#Leg Destruction

1 messages · Page 1 of 1 (latest)

jagged pollen
#

Leg Destruction Discussion

elder rampart
#

I'm not fond of this one, from both an effects perspective and a fantasy perspective. With the power of the weapons in this game, blowing a leg clean off should be entirely possible and even common, especially against light mechs. The hip crit already represents the whole leg being fused as a barely useful crutch; once the structural integrity completely fails, that thing should be snapping off completely, under the weight of the mech itself if nothing else.

safe stirrup
#

What seems to be your issue with it. Its still 'mostly' what it used to be

elder rampart
#

Let me double-check the current numbers to make sure I'm not spouting nonsense...

#

My problem is that losing the leg entirely has no more significant movement penalties than just taking the hip crit.

safe stirrup
#

The biggest Dif is its not 1/2 MP and only +4 not +5

safe stirrup
#

Even something like an 8/12 becomes a 4/6 with a very big debate if it actually wants to run

elder rampart
#

True, but the idea that a Locust can hop along at 40 kph with no Piloting checks needed while having a leg blown clean off is... questionable to me.

safe stirrup
#

[And thats assuming it successfully stands]

safe stirrup
elder rampart
#

And I'm saying it should be possible to blow it clean off, and there should be appropriate results.

safe stirrup
#

I could see the boxcar crit being liked old leg blown off.

#

It does say rarely happens. Not that it never happens

ebon crane
#

Leg blown off is still leg blown off

#

The change is that leg destroyed is no longer fluffed as the blown off crit and is more reflective of the 'dead leg' we see more often in novels and mechwarrior

safe stirrup
#

Yup

elder rampart
#

Workable, even if I don't prefer it, but it does pose some questions. Namely, once the leg is destroyed, is there any way to blow off what remains and get the full effect? Kind of disappointing if you have to resort to critseeking and actively avoiding destroying the leg if you want to deal the full mobility hit.

safe stirrup
#

Probably not but honestly at that point just kill the mech

ebon crane
#

I don't think so, but it's still a +4 PSR and half movement plus an autofall

#

The stand check gets that +4 as well remember

#

And your ability to try again is really hampered

safe stirrup
#

And even if you do stand youre still incredibly slow

pallid lance
#

Wait, if your leg is destroyed, shouldn't the effect be the same as a hip crit?

#

As far as mobility is concerned, I mean.

safe stirrup
ebon crane
#

Yeah it's the same but with worse additionals

elder rampart
#

To be clear, I'm not concerned about the playability or the tactics involved, at least not primarily. I'm concerned about the realism/fantasy/suspension of disbelief. If I shoot a Locust in the leg with a Gauss rifle, I want its leg to come off. If it's reduced to a twisted ruin but can still be walked on, I want the ability to subsequently shoot it off completely, whether deliberately or by accident.

#

Maybe I'm trying to capture the mech, maybe I just want salvage, maybe I want the opportunity to beat it with its own leg, but the image remains.

safe stirrup
#

Gameplay =/= Realism

pallid lance
#

Mechanically, what effect would that have, Atlas?

safe stirrup
#

Thats a pretty prevelant thing in BT

safe stirrup
elder rampart
pallid lance
#

Yeah, you can always have the GM or whatever say, Sure, you called shot low, and you hit. The leg is severed.

elder rampart
#

I'd be willing to a accept a harsher midpoint, like movement is reduced to 1/4 with a minimum penalty of 3. It just feels wrong for it to be the same speed penalty as just having the leg frozen.

ebon crane
#

Yeah for the purposes of tournament or standard play, which is what these are angling for, I think it's a good change, but battletech is at its best with stakes in a campaign setting with a gm who allows that kind of thing

safe stirrup
ebon crane
#

So I get the complaint and I agree generally, but I think for the new Standard Rules this is a good change

safe stirrup
#

Blowing it off is the exception

#

Its like dragging along a numb leg

#

[Having been there myself it sucks]

ebon crane
#

I wonder how much of that is mechwarrior

#

Because that's the biggest onramp for battletech

elder rampart
#

It definitely feels like them trying to move toward the compromise they made to represent it in Mechwarrior.

elder rampart
pallid lance
#

I guess they could put that in wherever the new TacOps is.

pallid lance
#

It's a thing that matters to like a tiny percentage of games.

safe stirrup
#

This is Standard rules

#

Just like old ammo explosions will probably end up in TacOps

elder rampart
#

Mm. I guess it works fine as a less harsh onboarding option for new players.

thick shadow
ashen sage
#

a 12/18 locust with 1 leg is till 6/9, fun times. Truthfully, maybe 1/4 speed instead of 1/2 for a leg destruction. Hip already does 1/2.

thick shadow
#

I dont see how a seized up hip is worse than the whole leg gone though

ashen sage
#

lost leg is still worse than hip in these rules, i'm saying make losing a leg worse with 1/4 walk instead of 1/2

thick shadow
#

Read that as 1/4 loss not 1/4 left lol oops

safe stirrup
#

I think the additional penalty for leg loss is already bad enough.

#

And even in the case of the Locust. A Locust suddenly being a 6/9 is already dead

thick shadow
#

That +4 psr and half speed is owwwww

safe stirrup
#

Yup

#

Half speed to a minimum of 2.

#

So 2/3 mechs [although rare] become immobile from a single lost leg

ashen sage
#

yeah, i dont like that. someone brought up the same thing about a hip reducing a 2/3 mech to immobile. it's likely we'll see both get a "to a minimum of 1" addition I'd think.

safe stirrup
#

Since the new immobile rules specify being reduced to 0 MP through dmg makes you immobile

#

That means they intend there to be ways to do it

ashen sage
#

yeah, they specify losing both legs (or all 4 for quads) is immobile

#

also, hip/leg destroyed + 1 upper or lower actuator on opposite leg would also make any 2/3 or 3/5 biped mech immobile

#

a single leg/hip doing it feels real bad

safe stirrup
#

Which are the rare exception

somber nova
#

Further hits on the destroyed leg maybe roll for a crit with a +3 and on a 12 (so 9 or higher) the whole thing still comes off. These crits wouldn’t transfer inward, you still transfer the damage normally.

empty knot
#

I think the idea is that you're left with a stump, basically

safe stirrup
#

Even on current rules you can try to stand multiple times

thick shadow
#

Tends to hurt the pilot lol

safe stirrup
#

Is a TN of 8 really 28%? That sounds off

#

Oh yeah duh. Only 1 MP

empty knot
safe stirrup
#

Where did you get the 28% from religon?

#

Ah. Its a 9. MY math was off.

rocky monolith
#

9+ is 28%. 8+ is 42%

thick shadow
#

So wouldn't that make total +3 then?

dull nova
#

We are Mechwarrior 4 status

ashen sage
#

I mean, it's always been funny that a mech was not crippled by losing a leg alone, so this brings it more into the position of just heavy damage instead of crippled.

empty knot
#

I suppose we never had "blown-off legs" be a thing in the same way arms are

stiff bane
stiff bane
compact palm
#

Honestly: This is a dumb change. Arm destruction is still the arm getting blown off, torso destruction is still the torso getting blown off (and any arm dropped to the ground), so why is leg destruction not the leg getting blown off? What's going to happen to 12s on the crit chart, only arms get popped off now? A 2/3 mech now has more MP from losing an entire leg than from suffering a hip crit, what the heck? Similarly Quads are still losing 2 or more MP from each hip crit, but only 1 from a destroyed leg? (but see my complaining in the quad section about how the rules are unclear) How is a Locust staying 4/6 after a leg has been turned into a dragging lump of metal? If you're copying MWO/MW5 (and you are with this rule, don't even try to deny it) that's way faster than anything with a ruined leg moves there. And if it's become a big lump of fused metal, why is it still an auto-fall instead of a PSR to stay standing (especially for quads and mechs that are already standing still?)

Maybe if you kept both leg destruction and leg slagging, and made the penalty for a slagged leg “reduced by 3/4ths base MP round up, or -3 MP (whichever is greater)”, this might make sense. But as a replacement for the current rules this is just bad.

Overall very bizzare change that doesn't make sense realistically, do not like.

safe stirrup
#

As for the auto fall thats actually easy to explain. Have your leg suddenly cease responding when youre standing on it. See how long you stay standing.
Ill save you the trouble, you typically dont.

compact palm
#

If it's ruined to the degree you can't even use it as a peg leg then you're sure as heck not hopping at 1/2 base speed

safe stirrup
#

The thing is that initial moment of loss is going to kill your balance. Thats why you fall

#

Once youve adjusted yourself you can walk on a dead leg

#

[Ive legit had to do it myself]

#

You just need to get your center of balance back, and determine how to stand/walk/etc

thick shadow
glass river
#

This looks like potentially most major of mobility changes and i'm not sure how i feel about it. From gameplay perspective, it may be a good idea to make destroyed leg less of a "basically dead" to some degree (since it kind of more likely to happen than "instant death" hits), but maybe not that much. I leaning to think that running with a destroyed leg is too generous (even with a PSR) and should remain completely forbidden. Combined with everything else, it may end up like a fine compromise (half walk MP and can't run + PSR mod and all other stuff).

#

To the whole fluff/lore discussion about "is destroyed leg missing or a numb piece of junk" i can only add that it may be possible for a mech with a missing leg to move by jumping on one leg.

#

Also, the ideas about having two degrees of destroyed, representing difference between completely missing and disabled leg, are, IMO, really bad for gameplay. Its confusing, overly complicated and an idea about crit slots on a destroyed leg straight up breaks damage resolution flow.

#

Destroyed component is destroyed, and there shouldn't be multiple types of destroyed. Thats a rules fundamental that really should not be touched.

thick shadow
glass river
#

My point is that fluff wise, rules can be interpreted as you see fit. If you think that AC/20 leaving something after hitting a Locust leg is unreasonable, imagine it jumping on one leg.

#

A bit offtopic, but i vaguely remember that CamOps(?) has an actual SPA about jumping on one leg

compact palm
#

I can't see a mech hopping on one leg at 43kph, I'm going to be honest

#

Or for the more extreme end, a Fireball hopping at 85 kph

#

1/2 base MP is just absurdly generous, and this is assuming they can't Run.

ebon crane
compact palm
#

Damage transfer represents "you hit something, what's the closest thing to what you would have hit"

safe stirrup
stiff bane
#

really it felt more like old leg destruction was "You might as well just eject" since you're nearly immobile, even the Hopper SPA barely helped

#

so the idea here is to make it less like that, but arguing about how much less is fair

#

I will also note that for quads in particular, the "Wait, why is having one leg destroyed less penalizing than having a hip crit?" existed in TW rules as well

#

at least in terms of MP

compact palm
#

Yeah, and it was silly there as well

#

Tarantula going from 8/12/8 to 4/6/8 after taking a PPC to a leg, then to 7/11/6 after another hit to the same leg.

stiff bane
#

So how would you suggest fixing that?

empty knot
#

It is a minor benefit in an extremely specific situation that you would still want to avoid if at all possible

#

It's funny, at least?

compact palm
safe stirrup
#

-1 MP feels way too lax. Thats just my opinion though

compact palm
#

Given it's what they have for the full leg getting rekt, it seems in line

safe stirrup
#

Oh duh. Youre talking quads. Yeah thats fair

compact palm
#

yeah, for bipeds that would be too minor for hip damage (unless you're an urbie, bombard, or anni)

thick shadow
#

Aye but those tend to go immobile with a hip hit XD

stiff bane
dapper gulch
#

should it also be posted in the announcements for the rest of the channel to take notice?