageable
Cause now you can VERY easily rip into its CT
Its still a downgrade
A mech with no side torso being shot in the side now gets hit in the CT on 2, 3, 4, 6, 7, 8, 10, 11
See the other rule change
Why is cgl like this
Yes thats what we discussed. Side hits favor faster mechs, explosion caps favor big mechs. If youre both light AND slow, sucks to be you
and if you're big and fast, you're living large
Charger life
Yet more eratta for me to ignore yay
Joyous Highlander Bagpipes
'large'
if highlander is fast to you I don't want to know what slow is
More the jets for mobility and positioning
What is a highlander? 5/8/5?
7/11/7
Oh dang. Not bad.
right?
Oh man blitzkriegs
not bad for a 90 tonner
What how is a Highlander 7/11/7
I can get 7 hex jump
Mmm. 4T IJJs.
4/6/7 remains the true king of assault mech movement profiles
you can do a lot of stuff with customs and MJBs
But yeah @bleak hound the two changes have been split for discussion but the test is for both to change at the same time
Can we just get cgl to stop dumbing down the game
If this is dumbing down to you...
I wouldnt say the game is being dumbed down at all. but hey. the feedback forum exists for dissenters as much as supporters
The intent for this bit was to improve general survivability not necessarily dumb it down
Nah MG ammo has been ridiculous forever
when it comes back online
Did we silksong the BT webpage?
They arent dumbing it down. They are refining things. This is like one of the few rules that just outright has reduced/simplified values. Which is why they got it out of the way FIRST
it crashed around this time yesterday and is still down
Ive seen ALL the rules.
apparently its a provider side issue
Maybe I didn’t buy enough plastic…
Thanks to the experimental oversized engine rules, you can! Though a 450 XXL weighs 44.5 tons so you're not doing much.
Where are those?
Oh larges
Basically TacOps has rules for engine ratings above 400, they are extremely heavy and never really worth it
I didn't realize those were experimental lol
Even the 4/6/7 has was less gun than you want at 85t and is incredibly tight on crits.
Still better than a charger?
Yeah no side table sure makes it more complicated and in depth
Love ammo explosions all doing the same damage basically
They did anyway
As I said. These two are like the only two rules that simplify things. Man if you read my whole statement.
Yeah. They did all do the same damage before. Death
All the damage without case, kill the location/ST with case.
I know but they are both massive changes
Ive played a few games with these rules and the others. They didnt really feel all that different
We even had an Atlas get an ammo explosion. It 'survived'
But if you want to take a Highlander and make it 5/8/8, by *gawd * you can do it! You just have, after adding endo steel, 1 ton left to get all the armor and weapons you need. Can make it two tons with a small cockpit, or a whole five with an interface cockpit and removing your 5 ton gyro.
sounds like a great Solaris Gladiator
for a whole... one match
just DFA every round. what do you have to lose
Said Atlas took the ammo explosion from a TAC in his side torso. Suddenly his side torso has 0 armor. The two speedy flankers we had said "You're next" and proceeded to put him in a very precarious situation.
oh, if you use a clan XXL and an interface cockpit you can even free enough crits and tonnage for a partial wing, but this 5/8/9 90 ton monstrosity with 0.5t of armor is decidedly off topic and probably an affont to god and man
one point of armor per location is surely enough
All on the cockpit I think in case you fall on it. Won’t help much anywhere else.
Enough with the side topic. Please on topic
I would prefer this be an optional rule instead of erasing decades of bad decisions like ct case
Admit it never made sense instead of retroactively trying to fix it and make mg ammo make sense
Its not going to do that
Nah stackpole should be the optional
Stackpole is optional
Yes
CT ammo explosion is still going to suck.
Absolutely
Cause even if you survive, ALL YOUR ARMOR IS GONE
I thought it just damages internals
No
it removes all the armor of a location?
Even lights with case arent getting out free, like the piranha
If you do not have CASE. It removes all Armor.
I like it It's goofy that for 90% of the setting ammo boxes were fatal
If you have CASE. It removes rear armor
why are people complaining then
No idea
probably because not an "instant kill"
CASE isn't needed for it to be rear armor only
Ah yeah., It is just rear armor.
EXACTLY
Oh no. You mean that mech they paid 1800 BV for can now actually you know, earn its 1800 BV >.> instead of dying to some random TAC roll?
This also hella doesn't help vees
It has 0 impact on vees
do we even know the rules for vehicles yet
Legit 0
No but I doubt they are going to change. Vee explosion rules are already fine as is
Just mechs for this round
We have abysmal armor anyways XD
It does actually make them even worse tbh
And only have to get CASE once
By comparison is what I meant
Vehicular case just makes them salvageable
Sorry. 20 at the most with Super Heavies
Which is fair for how a tank usually works, and most other vehicles tbh
Vehicular CASE makes them take no internal damage
But for Vees, CASE is basically CASE II.
Ammo explosions should be the one true equalizer. No matter the tonnage they should be hell.
It is.
20 dmg internal is nothing to scoff at
This buffs heavies barely changes locusts and doesn't help vees
And if 1 bin chains another, that kills all but the absolute largest mechs
It changes nothing with Vees.
How many times do I have to say it XD
RaozSpaz believes that "becoming worse by comparison" is not a thing
I and others strongly disagree with that perspective when everything is competing to be used
Yes. I explicitly said it changes nothing with vees
Technicaly you said it doesnt help vees.
Which yes could mean it doesnt change anything either
Not what ive said ever. I just said its not a nerf to them cause its not. Does it make them worse than heavier meks, that depends on what you define as worse.
Like im sorry. If suddenly you think light mechs are worse because they cant survive an ammo explosion, thats a very weird point to draw your opinion from. When there are many many other things you are getting a light for rather than soaking damage
If your light mech is being hit, the ammo explosion is probably the least of its concerns
Its survivable as opposed to not and basically nothing has enough internal to survive case xl anyways so it really does just buff heavier units
Yeah, the new rule definitely just feels like you're going to get your bv out of heavier mechs, this might actually push me away from my inherent bias towards pure laser builds.
Umm what? Lots of things have 11+ internal in a side torso.
45 ton XL mechs can survive a CASEd TAC
They are all over 40 tons
anything lighter than 40 tons is probably losing the side torso if it gets hit anyways
Depends on what with
Also I can think of a few of the heavier lights, stuff in the 30-35 tons range almost definitely have more than 10 internal in a side torso, maybe not much
All SF meks can survive a CASE ammo explosion, but thats not any different to old rules
No. Cause max internal for 40 tonners and less is 10 [or less]
Ah, oh well
Rando SRM hit, single MPL TAC.
I mean not losing side torsoes to ammo explosions just feels wrong its an entire ton of ammo it should hurt
I never claimed to have perfect memory
It does.
Basically everything DOES lose a side torso
Only a 100 ton mek wont
And thats only if its a TAC
without CASE*
With CASE it goes all the way down to 45 tonners
Yewaah i was thinking with case since it explicitly just contains the damage
That's case ii
Again, it’s a 1-2 point bleed through instead of a TAC it pushes you up to 55-60T to just hang onto your ST
They are saying its everything now. Thats the point
The CASEs just make it less impactful
Yeah. If you're taking any actual damage to cause the crit, the amount of meks that dont lose the ST from the ammo explosion quickly shrinks
I honestly wish theyd do this as like an era thing instead i genuinely doubt vented ammo bins aren't Lostech
And god forbid multiple ammo explosions
75t+ the bigger you are the better your chance to hang onto it for at least another round.
Thats actually a point Saklad made. They shouldn't be. Its such a core system to ammo bins, and relatively simple.
So is pretty much everything they lost... But whatever
The difference is. Blowout panels are a pre space tech
Most of the other LosTech isnt
I play introtech without TAC it seems like all of you do play using TAC
TAC is a base rule . . .
Floating crits isnt
Wait isn't the side torso crit in the side table...
Ye
Yup TACs are just the side you're shooting into by default correct?
Ye
TAC wothout floating is CT and side torsos right? On a 2?
Ye
So side hits make that a slight bit more common
Ish but yeah
And not really more common. Same commonality
In relation to the old tables, the TAC slot isnt changing
Oh yeah cause its only the 2 result regardless of facing
So the chance of getting a TAC hasnt changed
And where it goes, hasnt changed
[Only Vees have other possible TACs]
The playtest hit location rules would remove the side TACs correct?
No
I dont think so
It was clarified on the forums before they went down with all of battletech.com that the TAC on the side torso "tables" go to the side torso, not the CT, if you are not using floating TACs. But that belongs in the channel below this.
Its said if you shoot from the flank, the 2 slot is still a crit for that side
(Aero thresholds check for TACs)
CT hits convert to side TACs while flanking IIRC
Ew nope yeah no you can't convince me this pair of changes is ok. Getting If i play with TAC i expect side crits im out i will literally glue the old pages over the new one. If you like it all to you but 🫡
Dont discuss other units here since it is uncertain how these rules will [if at all] impact said units
[At least dont discuss in depth]
Umm. Thats how base rules are
The heck are you even talking about
I am not a fan of these changes but I will still be playtesting them with the local group and holding off on making my opinions known to them beforehand, because untainted data is valuable to CGL
Nothing is changing for TACs
its just a slightly different conversion for the exact same odds and results
I'm definitely planning on playing with the new rules to see how it feels
Its common in some circles to ignore TAC for certain eras. The side table contains the TAC for either side torso
Yes. And the new rules do the exact same
Whats your problem?
[This is REALLY a topic for the other forum, not this one]
You do seem to be protesting that they’re changing a rule you already ignore.
I don't ignore TAC universally just some tables do
No they dont
Oh. Tables as in game tables
Nvm
I like both ways tbh. It can be frustrating to lose a mech first turn but it's also part of the game and can leave you with some good stories
its fun to crit an Atlas and negate 2k BV in an instant. its also utterly miserable to have 2k BV wiped out by snake eyes
I don't actually think about it as me vs them i think its funny either way
that can often just lose you a game on turn one
Here is the thing. What do you want more.
Good stories.
Or happy players
sure, its thematic. but its also not particularly fun
Hence why some ignore tac altogether
Im still thinking the biggest change is gonna be on Clan Tech side given "the whole thing" is CASE
Yeah. Clan meks are going to be . . . sigh Really annoying
Losing a mech in a single shot is literally 2-4 separate locations if you roll the crits well
being able to survive gauss rifles or heavy lasers exploding in your arms is going to be great
Aren't clan mechs already in Very annoying territory depending on era?
Head, ct, st
Hyper laser too
Ooooh that makes for a FUN build
not many clan base weapons with hyperlasers
so its a corner case
there are what... three?
Its 4 rolls.
Hit. Location. Crit. Which Crit
[which is better than hit location for head but]
Hyperlaser in a flippy arm with case lol
You could already survive them
This rule doesnt change that
Headshot, blackout or just plain gone
Yeah but a LOT of clanners carry ammo and gauss so they are gonna fireball WAAAY less
you are significantly less likely to lose the arm, though
No
Survive is relative on the littles even for those
Still out your Gauss Rifle too.
The base rule has 0 impact on Gauss.
The CASE rule reduces it by 5 dmg. So some impact, but not a lot
Now. It does mean it gives you a reason to CASE basic Gauss
with clan CASE on the arms a good few mechs with gauss will survive the GR going up
Oh yeah. IS CASE cant go in arms. XD
The arm will basically hang on for an extra hit in the 45-65 T range depending on armor bleed through or TAC
CASE II might help with AP Gauss spammers
CASE II can. not the base variant
Pilot still dies.
Non-CASE gauss on a 30t arm will go straight to CT.
70 tonners and greater. Thats it
And thats assuming its a TAC
I'm always assuming its a TAC. if the armor is gone everything breaks. thats business as usual
Pilot is still mush tho
TAC to the arm requires the floating crit rules
What if pilot hits were reduced corresponding to case as well?
Otherwise you cant crit the arm
Well. Cant crit the arm without doing actual damage to the Internals
Gauss explodes for 20
I saw someone suggest that for CASE II since this change is gonna make ammo a pilot blender
I think both are actually considered the same goal. Losing a mech to a random crit or headshot last minute when you've basically already won is a classic. It feels like you can basically always win with a really good roll and theres nothing to blame or get mad at considering the requirements for them involve 12 and 2s. You can have a good time whether you win or lose
Heavy Gauss is 25
Derp, silly me
I swore it was 15 same as damage?
Current book?
HAGs are 10/15/20, iHGR is 30
Both are very much not considered the same goal
Yeah that's straight from the BMM
Cool
In your previous statement, the old ammo explosion would create a great story, For you. But for the other player, probably not
So yeah half gauss boom
There was a debate about it the other day at the shop between people saying 15 and 20, so it's fresh on my mind after looking it up then
Yeah methinks make CASE II cap damage to 5 and reduce pilot damage taken from 2 to 1
I mean cap 1 is fine but the other might help too.
((Note haven't gotten to play these which has more impact than theorycrafting))
Cap 20/10/5 just seems like a smooth progression easier to rememeber for my potato head players haha
We dont use Case II era tech much though
I dont like the idea of nerfing CASE II
I literally stated i don't mind being on the receiving end of bad luck and i wish more people could appreciate it. Beating a mech to death with their own arm is a story. Losing a mech to a gyro crit first turn but still winning is a story. I don't get why people associate predictability with fun it's really not a requirement.
Thats you. Not a lot of people think that way
I don't mind bad luck, I do mind instantly losing a mech solely because I dared to bring an ammo consuming weapon.
Knowing you can win with a good roll even if you're already down keeps me engaged
I mean you still can
You can still golden BB engine.
I am much less fustrated by Battletech being !!BATTLETECH!! and RNG screwing me when playing in person then when I'm playing against the bot on MM.
Thats still a thing >.>
Frigging single AC/2 to the CT
To get an ammo hit you need to:
Roll your GATOR hit
Roll location
Roll crit chance
Roll the ammo slot
Have ammo left in said ammo slot
And then the victim needs to roll pilot injury, PSR and potentially fall with additional damage and pilot hit.
Still plenty of random there
IMO losing your formation's center piece on turn 1 or 2 can really just kill the game for you. I ruined a player's game with a lucky headshot to a king crab that dropped it on turn 1, so it's very player dependent
Ive seen so many players at Demos get frustrated with BT because a TAC killed them due to Ammo explosion, or Golden BB, or whatever
The first is a story and you share it with other people who are getting amusement out of it, the second is THAT DARN CHEATING PRINCESS TACING ALL MY MECHS UNFAIRLY
Also potentially 2nd ammo boom too
when its Princess she's always cheating
Its why i don't demo with one mech
Oh yes, followup crit chance from the ammo internal damage to maybe chain the effect
Demoing with 1 mech is the fastest way to get through multiple players
Or give them edge points
Im a demo agent. Im at booths.
Ive demoed for well over 50 players in a single day. Its . . . Tiresome
Nevermind that it's the fourth time I've been sprayed by an LB-20X set to cluster despite my armor being intact this game, CLEARLY that 45th to-hit roll being a TAC is princess cheating
I don't demo for that Many people i usually just demo for friends and new players interested
Yeah. Im a demo agent. Trying to get more and more new players
Its also why I already know all the rules that are coming. That I really wish I could talk about
Soon (tm)
Also for my money, I think this ammo explosion change is less contentious than the hit location one, but I'm still going to try both of them out
Looking forward to 'gear' doc
on the one hand, I want you to spill all the beans. on the other hand, I am busy as hell testing these two changes alone.
NDA. I legit cant
Just look at all the luck to get to the ammo. Im fine with losing a unit at that point
You basically still do
I don't like "basically" i like fireball
You might be able to salvage or init-sink though
Again. Thats you
Yeah I've also got kinda an idea of some stuff due to things I'm helping Xotl with, but that's gonna have to wait for more public releases. Because I ain't a snitch, because this thread is about this specific change, and because please CGL don't hit me with that NDA I signed I'll be good I swear!
Not all players like that
A third of the mech gets vaporized, pretty sure theres a fireball somewhere
Also with a TAC ammo explosion you roll to see if it chains multiple bins correct?
each explosion causes another crit check
🫂
Yeah with an 8+ saving you from ammo-chain
That's what I thought
Its just another crit roll
Then make it or the old way optional instead of erasing the old way of playing
Curse my inability to "optimally" place ammunition
can we go back to the old way of playing autocannons, then?
Thats the thing. Its not optional. Its a core rule just outright killing players
But thats more of a cgl problem
You mean the one and only autocannon?
These are rules going into TW and BMM
For CASE II specifically, not the others, yeah.
the mighty 5 damage autocannon
It happens to vees
fear it
Like... All the time
In the feeties!
I can't, my ammunition must feed logically!
Try handheld weapons i guess
It is actually really neat to me that two of yall have seen the changes but dont agree.
Means we ought to get good look and analysis on the changes
six weeks of testing should produce a lot of interesting data
Vigorous, healthy discussion
we're only about 24 hours in thus far
Ive managed three games and thats probably all im gonna get in this test window
I should have a game Monday, and a friend and I can usually meet up once a week so that's at least 6 games of testing in
Potentially more
I've got four in already. but odds are it wont be more than 1 a week going forward
My usual victims are more wrapped up in the Kerensky DLC right now
This is part of why I'm trying to avoid biasing the locals before getting their opinions and experiences on it, as well as doing some in-person playtesting of my own. Plus some of them are more mechanically minded and used to houseruling than average so may have some novel suggestions of their own that CGL might like. The only thing that's gonna be a problem is getting the "always 5/8/5 75 ton max armor clan laservomit" player to try some other things for purposes of testing this.
I mean or use him as a "control" for the test
...And also for the sake of our sanity, because it's frankly tiring and the closest he's been to trying something else has been swapping to iATMs so at this point I'm one more game of having to deal with him away from deploying the UM-AIV with the ammo load it had in its first canon game.
||That being Davey Crockets||
Okay that made me laugh out loud
Unfortunately that is unlikely to be helpful for testing purposes so I might just have to very intentionally play other players in the playtest period instead
"how do the new side arc and ammo explosions work on a nuclear battlefield" is not the most useful use case to examine
Maybe. Though given jump las spam is kinda "meta" playing this against it will be good data too
And honestly I would just introduce him to dual LTC CVs
Yeah, there is that. Still demotivating when you have to deal with that week after week because you typically show up two hours later than everyone else thanks to job crap. While he's one of the few ones that can stay a bit later and play quick 3k games, which lets me at least get some proper BT action in.
Lol yeah.
Our group has fun with megamek cause we are usually in 8k games if not sometimes company v company or higher.
Game allows for big fight plus fire.
Well that and we all live like 8+ hours away from each other
That lateness to play is also part of why I'm going to try and avoid biasing the local playerbase, I can't provide as much useful data from my own play thanks to the job timing and "wow your locals all suspiciously agree with you" is how you get data thrown out for being biased.
Should probably try and get the old college friends together when MM gets a test build up for these proposed changes, see how they like them and get some more play in myself. Just need to get past the arcane mess of Port Forwarding
I'm also hoping they get a nightly with the proposals since that will make the testing easier on me instead of doing on like VTT
So, I wouldn't mind dividing the initial damage from an ammo explosion by 10, so a full ton of MG ammo does 40 damage, instead of 400, but capping it at 20 just seems like a way to kinda dumb down the game just a little bit. Dont have to watch your heat curve so closely when you know that your Machine Gun ammo isnt going to turn your Mech into a crater. It also makes it where heavier mechs just dont care as much, since they can survive a 20 point hit, where as a 30 tonner is basically scrap metal.
That wouldnt accomplish what they are trying to d. As 40 dmg is still going to kill basically [not actually] everything
as far as watching heat its still a given PSR if you didnt CASE it and also OWWWW
Also would make a lot of ammo pops entirely laughable [Lol 9 from AC2 even without CASE]
And again as stated before. There are a lot of collateral effects if your ammo pops even if its just 20 dmg [as Bolo stated]
Possible crits being one of those key things
yeah without playing im most worried about this being pilot blender 2.0
that is kinda the point. an ammo explosion should be devastating. it should pretty much kill the unit. CASE is great in that it helps protect the unit, I love CASE on IS Mechs, yeah, the mech is inoperative, but I can pull it off the field and repair it. Capping the explosion really kinda nerfs CASE, not so much CASE II
The fact people think 20 dmg + PSR + more possible crits isnt devastating baffles me
20 INTERNAL damage at that
Especially on stock 4/5 IS jockies
MG ammo is such a hilarious outlier it probably needs its own targeted fix anyway, honestly. Most ammo does ~100 damage in a ton. MG ammo does 400 in a ton, with the next closest that isn't another type of MG being MRMs with 240 a ton.
difference between nuke up close and nuke far away.
also a bit of the XCOM karma too.
99% dead tends to stay at that 1%HP for a FREAKISHLY long time
the other is very much a lightswitch
dead or not dead
Any attempt to scale ammo explosions down to reasonable levels by reducing ammo explosion amounts needs to make an exception for MG ammo if they want other ammo explosions to be large enough to matter
I always tend to think of things in terms of salvage. not so much combat ability
And seeing your opponent have an ammo explosions core out 20 of their HP somewhere immediately makes you go "Oooh. Target" Which you combine with the other rule to drill into that side
Yeah 20 damage, even 10 damage clearing your rear armor still makes something a clear target
Im with Saklad on that. Blowout panels are OLD tech.
Its not hard to give pressure an easy out
the way I play it, I would almost never lose another mech above 50 tons again. Ammo goes off, time to withdraw.
I'm kinda reading the flavor as No CASE = Wet Ammo Storage, and both version of CASE are blowout panels of some kind
I'm almost certainly biased in favor of these changes because I prefer later eras, FedCom Civil War and the like
Thats kinda the point. Hence the title of the playtest being survivability
Even no case is blowout panels. If you survive the damage [aka 100 tonner] it blows out your back armor
Or 65+ tonners in the case of CT
Fair enough
This change also kinda feels like it would pull tabletop and the novels more in line. In the novels I've read I don't really recall any mechs going down from pure ammo explosions. It's usually ammo going on top of the other pounding the mech has already taken
That's actually good campaign practice
Also if people play with auto eject [which IMO should be default] most mechs are just going to eject anyways >.>
Auto eject may need new rewrite after CASE change..... maybe.
1st boom and go feels really premature now
With CASE, you dont auto eject
Unless you re-enable it
I saw someone (a goonhammer writer) call the explosion damage cap rule a "make marauder good" rule and I'm 100 in agreement that that's the design goal
I think they missed the errata on side shot TACs
But Peri seemed rather reserved in his opinions
It's really not just the marauder, it's half the intro tech lineup
About a year ago I played a really long game of mekhq, and I noticed that, while salvaging lots and using mechs lots over a long period of time, almost every mech I had was an energy boat. Anything with lots of ballistics or missiles almost inevitably exploded before I could salvage it, or shortly afterward
Same has been slowly happening in my campaign over the last 2 years, im hoping this reverses that trend as well as increasing salvage potential
And if that holds true they accomplished the goal lol
Introtech and IS XLE designs with ammo actually becoming viable is honestly great.
I do hope they go all the way and make the CT count as always having CASE, or all the designs with CT ammo are going to look even worse by comparison. It's a kludge but the alternative is to either retcon a bunch of record sheets or to have them remain bad. Especially those with only a single ton of ammo and advanced tech are going to look weird as hell from an in-universe perspective. "Yeah, we could've made this way more survivable by adding CASE, but we chose not to."
I doubt they are gonna give the CT free CASE. That would make 0 sense. Even as it is the CT is still fairly resilient to most ammo blasts [except smaller units]
I could seem them making CASE available in more locations but I also see Setsul's point.
Everything below 65 tons will die from a TAC ammo explosion, and even bigger ones if it's from structural damage.
It's a legacy problem. There's a lot of designs with CT ammo that could have CASE and with these rules they absolutely should have it because it would be useful, but they don't because when they were designed CT CASE did nothing.
Like I said, either the kludge with free CT CASE, accepting that a bunch of design will remain bad, or retconning them all.
The goal seems to be to make existing designs viable, so the kludge wouldn't be that weird.
Yes but why would they suddenly give you a free .5 ton piece of equipment.
Even with these changes
And as stated in general, that would change sheets. Which they are against
[Since that CASE would need a crit unless they did it like Clan CASE]
CT CASE is already allowed, it just doesn't do anything so no design uses it.
Arm ammo is weirdly viable without CASE now.
55+ ton mechs might even keep their ST, and most are at least not going to die.
I think they meant in the "do it like Clan CASE" sense, yes. Or really would be just "CT has a cap of 10" if added to the current rules since nothing transfers out of the CT anyway
It wouldn't change the sheets, that's the point.
The CT is already special, and this is way less work than changing every single design with CT ammo.
And just shrugging and letting a lot of designs continue to suck because you couldn't be bothered would be pretty disappointing for the first core rule change in forever.
I mean its a flaw of those mechs yes. Thats just what it is
And would add a needlessly complicated layer to the rule change
So is having ammo and an IS XLE or ammo and no CASE.
Why bother doing anything about that?
They didnt do anything about that
The change was not directed towards any particular builds. Its just a sweeping change
It rather decidedly was?
IS XLE mechs are still [for the most part] have the same issue they did before
I really don't believe that they had absolutely no goal in mind and just did it for the hell of it.
No it wasnt
How is this not specifically tailored to make caseless mechs with ammo more durable?
Actually there are at least a couple of designs with IS CASE in the CT. At least one Crusader in particular
Im talking beyond making ammo meks more durable
what world are you living in where that is not clearly part of the design intent
Its not aimed at anything beyond ammo meks as a whole
Are you sure? I know there are with CASE II, but normal CASE?
Yes.
No particular weight. No particular build. Nothing
Apparently the 6D got CASE and the 7D CASE II.
Still, if making all designs playable (though not necessarily good) is the goal, it would be easier to change 5 record sheets than however many non-CASEd CT ammo bombs are out there.
Funnily enough, the 6D could simply be changed to have the same armour as the 7D.
I mean the fact they went flat damage numbers shows they werent trying to make all builds viable [see the 2 day discussion about how these rules dont help light meks]
It's not like any Locust is particularly sturdy, that just comes with the territory.
Yeah. Thats my point. This change isnt meant to favor builds or make all of them viable. Its to streamline ammo explosions
No
If it's not meant to favor builds but it does, then it wasn't built right
and it does favor builds
If the goal was only to streamline them, they could've made the rule that non-CASEd is simply a guaranteed mech destruction. Much simpler.
one group gains benefits other groups do not
Sorry. The main point was the increase survivability. As is the name of the playtest.
But flat values are unbiased and streamlined.
They're as """""unbiased"""" as a flat tax is, which is to say they screw over the little guy
Ammo blows up. Take 20 dmg [typically]
Most of the other parts of figuring out damage will mostly be ignored cause typically your explosion will exceed 20
But we've been around this point a dozen times by now and I know you cannot understand my point or refuse to understand it
Ironically I vaguely remember their being comments in the stream about a handful (like 6 or something?) Of record sheets that might get edited but no idea in what relation to which change
And mechs not having CT CASE because it did nothing with the old rules is biased if it now does something.
Either you leave the bias (bad), redesign all mechs with CT ammo (lots of work), or you go with a kludge to remove the bias (inelegant)
30ish, they said
I do understand your point.
They just dont agree
There's leaks that indicate what thing but they're leaks so I'm not gonna speak of them
They arent going to redesign the meks. Theyve said that. Xotl even just said that TODAY
Hence it being a choice between introducing bias with the new rules (bad), or having to slightly complicate the rules to avoid that.
the 30ish they've said are related to "one piece of equipment getting changed", so it's some statistic printed on a record sheet for a rather rare piece of equipment
Riiiight. That was the watchdog change. So no relation to this.
(Found the comment again)
Now that im on lunch i can continue.
I do understand your point. Here is the flaw of it.
With the current damage values 20/10/1, the values are high enough to be impactful, low enough to be survivable in some cases, and comparable enough to feel 'good'. CASE goes from being just meant to save your mek to, might even save your side torso.
If they did gor example 40/20/1, the base damage value would be so high it basically defeats the purpose of this change.
If they do it based on weights, youre gonna here complaints from the other side of the spectrum.
There is NO answer that is absolutely perfect for every single mek in the game.
And as I said before. 90% of the arguments you made only really apply in the case of a TAC anyways. Since if battle damage is involved, the chance of meks surviving rapidly shrinks.
And shrinks even more rapidly for the smaller mechs
But typically [as Cat said before] light mechs are already dying to dmg before the ammo explosion. So it doesnt really change a whole lot for then anyways
And then as Bolo said. "Oh. The heavy mek survived his ammo explosion. Congrats, now one of his sides is a target." [In different words]
yeah while the medium is just outright dead just like they were before
There is very little [if anything] that could be done that would change that without over exemplifying the problem on assaults and heavies
There very clearly is not, there have been several proposals for exactly that, but you've systematically dismissed every alternative and counterargument as "edge cases" or "too complicated"
so I'm just gonna go
The damage based on structure would have people complain about unfair ammo explosion damage values [so same problem in a different direction].
While also being honestly clunky to explain in rules
This part is purely hypothetical, but do understand I say this all with the belief that these rules will probably translate straight to Vees. Which means guess what, vees dont survive. At all.
And im not complaining in the slightest.
I wouldn't expect the rules for vees to get changed like that, because adding the 10/20 damage cap would actually be more complex than the existing rules and make CASE entirely pointless on Vees. Outside of superheavies it would literally not have any effect whatsoever.
It wouldnt be any more complicated. It basically wouldnt change anything for Vees.
And for Vees CASE functions as CASE II which I doubt they would change
The reason I say I assume itll straight translate is because thats already how it works. Vees use Mek ammo explosion rules with a few small addendums [all ammo detonates and CASE gets a bonus]
Oh and vees get crew stunned but that only matters if you have CASE
And vehicles don't roll for crits and vehicle CASE doesn't work like CASE II because there's no damage at all. The rear armor getting damaged would be normal for CASE with the new rules, so even in that regard it's not similar to CASE II.
So basically, everything except the ammo exploding is different.
The vehicle ammo explosion rules will still have to be written separately unless they're changed massively. I don't see the new rules translating at all.
Sorry. Shouldve said similar to CASE II.
And Vees do roll for crits? What fo you mean?
After an ammo explosion.
Actually they do if they survive.
Like, start to finish, the way you deal with an ammo explosion on a vehicle is entirely different.
They just dont
The only difference is its all ammo
If you plugged in these new rules and didnt touch Vee rules at all. Theyd still work with 0 issue
Because the CASE addendum is in CASE itself.
We must have vastly different versions of TW.
Ammunition: This result means the Combat Vehicle’s ammunition explodes. Unlike a ’Mech, where only a single slot explodes, the Combat Vehicle loses all its ammunition (see p. 125), excepting one-shot weapons. Count the total damage for all ammunition carried and apply the damage directly to the vehicle’s internal structure in the location struck. If the vehicle has CASE, apply the damage instead to its rear armor, with any excess damage ignored and the vehicle suffers a Crew Stunned result
No crit roll and CASE is most definitely explained.
[And if you took it at face value the CASE vent dmg would be 10 x number of ammo bins]
Vehicles: See Ammunition under Ground Combat Vehicle
Critical Hit Effects in the Combat Vehicles section, page 193.
Yeah. As I said. Its in the CASE bit itself. Right at the tail end of the rules
So all the addendums for Vees are explained in that block
That is not the CASE bit. The CASE bit sends you to the general ammunition explosion explanation under Combat Vehicles.
When i say CASE bit im not talking the actual equipment section. Im talking the sentence specifically talking about CASE
Cause as you said it just points you back to the crit
But even with all that, the rules would function with 0 changes
Unsurprisingly, when you change a rule that has 0 overlap with a second rule, the second rule continues to work.
It still has overlap. Because the CASE change for meks [10 max dmg from the explosion] can still translate over to the vee. Its just per bin. So as I said: 10 x bin count vented out the back.
Which is still a 'change'. It just doesnt require rewording
[And for base explosions no CASE would be 20 x bin possibly but it doesnt matter cause vee dies]
Nvm. That wont be needed cause base rule already does that
Interestingly enough since CASE would shift it to rear armor thats a good survivability buff for the bigger vees too since capped at 10
You would want to reword the vee entry to not that its 10 per
Because as I read it you total damage first and then apply CASE effects.
That is an incredibly weird interpretation.
- Why would the mek rules now overrule the text that explains everything about how ammo explosion work for vehicles?
- Why would the 10 damage limit apply, but not that the damage is applied to structure?
You're trying to build some weird hybrid of the new mek and old vee rules that would limit the damage to the rear armour, which isn't in either of those rules. It makes no sense.
Ammo explodes, you lose all rear armor. That's it. That's the one thing that is consistent between mek and vee CASE rules.
Even if purely for fluff reasons, I can't see that changing. There's simply no way to vent an explosion without putting a hole in the armor.
They wouldnt? Vees rules state that unlike a mek where only 1 bin explodes, every bin explodes. So its the same rules, just for every bin. Not just 1.
Soooo.... it kinda depends.
Vee specifically states as is that it applies damage to the rear armor and negates the rest.
The mek entry states that all armor in location is gone or rear armor if torso
So if the damage reduction is applied first (and capped after the damage is calculated) then theoretically vees would survive with armor
So you both are kinda right.
Also this is mek only with CV coming later so would have to be addressed then
Yeah. This is purely hypothetical. I was just stating that if it does straight translate, all vees still die. And im not complaining
Is it really that hard to understand?
If everything regarding some part of vee behaviour is in the vee section, why would you then expect to have one sentence from a completely different section apply, and apply in a different way too because instead of limiting the structure damage it would limit the armor damage without it being stated in either section? That'd be terribly confusing.
I don't think capping the damage based on the max structure of the location in which the ammo exploded would be particularly complicated. The numbers are right there on the sheet, very handy
Also, CASE II rules include removing half the maximum armor, so the precedent is there.
Now, I don't know if this stuff is at a point where they're willing to accept different versions rather than just "go or no go" on the proposed new rules
I figure toss it all at em and see what sticks lol
If the latter, then such an adjustment is off the table anyway.
True
I am generally in favour of the static limits, for simplicity and because bigger meks being better at weathering ammo explosions does make sense.
But I will not accept arguments along the lines that dynamic "simply can't be done" or anything like that.
Long story short I feel like this will make big mechs feel bigger / invulnerable.
Is it potentially "unfair" to littles..... maybe.
But I already see myself modding my custom XL 6/9/6 hunchie to add CASE since it would actually DO something now. And being able to survive 1 more round to either roadblock or run is huuuuuge
And if CGL is making a new sheet design, they could even include the limit for explosions right next to the max structure number without much issue
I didnt say complicated. I said clunky.
They arent changing sheets
so then the number will be right there on your sheet with no need to do the complicated math of "half, round up"
Making CASE and IS XLs work together is easily the best part of this change to me, turns it from something that matters in campaigns in-universe that too many people dismissed as unimportant in their pickup games, to something that is now actually reasonable even in pickup games. I just wish the damage cap assiociated with it scaled so that there's even a chance for lighter stuff to survive instead of the flat 10 cap making it so only big boys do
It's just generally good if ammo-using mechs are at least in the same ballpark of survivability as all-energy mechs.
There's obviously the walking ammo bombs that deserve to die, but effectively punishing everyone who dares to use a single autocannon doesn't make the game more fun.
The downside is that it'll make some clan meks that were definitely not having a hard time before an absolute pain to put down. On the other hand this might somehow make some of the 3k BV clanbominations able to consistently earn their BV back, which is arguably a good change.
Talking about the sheet design, not the values on the sheet
Lets take Structure + 1 as an example
Okay. Now because its involving a variable you have to add in specifics.
Is it max structure, or current structure.
Is it total structure health, or total structure points.
In the case of CASE, is it rounded up or rounded down.
None of those are particularly insurmountable.
No. But its a lot more clunky to explain than just 20/10/1 with the only variable being a piece of equipment
Plenty of other rules specify rounding, in particular.
They have changed that before and it'd be easy to just make the internal structure readout for a section with explosives something like (8/17) instead of just (17) if they were to do a proportional thing of some sort
Basically all of them that have you divide or multiply, even
If halving a number that is literally printed on the record sheet is too much for someone, battletech might not be the game for them.
Yeah, other than the existing starting structure value, I don't think any sheet changes would be needed.
They may wish to try Alpha Strike, still gets the stompy but you don't have to do as much math
Again, I am in favour of static limits for various reasons, but don't start with "this is way too complicated, can't be done"
Thats not what i even started with . . .
"It's clunky" basically reads as "it's more complex and therefore worse"
... Which isn't an invalid argument all else equal, but the assumption is that the extra complexity is trying to achieve something that would not be possible in a simpler manner
So then the argument becomes is the level of complexity worth the benefit, which is basically a matter of opinion
I still say lighter mechs do tend to survive if they get BB'd
You just are missing the whole torso.
Though my experience is similar to others in that lights getting boom'd generally have other things to worry about 😆
10 damage still leaves even a 20t with 1 CT internal if no other IS damage
I can see this. Fair
I'm unaware of any light that puts ammo in the CT and also mounts CASE, where that would be the concern. My main complaint is the ones that don't mount case or do have CASE and an IS XL
which this change doesn't help at all, while it helps bigger mechs.
And strongly incentivizes throwing ammo to the arms in general
This is why im not a big fan of where your argument is rooted from. Its rooted from very particular builds.
That's ST ammo and CASE.
CT ammo and CASE needs 35t.
Thats the risk of running an IS XL in the first friggin place
No CASE: 1 IS damage. 1 crit roll. Loss of ammo component.
CASE: 0 IS damage. 1 crit roll. Loss of ammo component.
CASE II: 0 IS damage. 0 crit rolls. Loss of ammo component.
It simple. It works for all tonnages. It's a huge buff to ammo weapons.
Ammo weapons need a huge buff. They have a massive swingy con compared to energy, and no corresponding pro. The easy simple way to fix that is to just massively reduce the con.
Do you want SRM swarm boats? This is how you get SRM swarm boats.......
No record sheet change. Less of a problem for CT CASE units
...Yes, but as mentioned at the start there: I'm not aware of any cases where you SEE CT ammo and CASE in a light
Might be some clan light that does it but all the ones I can think of put it next to the weapons in the side torsos
Oh sure but as somebody mentioned earlier that is just as likely due to old rules of Ammo Boom == Vaporization so who cares
And yeah cLights i know of put em out on arms or torso.
Not many things ammo a CT. It's dangerous lol
And as I've said before on that: that still means heavies and assaults are getting an exception while lights are not, which is dumb
I see it as appropriately thematic
They arent getting an exception. Theyre getting their BVs worth of HP
And without CASE. Only a 100 tonner XL survives ON A TAC
With CASE itd what. A 65 tonner?
45t
I see it as nonsense that you can't vent an explosion rapidly enough because someone picked an arbitrary value
Its a very particular and very narrow case group to focus as the problem with the rule
The new rules are REALLY nice to meds
I would say they are. Though im also judging more old -> new rather than laterally.
Old no CASE is dead.
New no CASE is alive.... barely
Old CASE is no XL
New CASE is keep everything above 45t. 50t if you stated taking IS damage.
The only XL meks specifically that do not survive with CASE with the new rules is such a small margin.
And again. Thats assuming TACs
Like how many builds fall in that window, compared to the total number of builds across the spectrum
Ive always seen this rule as countering BB TACs than just full survivability which it does well
It decidedly helps full survivability on assaults and heavies
Oh sure. But those guys should be
it does not do so on mediums or lights (and doesn't even really offer golden BB protection to lights)
And I fundamentally disagree that it should be so biased in approach
We're not going to change each other's positions on that so it's just arguing over the math results
Agreed. But thats good for this in the long run
.... didnt meant to reply to that one but rather the last statement
Your lights are probably more concerned they were hit at all
The way I see it Liao doesn't want lights to stay too squishy compared to bigs.
I say having bigs more chonk is good. Does do little for lights (but a goooood bit for med)
Raoz just likes it lol.
But I do also want to bring up this is in vacuum for JUST this change.
I also feel that lights are getting more of a buff than bigs on the other change which I also see as balancing it out
I like it for pretty much the same reason you do [assuming just a vacuum]. Youre paying for that chance to survive, at the expense of all the benefits of being lighter
I will say, in the old rules (where ammo explosion without CASE usually means a dead mech), larger mechs get it somewhat worse because it's a bigger chunk of your BV to lose in a single explosion.
You might be able to argue that losing an entire light mech winds up being similar to severely damaging (but not destroying) a larger mech, but I'm not sure if that math actually works out.
I think that depends heavily on what era you're grabbing your lights from
later era ones can be easily worth more than half the BV of a heavy or assault of their same era
Yeah.
Unless it actually destroys the location it wouldnt be in nost cases [using rough math], since at least armor is 1 point to 1 bv. IIRC without double checking internals are the same. So if the mech doesnt lose the location its losing 20 BV + rear armor BV + the BV of the ammo. Compared to the light meks total BV.
But thats SUPER napkin math
If it actually destroys the torso [ignoring XL for a moment since those would all be dead meks] the value gets a LOT closer.
Also depends on exactly which axis of "fairness" we're trying to work on. "Ammo explosion is instant death" is fair in that the end state of the unit is the same, but the BV loss is not.
With the current rules itll be similar BV loss in a lot, but not all cases [especially if XL is involved]
Not all primarily being non XL heavier meks
The structure based idea would similarly keep the effect on the unit similar (e.g. "ammo explosion with no CASE = lose a location, internal damage and armor loss on another") similar across weight classes, which the flat cap does not
Armor is 2.5, structure is 1.5, then you multiply by speed factor (typically 1.2 for most heavies and assaults, while 1.3-1.4 is normal for lights)
Ah apologies.
Which speed factor I dont think ever gets to 2. Which for larger meks just health alone is more loss BV
some like the Dasher will even hit 1.5x multipliers, while the ANH and Urb are both at 1.1x
You can get it to 2 but it's a bit contrived to stack up a potential +10 worth of defensive modifiers
CPLS+Null-Sig on something that can get a +6 TMM would do it
Which, yeah, contrived
Yeah. Thats a lot of custom min maxed nonsense xD
The DBV mod is just 1+ 0.1x (max TMM + max stealth/other to-hit bonus)
it does count MASC and supercharger at maximum output all the time, which is part of why those get so stupidly expensive on mechs
Yeah, that's another item that seems like a likely target for an adjustment
Also jets+ground speed enhancements
can pretty much guaruntee that's gonna get fixed somewhat when BV3.0 happens, it's been a big issue for all of 2.0's lifespan
no way CGL doesn't do something about it
Especially with a bunch of shiny new ilClan mechs that hit it really hard
the Dominator is famously the poster child for "damn, the BV formula hates you, doesnt it"
I kinda feel like giving it a Streak Heat treatment might work. (Count as half heat iirc)
Find the average of max and boost max and use that. Which would be the normal cost of just 1 full time if you had both which makes sense
This is super napkin math because speed formula annoys me. But . . .
Going with the assumption that a mech takes a single point of internal damage from combat and gets an ammo explosion. I did a rough calculation on a few things of BV lost just to see how close it was.
What am I counting: I am assuming the arm is untouched, and any excess damage that transfers into the CT. Mind you this is obviously a very small sample size and again, Napkin math. But yeah. Its actually kinda nuts.
This also doesnt account for heat efficiency on the bigger meks which would shift the numbers around a little. Its purely just equipment lost x defensive factor.
yeah, around 50% activity would be reasonable for MASC/SC
Also radical sinks, blue shield, etc
Local group's first attempt at testing the ammo explosion rules: two LBX 20, lots of critseekers+holepunchers, 7 turns of brawling, somehow not one explosive component crit
XD
as is tradition
Next game someone eats a max range AC/2 for triple engine crit
There were crits, just every one of them was to a sink or weapon or engine, never to the big piles of ammo. Because BT does what it wants, when it wants
All Banes, all the time
Either the ammo will go up or everyone will run out.
Although I suppose you could get all your 2s on to hit rolls and jam everything.
and then it becomes kick club
Use mechs that have ammo by itself 😄
You say that but I've had a Marauder 3R that fired two PPC shots and hit the same spot detonating an untouched Warhammer's SRM ammo, followed by said Marauder getting the torso with the ammo exposed and down to 5 structure with the ammo never being crit
I mean yeah. If crits dont happen, they just dont happen
BT can be a funny game at times
But if there is only ammo, and they DO happen. Ammo goes up
Bring only Marauders, Dragons, Shadowhawks, and Crusaders in the classic 3025 standard configs. Can’t test case that way though.
Oops, all crusaders!
oops all Orions
Oops warhammers?
Marauder IIs, play Barbara's MAD IIs as they should be!
Are Mad IIs that explosive?
not really
Thought introtech Mad II is either all energy or a ton of SHS for padding like one AC.
Yeah it is
It's a tanky one, even without CASE
I did tell them they should have brought a Crusader if they wanted to ensure at least one thing blew up
Ik I’m late to the convo but here is my big thing, this explosion damage cap does wonders to justify the lore of 300-year-old battlemechs. The prevalence of ammo explosions to not only destroy the unit but makes so many components completely unsalvageable, does not align with the lore. The new rule allows a unit that is destroyed by ammo explosion to still have parts that are worth salvage. Further, it allows units of the heavy variety that have ammo to be passed down to the following generation, even though a golden BB was able to force grandpa to eject when his marauders AC ammo exploded.
Sure it took the better part of a year for the mechanics to repair the IS and gyro that was hit, as well as another two years for grandpa’s force to core another marauder and steal a working side torso to finally let him reattach the arm but by golly he did it.
yeah, the current proposal still makes it a bit questionable for lighter mechs, but at least those get produced in greater quantities
while helping a lot with things like centuries-old Orions not having been converted into confetti much earlier
Especially mechs that are supposed to be really long lasting cause theyre just so goshdarn good
An atlas would be quite a bit more intimidating if you saw it suffer an explosion that would rip apart a mech half its tonnage, and still manage to shrug that off to keep coming at you.
Also, stalkers with happy trigger fingers and no respect for the heat scale
Main question is how does this rule interact with the AOE ammo explosion rule in tacops. (TO:AR pg 76)
Currently probably doesnt. But this is a core rule where as ammo explosions are an optional so who knows. Maybe the aoe explosion rule will use old damage values
Thats what I'd do with it. More complicated since in theory you're keeping track of capped and real damage at the same time.
That would be simpler. Else you almost would need to do remaining ammo/10 as like an AoE or something.
But I'll wait till later to figure that out
Switching to the current aero ammo explosion rules for mechs would be fairly simple.
I kinda like this one so far
downside of using the aero ammo explosion rules is that MG ammo winds up disproportionately deadly again
Could make it so MG ammo has an exception, which is honestly needed in general
"Ammunition for Weapons with the AI tag explodes for 1/xth it's normal amount" with some properly sized value of x
An exception is fairly clunky, and prone to people forgetting
Yeah. They are good for megamek but not so great for tabletop. Heck I know of people who forget they can flip thier arms around because they lack lower arm actuators.
Yup. Thats a super common one for people to forget
Or for those used to running blimps, forgetting you cant lol
I’ve always like the idea of implementing the aero functionality (with the caveat like you said) how often in the lore do we read about the feed mechanism being struck and jammed?!
How about without any CASE, an ammo explosion sets off 1d6 or 2d6 shots in that bin, rather than all of them? With CASE, it´s 1 shot, with CASE II, it´s a flat 1 point of damage.
2d6 shots would mean an exploding ammo bin is limited to 24 points of damage, averaging 14, whereas the bigger weapons (AC/20, LRM-15, LRM-20) can still see the entire bin go off.
That sounds so convoluted xD
Yeah...
why are people taking this as an invite to homebrew their own solutions
Because they don't like something about this solution, so they want to propose an alternative?
I mean this is an open source community. It's not the official CGL playtest channel. It's kind of in our nature. That being said, this channel is for discussion on the proposed rule change as written with respect to megamek.
I don't see anything wrong with it
yeah I'm not sure CGL will actually take any suggestions at this point but I'm not hugely surprised people are theorycrafting
The playtest exists to get community feedback. This is the feedback.
There is also a channel for discussing things you wish CGL would change: https://discord.com/channels/458705327911731231/1415843918309757022
true
exactly, there is not only a better place (not within this community but the CGL one), but a better one here
feedback on a change of X, to the effect of: "Y is better based on nothing" is not feedback either.
No need to be salty, talk about what you wanna talk about. There is a dedicated feedback form if you want to use that, and i'm sure some of these spaces are being casually viewed by at least some of the devs
in particular, the major feedback location remains the official playtest site, so any threads on this Discord are arguably more for local discussion
Thats not a bad idea! Say without case its 2 shots, with case its 1 shot? It could be explained as critting the exposed rounds in the feed linkage rather than the protected bin
That would make ammo crits for all but the largest rounds a joke
would certainly make MG ammo far less threatening, although it'd make AC20 or LRM20 ammo still very deadly
but yeah
right now things seem to be adjusted that you'll lose at least a location unless very sturdy
Also srm2 and ac2, other guns that have lots of ammo but little chance to use it all
And?
Que?
I assumed you had a reason for saying this.
I was adding to mishra's statement
How so?
It would make srm2 and ac2 ammo less threatening, like mg ammo
Oh. Tbf those havent been mega threatening in the first place
Beyond the fact that you cant easily use all the ammo
SRM2 is up there a little. Since its 200 at a full bin
anything more than like 60 damage is "delete entire mech" in any case (at least old rules)
Its just as lethal, and harder to get rid of
Swapping to the proposed would punish based on the size/damage of the associated weapon rather than survival being largely based around tonnage
But now you have a different disproportional problem
Light mechs tend to carry snaller weapons, and thus would take correspondingly less damage from a crit (urbie notwithstanding)
one slightly weird effect is that it would make 3x SRM2 and 1 ton of ammo do less damage than 1 SRM6 and 1 ton of ammo
Though funny enough a commando could take more from an SRM6 crit than the playtest rule
I think that would be edge case enough where we can discount it for general use and testing
Like, theres mechs with multiple MGs per ton of ammo but its way more rare for other weapons
SRMs in particular show up that way in canon units, as do LRMs
Again, srm2s and ac2s
Lrm5s
Which are set up like that because of the ammo you get per ton and how long it wiuld take one weapon to chew thru it all
I do think reducing ammo explosions down to 2/1 shots [or 1 dmg? For CII] both sounds and feels really bad.
That makes the crit feel basically worthless in a lot of situations
Its certainly very forgiving
And im pretty certain thats why they chose a cap value. As that means itll always feel impactful
Which i think was the point of the idea
Survivability is the name of the playtest after all
Yes. But they dont want something to just feel bad as a result
Feel bad for who?
Players getting the crit
They still deal 2 pilot hits, and take out a weapon system, and its bonus internal damage which may chain
Except against units with larger guns, ammo crits basically turn into crit pads [except the pilot hit]
The effect isnt instant death
Would you rather crit srm2 ammo for an 8 internal explosion, or a lower arm actuator?
8 internals is nothing if it doesnt actually do something, like blow off the limb or proc another crit.
Or unless you can capitalize on the reduced HP.
Which it may well do, simply remove the secondary chance of negating further crits
Thats only CASE II that does that
even without CASE effects, it's only ~41% chance to roll further crits
Also arms is the location least concerned about
And thats the case of an srm2 ammo crit, bigger mechs tend to have bigger guns that make bigger boom when you crit their ammo
You get an ammo crit on a mech's torso, youre expecting them to feel it. 8 dmg for the srm2 example is a joke for most sizes except the lightest of lights
Yeah..
Feels like I wasite d acrit
Woudl have rather have had a an engien or gryo crit at that point
I honestly fine with it being stactic. 20/10/1
TIs honeslty a geniune imrpovment to case already
Kk, was an interesting thought. Cheers to Sir Chaos
Ive played 3 more games since i last had this big discussion. Weve had 3 light mechs get blown up by ammo explosion and still no one complained. Its a light mech. No ones expecting it to survive an ammo bin going up.
[Also had a medium turn into a fireball due to a golden BB]
Random aside actually, we were more impressed they survived getting hit in the first place
Yeah.
I mean imagin hitting a Thor II or a Vulture Mk IV and you hit thier LRM 5 ammo pack and all you do is 5 damage.. when you coudl have hit any aother ammo bin in there. I'd rather do a flat damage of 10.
I have had similar happen hitting a partial bin xD
Or heck hitting a Turkina M's LBX 2 ammo bin all all you do is 2 damage..
Funny how the difference is 5 damage
But thats an exception
When the damage is flat. People dont care as much. A bin is a bin is a bin.
When the damage varies for one reason or another [especially at values this low] suddenly it makes a very big difference
Espially since all Clan units that are clan tech base have cased built in.
Clan tech is already #midgard ... I don't want it any worse.
Plus a flat damage is easier to remember than forgetting "Oh I need to do a roll for this damage". Heck talf the time... when I get a ammo explosion in a tabletop game I just wort it off the unit espialyl if its MG ammo.
Flat damage? Is it the best thing to do? No... but its farier to all sides and eaiser to remember in espialyl a massive battle on paper.
yeah I was definitely not a fan of the suggested 1d6/2d6 shots
if NOT going with a flat cap, other option is probably based on the structure of the location
either original structure, or like how HBStech does it, where basically everything has old-CASE (or maybe a little extra damage as a treat for stuff without CASE)
main downside there is that CT ammo becomes deadly again
The only reason i dont like that is cause variable damage in general pales to flat damage.
If your whole reason for doing this change is cause blow out panels exist for all ammo now [ala why your armor blows off], then a flat value makes the most sense. Is 20/10/1 the best value. Hard to say.
And yes I admit this is bringing in a modium of realism.
But 20 dmg feels right, and still feels impactful [who doesnt love a free 20 dmg]
"once the location is dead, the armor blows out" also feels reasonable-ish (at least in terms of in-universe logic)
given that mechs already work in a sort of compartmentalized manner for armor
20 damage is an AC20.. you either A, shrug it off... or your in bad shape but... you're most likely alive.
But if the location is dead, the armor blowing out legit doesnt matter
That defeats the point of said 'tech'
Because sudnely. a Firestarter or a Phawk has a chance to stay in the fight..
well that's the no-CASE case
Well yeah
But even no CASE has the blowout
"dead location" would be gentler on the lighter mechs, however
Thats why it still destroying the location guaranteed makes no sense
With CASE suddenly light mechs have a higher chance of light mechs surviving a bad hit from an ammo bin going up... which means hey... that means that Commando you brought for scouting is suddenly not going to be seen for low altautde because it feel over and set off its ammo bin because a Trenchbucket kicked you in the face.
Im 90% certain the biggest problem with this is people complaining why the bigger mechs are taking way more dmg compared to the lighter mechs.
Like the BV loss ratio goes right out the window.
I love the K2 and K3 Catapults... they are amazing direct fire suppor tunits.. I can't name the number I have lost due to me not be able to drain the ammo fo the MG quickly.
[Especially since it means if youve taken any internal combat damage, youre going to have rollover which is going to crit the next spot]
Yes the entire reason I considered that idea was proportional damage
Yeah. Which would cause much worse problems in a different direction
Yeah. It seems liek a godo alerative but suddendly you've gone too far in the wrong direction
#1415096692159811624 message
An ammo explosion in the example Atlas costs almost as much BV as your entire Atlas
I have a hunch that you may feel that way because you are used to what ammo dets do from your experience of play, you expect them to be a certain level of catastrophic
Umm no. Im a tanker.
Our ammo works an entirely different way
I play with meks too. But tanks are my frontline
"You blow up my ammo? Okay.. I am still driving!"
To continue. This is why I like the caps. They arent catastrophic. But units will feel it.
20 dmg hurts.
Even 10 dmg hurts.
Anything lower and youre bleeding into the range of waste of effort.
Or scaling off of total HP in location and youre getting horribly unbalanced loss
I can see how a mech taking CT MG ammo crit for a whopping 4 damage may seem anticlimactic
4 dmg anywhere. Let alone CT would be anticlimactic
but im also of the opinion that MG ammo shouldnt explode at all
I disagree but we will agree to disagree
I do think the cascade effects are still noteworthy enough
But at this point, just an interesting thought experiment
I am not "being salty" I am suggesting that people with serious suggestions (which I am not personally defining) should use platforms and methods that will actually get them seen by people who can consider them.
Its also not unreasonable to say that the top is specifically the rules change proposed, should be the primary conversation topic, in a thread referencing said specific topic.
tbf I'm not sure any of these are serious suggestions (at least yet)
We are :P
Raoz and radar were kind enough to consider the suggestion
And it wasnt a significant improvement over the 20/10
not my job to decide that 😛
this is the same energy as talking about designs/homebrew in #tabletop-battletech . just saying
And now there'd be another reason to take a lot of LRM 5s instead of one bigger launcher, hehe.
Actually I think that rule would be even more efficient at killing pilots than case II or AP gauss boats because it sounds like the rest of the bin is still sitting there waiting to be crit and still inflicts pilot hits.
I don´t think so. Part of the force of the ammo explosion would always be vented out of the mech, through whatever hole in the armor that allowed the shot to hit the ammo in the first place; the main contribution of CASE and CASE is to make it easier for the explosive force to vent rather than go deeper inside the mech. So the whole bin is gone either way.
Ammo cooking off from heat would be utterly devastating without CASE, though - there´s no hole in the armor to vent through.
If you like that you may also enjoy the barely-a-rules-change of permitting players to set round counts. (Kinda surprised I haven’t seen it mentioned yet.)
Cause starting with a partial load is already technically a thing
Not sure if/where in published materials it’s ever mentioned though. Like there’s no “as an option players may…” blurbs in BMM / TW / AGoAC to the best of my knowledge.
CO mentions going to battle under repaired/rearmed/etc.
And would be curious about the Venn diagram of people who play it and people who even care about the caps, as the roughest units end up with a similar if not better patch. (Caps mitigate risk size but not risk duration while set counts put both under payer control.)
Its mainly only really ever done in campaign play [without manually starting with less ammo]
(Thanks for ref)
I dont recall where. It might be in the repairs section
Yea, presuming it’s in CO, and given proposed changes are for TW/BMM equiv. I’m kinda surprised I haven’t seen someone float pulling that rule down. (Kinda like how piloting based physicals got pulled down from more advanced rule set.)
Piloting based physicals?
Kicks and punches used to have a static base to hit rather than being based on piloting; IIRC, basing the TN on piloting skill originally debuted in SVII dueling rules then migrated to an advanced book at some point before landing in TW.
Never that ive known of
So if they did that mustve been ANCIENT rules
At least as late as ‘94 in the BT compendium.
I am getting more ancient every day tho 😕
XD ah. Yeah. Thats pretty far back
And about a full decade before I started, so explains why i didnt know about it
It’s only (checks notes) 30 years?!
And i think the reason manual ammo adjustment [much like heat adjustment and other such things] arent in TW/BMM is because youre getting into very nuanced grounds. If youre coming to a casual game, doing all that extra manual adjustment is [albeit understandable] mildly tedioum.
Not sure what you mean by manual heat adjustment, but marking “12” next to a MG bin seems very little overhead next to, eg. Marking alt ammo types and halving bins for alt AC ammo etc.
Coming up to a table with a sheet covered in edited markings for bins that have been adjusted [which means BV on the sheet isnt accurate] is far more annoying than coming to a table with a clean sheet printed with all the appropriate bins. Especially alt ammos [though if you have accurate BV written somewhere that could be handwaved a little]
Also outside of campaign play, why would a mech go to a battlefield with a partially loaded bin
I'll note your opinion though having done it I can't say I agree.
The reason why is to avoid blowing up.
(I'll have to look more closely later but at a quick skim for ammo, I've so far only found details on reload logistics and the entries always include a note that reloads are always in full bins')
Re BV, there'll definitely be a descrp. if one or more bins is completely emptied, but otherwise BV calcs don't account for round count or explosion size to start with. This is part of why high round count bins are smelly — unlike w/ big guns w/ multiple bins, small gun ammo bins never convert to crit padding over the match.
Regardless, IIRC, BV adjustments in response to the proposed rule changes are on the table.
If you wanna avoid blowing up, use Energy. Or CASE/CASE II >.>
Though realistically i understand.
Honestly if I could be bothered with the Mechs I bring, none would enter battle with more than 15 shots for each gun of explosive ammo for a one-off game. Normally though I just go with full bins as it is easier
(Poor mech-tech re-explains to bob that his WLV6K is not an omnimek for the 10th time.)
My point was that half the thing about running mechs with explosive ammo is that they have that ammo and will probably die if its hit. Thats why explosive ammo saves you BV
IME 15 also seems super reasonable but have found the AC/5 alt ammo's 10 rounds is a very interesting sweet spot — you can lean on triggerearly to mitigate explosion risk in end game, or race to 4-5 rounds and then be judicious etc.
No doubt, though I think its an open question whether that discount is commensurate with the risk.
And the explosion mitigation proposal indicates a desire to tone down the confetti.
15 is enough that I will pretty much never fully run out of ammo with the exception of late game, even taking the more marginal shots, it’s part of why I like SRM6s, they come with the perfect amount of ammo
IIRC its upwards of 30 BV per ton of ammo, which is in some cases more than the cost of said ammo.
Like dont get me wrong I see the point. Its just very gamey to do it outside of a campaign setting [where your mek may not have had a chance to reload]
Hmm. Maybe its not in CO. But i know ive seen it. I could be wrong though.
Indeed a bin can give discount larger than the BV gain, but still a question I think if that discount is sufficient.
It's also the case that crit padding isn't accounted for, so I'd bet many would agree something like a MAD3R is not sufficently discounted.
I mean yeah. Some mech designs have flaws. Its half the beauty of playing them.
Oh yea, I really enjoy flavor varaity, and things like the AC2/5 just being, at best, real niche, though given a non-fluff balancing system, the more accurate it is to performance the better.
But to pivot back to the actual proposal — Seems an explicit desire to preserve some confettification because a chunk of people enjoy that, and setting rounds can erase that (even if leaving some explosion risk), so only a little surprised it hasn't come up.
[cough]Warhammer-6R[cough]...
Statement still stands
I wish they'd capped machine gun ammo explosions to 2 or so
O.o 2 would be non impactful
Other than it would be crit heaven....
And pilot blender
Umm.... am i reading this right?
#1415093446149931129 message
If you reach max damage for the location it pops off the armor.
Would that then imply that if you didnt hit the damage cap that you would just do internal damage?
So like 1 AC/10 round left cooks off (no CASE) you only take 10 internal and thats it?
Yeah. Basically if you trigger the blowout panel effect, the armor pops off
Cause blowout panels
Else internal "pop" and that it..... Interesting
Ye
Also ironically means you hit blowout faster with straight CASE and only CASEII has the improved "partial blowout"
Ye
Ah. They clarified that composite is still gonna get vaporized from an ammo explosion [doubles AFTER the cap]
Oh yeah that stuff goes pweufff
seems reasonable tbh
I mean, unless you’re 100T and eating a TAC or have CT/LEG ammo that section is probably completely gone with a 20 point internal non CASE hit so you’d be out the armor regardless.
Yeah but if you survive anything less than the 20 point max you keep the armor. That's what was throwing me off
yeah, there are a VERY few situations where CASE can re-cap damage and pop armor off a location that wouldn't have lost it without CASE, but in most situations it's an advantage
Agreed.
Just the edge cases were odd enough to toss me one lol
mostly stuff exploding in IS arms and transferring 10 < x < 20 damage into a CASE'd torso
or a leg I suppose
So on the hit that knocks an arm off you crit the ammo in an IS design that has torso CASE but still uses arm ammo.
yeah, that would do it
or if the limb had less than 10 structure left when the ammo was crit
ARE there IS designs with CASE and arm ammo?
first one I can think of offhand is my favorite Longbow-8V, which has leg ammo and torso CASE
I guess an arm gauss would do it too, there are more of those.
Pretty sure the -7D Dervish has its Streak ammo in the arms, and has torso case. It had the SRM ammo in arms in the original -6M version, so that tracks.
Occurs to me that the raw explosion cap gives me a little dissonance over the intro-tech units with side torso ammo for arm mounted guns (e.g. ENF-4R) -- like, presuming the explosion characteristics are roughly fluffy, then there'd be an strong impetus for engineers/designers to marry arm weapon ammo with the gun, or even just put more ammo weapons in the arms.
Relatedly, also a buff for those that do that, which is kind of nice given the arm arc perk has always felt a little underwhelming of an upswing for that extra vulnerability.
I think CASE II should protect each crit slot in it's own CASE, while CASE itself protects the Location only.
And Blowout Panels should be standard intro-tech. Thet allow the Capped Explosion to be blown out after dealing the extreme ammo explosion itself.
Might save a few points of torso armor, also allows each critical slot to behave as a potential ammo bomb themselves. Case protects full torso and II each slot.
But that's an idea opinion.