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Battlemech Creation n stuff behind it all
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Daphne Wilde
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PostPosted: 05-Feb-2014 17:49    Post subject: Battlemech Creation n stuff behind it all Reply to topic Reply with quote

As most of you know and have been commenting on the Battlemechs, styles, classes and such of the equipment I am uploading and putting together here online.
the biggest thing I am getting is that I don't follow the rules set forth for the clan's and my use of upgraded ( vs omni ) Mechs and clan tech along with me using Artillery and such in a "dishonorable" way.
The answer is sorta simple. i *AM* 'Clan" in some ways. that 'Clan" is/was known as 'Clan Wolverine".
IF you understand the background n history of the Innershpere, Clans, timeliness and all the lil details that go along with the game ( as opposed to those who only play/played the game online or on a computer.. I didn't. I did it the old fashioned way using paper cutout mechs and dice) you should be able to understand that the "Clan Wolverine" is not only just a tad shy about revealing themselves ( gee having all the houses, the Clans, Comstar/word of Blake and everyone else as enemies while MIGHT be a fun challenge, it's NOT something recommended for those who actually think they know HOW to play from a video game... )
so let me set a few things straight.
Artillery ~ having spent 6 wonderful years in the army ( 504th / 82 Airborne ) I can tell you that the Queensbury rules of warfare do NOT apply to any battlefield. I HATE arty being used against me ( and before you get ideas i do know ALL about counter-battery!) so knowing that I figured I wasn't alone and chose a more combined arms approach to my fighting style. and you know what? it bloody well WORKS too!. so for those who no likie me having standoff fire-support or think that just cuz I ( unlike those who only video-game this) I cannot fire everything all at once all the time have some SERIOUS lessons to learn about both the game and combat.
Firepower vs Heat ~ another misunderstanding. when you look at a Mech or any design the first thing most think of is touching off everything all at once... while this CAN be useful at very limited ( and desperate) times it is not the way I fight nor should it be. The range restrictions on the weapon systems, the to hit modifiers for movement, terrain, LOS, cover, ETC.. all are something that you better be thinking about instead of blindly walking up ( under fire) to another mech and touching off everything to see what happens... in short, if thats how you fight and you want a lesson of WHY that is NOT a good idea.. I will be happy to administer THAT spanking!
Heat ~ The original Battletech game from when I first started playing 30 some years ago had one major limiting factor on combat. that was heat.. and truth be told even with all the wonderful upgraded stuff it still is in the top 3 or so ( others being Crits n tonnage) . I build my mech hot for one very simple reason... what makes them hot ( the weapons mix) gives me the ability to tailor my fire to the limiting factors on a battlefield and the diversity of the weapons systems gives me more choices in any given combat situation. so refer back to that thing I just wrote about walking up and firing everything to see what happens and perhaps this will help you understand that just cuz you HAVE a weapon system does not mean you have to use it all the time.
Speed/recon/specialty mechs ( IE Flasher, Mule, Locust, Raven,Ollie, Rosie, Corpsman ) Anyone who has ever served in the military will tell you two important things about combat. 1- Recon, Recon, Recon... Find the enemy do NOT let him find you.. If you do this it is awful hard to lose ( you still CAN ) if you do not it is your screwed. just that simple.
2- Amateurs study tactics.. professionals study logistics.. you can have all the firepower in the world and if I hit your supply lines ( see Nathan Bedford Forest or read up on a concept called deep strike ) or headhunt your c3.. Your nothing but a disorganized mob with some expensive toys.
AMMO Mechs~ Ever run low on missile reloads? How about AC rounds or maybe armor is a tad used.. Be nice to be able to repair or reload quickly now wouldn't' it??? thats what these are for. along with the other support mechs, vehicles , n stuff I have up and will be posting in the future. sure in a quickie battle you don't NEED them, but if you ever heard of the word " Campaign " without these ( and others like Food , MASH, ETC...) you will be hungry, cold, broke-down and pretty much defenseless..

Didn't ANYONE study Tukayyid

Oh one last lil detail thingie ... Everyone has a personal fighting "style" and given the same equipment will employ it differently... My units, Mechs, personnel, Aerospace, infantry, ETC are all tailor-made to the way i fight. might not be the way YOU fight but it's how I do and been doing it ( and this game since 1982) so please remember that when thinking something isn't worth it or how you would do it.. remember this VERY important tidbit... Study WHY that person did something that way. the WHY is important in deciding why it's important from another perspective and reasons....(

(this is the same message I post on another board but covers the same topics n such there as well as here.
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PostPosted: 06-Feb-2014 00:10    Post subject: Battlemech Creation n stuff behind it all Reply to topic Reply with quote

Okay, not interested in design tweak tips for your designs.
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Daphne Wilde
Star League Defense Force
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PostPosted: 06-Feb-2014 08:12    Post subject: Battlemech Creation n stuff behind it all Reply to topic Reply with quote

I am a great fan of anyone helping me twek a design to make it better. The biggest problem is everyone has their own ways of fighting Battlemechs and the mechs they build are usually designed with that in mind. case in point. I posted My Dervish ( somewhere, cant remember where) and the main comment was " It's not much of a dervish without Jump jets"... wellllll Thats sorta true according to the original 3025 design. However the way I utilize mine in combat is fine without the JJ's ( since I have other's of similar tonnage that DO have JJ's) Another example is I tend to use Pulse lasers for the -2 modifier to hit ( I LIKE hitting !!! ) vs ER versions on my lasers.. Yes it's extra tonnage n such but the way I fight I would rather take the range penalty and have the increased To-hit.
So as mentioned when evaluating it's just simple honesty to not judge something on how I or you would utilize a design but how that particular design COULD be used by someone else.
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PostPosted: 06-Feb-2014 09:55    Post subject: Battlemech Creation n stuff behind it all Reply to topic Reply with quote

Whenever you read comments on your designs you have to have thick skin. You have to remember that the commenter is posting based on their style and preferences. There are some designs universally loved, some design universally hated, and a whole lot of designs with a wide range of opinions. Doesn't mean anyones opinion is right or wrong.

One of my favorite designs is the Penetrator PTR-4D. However, it also one of those designs where you can't fire everything at the same time without overloading by quite a bit. Nor can you fire everything in the range brackets they are intended and move and not generate heat. But I still love it and I take it into combat all the time.
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Daphne Wilde
Star League Defense Force
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Joined: 19-Sep-2003 00:00
Posts: 425
Location: United States
PostPosted: 06-Feb-2014 11:59    Post subject: Battlemech Creation n stuff behind it all Reply to topic Reply with quote

Oh I agree. especially for those who have neither fought with or against someone since they are unfamiliar as to how a person plays which carries over to difficulty fingering out why someone made something in a specific way.
I also agree on the Mechs, take my fav The (original/3025)Marauder ( 75 ton ) If you look at the sheet and see the weapons placement, heat, movement ETC.. it is a piece of excrement waiting for someone to wipe it.. But the damnable thing ( to me ) just looks so damn COOL! which is why I "tinker" with it all the time.
Hades and Thanatos! there are SO many that will overheat in one orgy of weapons salvo's but so what? we love 'em anyways!
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PostPosted: 06-Feb-2014 13:46    Post subject: Battlemech Creation n stuff behind it all Reply to topic Reply with quote

In my case, if I design or modify a mech then it's for one of the following reasons:

1. I've identified an issue that needs to be resolved, either with the canon or the original material I've produced. Example: my universe has the WoB being pushed off of Terra within a year of their launching the Jihad due to a "suicide" mission that actually worked, forcing them to relocate their headquarters to another planet. The Blakists realistically needed new machines to replace their losses, but the new HQ planet only had factories for combat vehicles. Thus, "urban combat" mods for the 3025 Stinger and Shadow Hawk that incorporated those weapons and components produced on the planet.

2. I've identified what I perceive as a flaw in a canon design, and am reworking it to try and eliminate the flaw. Example: Mechs like the Fireball, Snake, Bombardier, and Yeoman are at a critical disadvantage in drawn-out engagements or guerrilla operations as they do not have energy weapons to back up their ballistic and missile weapons. I've redone both the Snake and Yeoman accordingly, and occasionally poke at the Bombardier.

3. I have an idea for something and want to create a testbed for it. Example: When I wanted to see how fast a mech could be made to go, I created the Starflash, a light mech that moves 12 / 18. It has paper-thin armor and mediocre weaponry (a medium laser and some smalls), but works as a skirmisher or patrol unit.
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